Cleanup, use Time.realTimeSinceStartup instead of Time.time, add some stuff

This commit is contained in:
Sinai 2021-05-03 21:02:01 +10:00
parent ad61ff243a
commit 8d9d8f76c2
22 changed files with 321 additions and 198 deletions

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@ -1,13 +1,70 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Tests
{
public static class TestClass
{
public static List<object> List
public static IEnumerable ANestedList = new List<List<List<string>>>
{
new List<List<string>>
{
new List<string>
{
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
},
new List<string>
{
"three",
"four",
}
},
new List<List<string>>
{
new List<string>
{
"five"
}
}
};
public static IDictionary DictTest = new Dictionary<object, object>
{
{ 1, 2 },
{ "one", "two" },
{ true, false },
{ new Vector3(0,1,2), new Vector3(1,2,3) },
{ CameraClearFlags.Depth, CameraClearFlags.Color },
{ "################################################\r\n##########", null },
{ "subdict", new Dictionary<object,object> { { "key", "value" } } }
};
public const int ConstantInt = 5;
public static byte[] ByteArray = new byte[16];
public static string LongString = new string('#', 10000);
public static List<string> BigList = new List<string>(10000);
public static List<object> RandomList
{
get
{
@ -38,11 +95,6 @@ namespace UnityExplorer.Tests
return ret;
}
public const int ConstantInt = 5;
public static byte[] ByteArray = new byte[16];
public static string LongString = new string('#', 10000);
#if CPP
public static string testStringOne = "Test";
public static Il2CppSystem.Object testStringTwo = "string boxed as cpp object";
@ -55,6 +107,9 @@ namespace UnityExplorer.Tests
static TestClass()
{
for (int i = 0; i < BigList.Capacity; i++)
BigList.Add(i.ToString());
#if CPP
testHashset = new Il2CppSystem.Collections.Hashtable();
testHashset.Add("key1", "itemOne");

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@ -12,6 +12,19 @@ namespace UnityExplorer
{
public static class UnityHelpers
{
// Time helpers, can't use Time.time since timeScale will affect it.
// default 10ms (one frame at 100fps)
public static bool OccuredEarlierThanDefault(this float time)
{
return Time.realtimeSinceStartup - 0.01f >= time;
}
public static bool OccuredEarlierThan(this float time, float secondsAgo)
{
return Time.realtimeSinceStartup - secondsAgo >= time;
}
/// <summary>
/// Check if an object is null, and if it's a UnityEngine.Object then also check if it was destroyed.
/// </summary>

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@ -1,5 +1,6 @@
using System;
using System.Collections;
using System.Diagnostics;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
@ -82,8 +83,8 @@ namespace UnityExplorer
// END
//InspectorManager.Inspect(typeof(TestClass));
InspectorManager.Inspect(UIManager.CanvasRoot.gameObject.GetComponent<GraphicRaycaster>());
InspectorManager.Inspect(typeof(TestClass));
//InspectorManager.InspectType(typeof(ReflectionUtility));
}

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@ -61,17 +61,17 @@ namespace UnityExplorer.UI.Inspectors.CacheObject.Views
// label
KeyLabel = UIFactory.CreateLabel(keyGroup, "KeyLabel", "not set (key)", TextAnchor.MiddleLeft);
KeyLabel = UIFactory.CreateLabel(keyGroup, "KeyLabel", "<i>empty</i>", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(KeyLabel.gameObject, minWidth: 50, flexibleWidth: 999, minHeight: 30);
// Type label for input field
KeyInputTypeLabel = UIFactory.CreateLabel(keyGroup, "InputTypeLabel", "not set", TextAnchor.MiddleLeft);
KeyInputTypeLabel = UIFactory.CreateLabel(keyGroup, "InputTypeLabel", "<i>null</i>", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(KeyInputTypeLabel.gameObject, minWidth: 55, flexibleWidth: 0, minHeight: 30);
// input field
var keyInputObj = UIFactory.CreateInputField(keyGroup, "KeyInput", "not set", out KeyInputField);
var keyInputObj = UIFactory.CreateInputField(keyGroup, "KeyInput", "empty", out KeyInputField);
UIFactory.SetLayoutElement(keyInputObj, minHeight: 30, flexibleHeight: 0, flexibleWidth: 200);
//KeyInputField.lineType = InputField.LineType.MultiLineNewline;
KeyInputField.readOnly = true;

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@ -76,9 +76,9 @@ namespace UnityExplorer.UI.Inspectors
return;
}
if (Time.time - timeOfLastUpdate > 1f)
if (timeOfLastUpdate.OccuredEarlierThan(1))
{
timeOfLastUpdate = Time.time;
timeOfLastUpdate = Time.realtimeSinceStartup;
// Refresh children and components
TransformTree.RefreshData(true, false);

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@ -6,6 +6,7 @@ using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.Inspectors.CacheObject;
using UnityExplorer.UI.Inspectors.CacheObject.Views;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
@ -82,7 +83,7 @@ namespace UnityExplorer.UI.Inspectors.IValues
CacheEntries(value);
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.ParseFullType(type, true)}";
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.ParseFullType(type, false)}";
}
@ -196,7 +197,7 @@ namespace UnityExplorer.UI.Inspectors.IValues
minHeight += cell.Rect.rect.height;
}
this.scrollLayout.minHeight = Math.Min(400f, minHeight);
this.scrollLayout.minHeight = Math.Min(InspectorPanel.CurrentPanelHeight - 400f, minHeight);
}
private void SetCellLayout(CacheKeyValuePairCell cell)

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@ -6,6 +6,7 @@ using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.Inspectors.CacheObject;
using UnityExplorer.UI.Inspectors.CacheObject.Views;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
@ -36,20 +37,6 @@ namespace UnityExplorer.UI.Inspectors.IValues
base.OnBorrowed(owner);
}
public override void SetLayout()
{
var minHeight = 5f;
foreach (var cell in ListScrollPool.CellPool)
{
if (cell.Enabled)
minHeight += cell.Rect.rect.height;
}
this.scrollLayout.minHeight = Math.Min(400f, minHeight);
}
public override void ReleaseFromOwner()
{
base.ReleaseFromOwner();
@ -85,7 +72,7 @@ namespace UnityExplorer.UI.Inspectors.IValues
CacheEntries(value);
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.ParseFullType(type, true)}";
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.ParseFullType(type, false)}";
}
//this.ScrollPoolLayout.minHeight = Math.Min(400f, 35f * values.Count);
@ -144,6 +131,19 @@ namespace UnityExplorer.UI.Inspectors.IValues
// List entry scroll pool
public override void SetLayout()
{
var minHeight = 5f;
foreach (var cell in ListScrollPool.CellPool)
{
if (cell.Enabled)
minHeight += cell.Rect.rect.height;
}
this.scrollLayout.minHeight = Math.Min(InspectorPanel.CurrentPanelHeight - 400f, minHeight);
}
public void OnCellBorrowed(CacheListEntryCell cell)
{

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@ -72,9 +72,14 @@ namespace UnityExplorer.UI.Inspectors.IValues
public virtual GameObject CreateContent(GameObject parent)
{
UIRoot = UIFactory.CreateUIObject(this.GetType().Name, parent);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(UIRoot, true, true, true, true, 3, childAlignment: TextAnchor.MiddleLeft);
UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(UIRoot, true, true, true, true, 3, childAlignment: TextAnchor.MiddleLeft);
UIFactory.CreateLabel(UIRoot, "Label", "this is an ivalue", TextAnchor.MiddleLeft);
UIFactory.CreateInputField(UIRoot, "InputFIeld", "...", out var input);
UIFactory.SetLayoutElement(input.gameObject, minHeight: 25, flexibleHeight: 500);
input.lineType = InputField.LineType.MultiLineNewline;
input.gameObject.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
return UIRoot;
}

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@ -18,7 +18,6 @@ namespace UnityExplorer.UI.Inspectors
{
public class ReflectionInspector : InspectorBase, IPoolDataSource<CacheMemberCell>, ICacheObjectController
{
// TODO
public CacheObjectBase ParentCacheObject { get; set; }
public bool StaticOnly { get; internal set; }
@ -145,9 +144,9 @@ namespace UnityExplorer.UI.Inspectors
return;
}
if (Time.time - timeOfLastUpdate > 1f)
if (timeOfLastUpdate.OccuredEarlierThan(1))
{
timeOfLastUpdate = Time.time;
timeOfLastUpdate = Time.realtimeSinceStartup;
if (AutoUpdateWanted)
UpdateDisplayedMembers();// true);

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@ -41,22 +41,17 @@ namespace UnityExplorer.UI.Panels
private readonly Dictionary<int, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<int, Dropdown.OptionData>();
private IEnumerable<GameObject> GetRootEntries() => SceneHandler.CurrentRootObjects;
public void ForceUpdate()
{
ExpensiveUpdate();
}
public void Update()
{
if ((AutoUpdate || !SceneHandler.InspectingAssetScene) && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
if (AutoUpdate && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
{
timeOfLastUpdate = Time.realtimeSinceStartup;
ExpensiveUpdate();
UpdateTree();
}
}
public void ExpensiveUpdate()
public void UpdateTree()
{
SceneHandler.Update();
Tree.RefreshData(true);
@ -70,7 +65,7 @@ namespace UnityExplorer.UI.Panels
SceneHandler.SelectedScene = SceneHandler.LoadedScenes[value];
SceneHandler.Update();
Tree.RefreshData(true);
OnSelectedSceneChanged(SceneHandler.SelectedScene.Value);
//OnSelectedSceneChanged(SceneHandler.SelectedScene.Value);
}
private void SceneHandler_OnInspectedSceneChanged(Scene scene)
@ -88,14 +83,14 @@ namespace UnityExplorer.UI.Panels
sceneDropdown.captionText.text = opt.text;
}
OnSelectedSceneChanged(scene);
//OnSelectedSceneChanged(scene);
}
private void OnSelectedSceneChanged(Scene scene)
{
if (refreshRow)
refreshRow.SetActive(!scene.IsValid());
}
//private void OnSelectedSceneChanged(Scene scene)
//{
// if (refreshRow)
// refreshRow.SetActive(!scene.IsValid());
//}
private void SceneHandler_OnLoadedScenesChanged(ReadOnlyCollection<Scene> loadedScenes)
{
@ -191,7 +186,7 @@ namespace UnityExplorer.UI.Panels
var refreshButton = UIFactory.CreateButton(refreshRow, "RefreshButton", "Update");
UIFactory.SetLayoutElement(refreshButton.Button.gameObject, minWidth: 65, flexibleWidth: 0);
refreshButton.OnClick += ForceUpdate;
refreshButton.OnClick += UpdateTree;
var refreshToggle = UIFactory.CreateToggle(refreshRow, "RefreshToggle", out Toggle toggle, out Text text);
UIFactory.SetLayoutElement(refreshToggle, flexibleWidth: 9999);
@ -202,7 +197,7 @@ namespace UnityExplorer.UI.Panels
toggle.isOn = false;
toggle.onValueChanged.AddListener((bool val) => AutoUpdate = val);
refreshRow.SetActive(false);
//refreshRow.SetActive(false);
// Transform Tree

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@ -54,10 +54,10 @@ namespace UnityExplorer.UI.Panels
if (value.Length == UIManager.MAX_INPUTFIELD_CHARS)
ExplorerCore.LogWarning($"Reached maximum InputField character length! ({UIManager.MAX_INPUTFIELD_CHARS})");
if (Time.time <= m_timeOfLastInputInvoke)
if (m_timeOfLastInputInvoke.OccuredEarlierThanDefault())
return;
m_timeOfLastInputInvoke = Time.time;
m_timeOfLastInputInvoke = Time.realtimeSinceStartup;
OnInputChanged?.Invoke(value);
}
@ -103,7 +103,7 @@ namespace UnityExplorer.UI.Panels
public override void SetDefaultPosAndAnchors()
{
mainPanelRect.localPosition = Vector2.zero;
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
mainPanelRect.pivot = new Vector2(0f, 1f);
mainPanelRect.anchorMin = new Vector2(0.5f, 0);
mainPanelRect.anchorMax = new Vector2(0.5f, 1);
mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom

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@ -29,6 +29,7 @@ namespace UnityExplorer.UI.Panels
public RectTransform ContentRect;
public static float CurrentPanelWidth => Instance.mainPanelRect.rect.width;
public static float CurrentPanelHeight => Instance.mainPanelRect.rect.height;
public override void Update()
{
@ -57,9 +58,9 @@ namespace UnityExplorer.UI.Panels
public override void SetDefaultPosAndAnchors()
{
mainPanelRect.localPosition = Vector2.zero;
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
mainPanelRect.anchorMin = new Vector2(0.5f, 0);
mainPanelRect.anchorMax = new Vector2(0.5f, 1);
mainPanelRect.pivot = new Vector2(0f, 1f);
mainPanelRect.anchorMin = new Vector2(0.1f, 0.15f);
mainPanelRect.anchorMax = new Vector2(0.1f, 0.95f);
mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom
mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -50); // top
mainPanelRect.sizeDelta = new Vector2(700f, mainPanelRect.sizeDelta.y);

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@ -98,13 +98,17 @@ namespace UnityExplorer.UI.Panels
public override void SetDefaultPosAndAnchors()
{
mainPanelRect.localPosition = Vector2.zero;
mainPanelRect.anchorMin = Vector3.zero;
mainPanelRect.anchorMax = new Vector2(0, 1);
mainPanelRect.sizeDelta = new Vector2(320f, mainPanelRect.sizeDelta.y);
mainPanelRect.anchoredPosition = new Vector2(200, 0);
mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom
mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -50); // top
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
mainPanelRect.pivot = new Vector2(0f, 1f);
mainPanelRect.anchorMin = new Vector2(0.1f, 0.2f);
mainPanelRect.anchorMax = new Vector2(0.25f, 0.9f);
//mainPanelRect.anchorMin = Vector3.zero;
//mainPanelRect.anchorMax = new Vector2(0, 1);
//mainPanelRect.sizeDelta = new Vector2(320f, mainPanelRect.sizeDelta.y);
//mainPanelRect.anchoredPosition = new Vector2(200, 0);
//mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom
//mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -50); // top
}
public override void ConstructPanelContent()

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@ -15,6 +15,8 @@ namespace UnityExplorer.UI.Panels
{
#region Static
public static bool Resizing { get; private set; }
internal static List<PanelDragger> Instances = new List<PanelDragger>();
static PanelDragger()
@ -86,7 +88,7 @@ namespace UnityExplorer.UI.Panels
// Dragging
public RectTransform DragableArea { get; set; }
public bool WasDragging { get; set; }
private Vector3 m_lastDragPosition;
private Vector2 m_lastDragPosition;
// Resizing
private const int RESIZE_THICKNESS = 10;
@ -132,7 +134,8 @@ namespace UnityExplorer.UI.Panels
{
ResizeTypes type;
Vector3 resizePos = Panel.InverseTransformPoint(rawMousePos);
bool inResizePos = MouseInResizeArea(resizePos);
bool inResizePos = !UIManager.NavBarRect.rect.Contains(UIManager.NavBarRect.InverseTransformPoint(rawMousePos))
&& MouseInResizeArea(resizePos);
Vector3 dragPos = DragableArea.InverseTransformPoint(rawMousePos);
bool inDragPos = DragableArea.rect.Contains(dragPos);
@ -218,15 +221,25 @@ namespace UnityExplorer.UI.Panels
public void OnDrag()
{
Vector3 diff = InputManager.MousePosition - m_lastDragPosition;
Vector2 diff = (Vector2)InputManager.MousePosition - m_lastDragPosition;
m_lastDragPosition = InputManager.MousePosition;
// update position while preserving the z value
Vector3 pos = Panel.localPosition;
float z = pos.z;
pos += diff;
pos.z = z;
pos += (Vector3)diff;
Panel.localPosition = pos;
// TODO prevent dragging the navbar outside the window completely.
// this was not that, but should do that.
//var halfHeight = Panel.rect.height * 0.5f;
//var halfWidth = Panel.rect.width * 0.5f;
//if (Panel.MinY() - halfHeight + 25 < 0
// || Panel.MinX() - halfWidth + 25 < 0
// || Panel.MaxY() + halfWidth - 25 > Screen.height
// || Panel.MinX() + halfWidth - 25 > Screen.width)
//{
// Panel.localPosition -= (Vector3)diff;
//}
}
public void OnEndDrag()
@ -382,6 +395,7 @@ namespace UnityExplorer.UI.Panels
m_currentResizeType = resizeType;
m_lastResizePos = InputManager.MousePosition;
WasResizing = true;
Resizing = true;
}
public void OnResize()
@ -431,6 +445,7 @@ namespace UnityExplorer.UI.Panels
public void OnEndResize()
{
WasResizing = false;
Resizing = false;
try { OnHoverResizeEnd(); } catch { }
UpdateResizeCache();
OnFinishResize?.Invoke(Panel);

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@ -134,7 +134,7 @@ namespace UnityExplorer.UI.Panels
{
// create navbar button
NavButton = UIFactory.CreateButton(UIManager.navbarButtonHolder, $"Button_{PanelType}", Name);
NavButton = UIFactory.CreateButton(UIManager.NavbarButtonHolder, $"Button_{PanelType}", Name);
UIFactory.SetLayoutElement(NavButton.Button.gameObject, minWidth: 118, flexibleWidth: 0);
RuntimeProvider.Instance.SetColorBlock(NavButton.Button, UIManager.navButtonDisabledColor, UIManager.navButtonDisabledColor * 1.2f);
NavButton.OnClick += () =>

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@ -470,9 +470,9 @@ namespace UnityExplorer.UI
inputField.onValueChanged.AddListener((string val) =>
{
if (Time.time > timeOfLastRebuild)
if (timeOfLastRebuild.OccuredEarlierThanDefault())
{
timeOfLastRebuild = Time.time;
timeOfLastRebuild = Time.realtimeSinceStartup;
LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform);
}
});
@ -767,7 +767,7 @@ namespace UnityExplorer.UI
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
{
GameObject mainObj = CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
GameObject mainObj = CreateUIObject("SliderScrollbar", parent, _smallElementSize);
GameObject bgImageObj = CreateUIObject("Background", mainObj);
GameObject handleSlideAreaObj = CreateUIObject("Handle Slide Area", mainObj);

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@ -45,10 +45,14 @@ namespace UnityExplorer.UI
public static AutoCompleter AutoCompleter { get; private set; }
// other
// assets
internal static Font ConsoleFont { get; private set; }
internal static Shader BackupShader { get; private set; }
// Main Navbar UI
public static RectTransform NavBarRect;
public static GameObject NavbarButtonHolder;
internal static readonly Color navButtonEnabledColor = new Color(0.2f, 0.4f, 0.28f);
internal static readonly Color navButtonDisabledColor = new Color(0.25f, 0.25f, 0.25f);
@ -213,30 +217,53 @@ namespace UnityExplorer.UI
PanelHolder.transform.SetAsFirstSibling();
}
internal static GameObject navbarButtonHolder;
//// temp
//private static float lastTimeSpeed;
//private static bool pausing;
private static void CreateTopNavBar()
{
var navbarPanel = UIFactory.CreateUIObject("MainNavbar", CanvasRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navbarPanel, false, true, true, true, 5, 4, 4, 4, 4, TextAnchor.MiddleCenter);
navbarPanel.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f);
var panelRect = navbarPanel.GetComponent<RectTransform>();
panelRect.pivot = new Vector2(0.5f, 1f);
panelRect.anchorMin = new Vector2(0.5f, 1f);
panelRect.anchorMax = new Vector2(0.5f, 1f);
panelRect.sizeDelta = new Vector2(900f, 35f);
NavBarRect = navbarPanel.GetComponent<RectTransform>();
NavBarRect.pivot = new Vector2(0.5f, 1f);
NavBarRect.anchorMin = new Vector2(0.5f, 1f);
NavBarRect.anchorMax = new Vector2(0.5f, 1f);
NavBarRect.sizeDelta = new Vector2(900f, 35f);
// UnityExplorer title
string titleTxt = $"{ExplorerCore.NAME} <i><color=grey>{ExplorerCore.VERSION}</color></i>";
var title = UIFactory.CreateLabel(navbarPanel, "Title", titleTxt, TextAnchor.MiddleLeft, default, true, 18);
UIFactory.SetLayoutElement(title.gameObject, minWidth: 240, flexibleWidth: 0);// close button
UIFactory.SetLayoutElement(title.gameObject, minWidth: 240, flexibleWidth: 0);
// TODO something nicer for this, maybe a 'Tools' dropout below the main navbar with a few helpers like this.
//var btn = UIFactory.CreateButton(navbarPanel, "Button", "pause", new Color(0.2f, 0.2f, 0.2f));
//UIFactory.SetLayoutElement(btn.Button.gameObject, minWidth: 30, flexibleWidth: 0, minHeight: 25);
//btn.OnClick += () =>
//{
// if (!pausing)
// {
// lastTimeSpeed = Time.timeScale;
// Time.timeScale = 0;
// pausing = true;
// btn.ButtonText.text = "resume";
// }
// else
// {
// Time.timeScale = lastTimeSpeed;
// pausing = false;
// btn.ButtonText.text = "pause";
// }
//};
// Navbar
navbarButtonHolder = UIFactory.CreateUIObject("NavButtonHolder", navbarPanel);
UIFactory.SetLayoutElement(navbarButtonHolder, flexibleHeight: 999, flexibleWidth: 999);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navbarButtonHolder, true, true, true, true, 4, 2, 2, 2, 2);
NavbarButtonHolder = UIFactory.CreateUIObject("NavButtonHolder", navbarPanel);
UIFactory.SetLayoutElement(NavbarButtonHolder, flexibleHeight: 999, flexibleWidth: 999);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(NavbarButtonHolder, true, true, true, true, 4, 2, 2, 2, 2);
// Hide menu button

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@ -205,7 +205,7 @@ namespace UnityExplorer.UI.Utility
for (int i = 0; i < args.Length; i++)
{
if (i > 0)
ret += ",";
ret += ", ";
if (isGenericParams)
{

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@ -28,7 +28,7 @@ namespace UnityExplorer.UI.Widgets.AutoComplete
suggestions.Clear();
AutoCompleter.Instance.SetSuggestions(suggestions);
timeOfLastCheck = Time.time;
timeOfLastCheck = Time.realtimeSinceStartup;
InputField.text = suggestion.UnderlyingValue;
}
@ -84,10 +84,10 @@ namespace UnityExplorer.UI.Widgets.AutoComplete
private void OnInputFieldChanged(string value)
{
if (timeOfLastCheck == Time.time)
if (!timeOfLastCheck.OccuredEarlierThanDefault())
return;
timeOfLastCheck = Time.time;
timeOfLastCheck = Time.realtimeSinceStartup;
value = value ?? "";

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@ -40,6 +40,47 @@ namespace UnityExplorer.UI.Widgets
public float DefaultHeight => m_defaultHeight ?? (float)(m_defaultHeight = ScrollPool.PrototypeHeight);
private float? m_defaultHeight;
/// <summary>Get the data index at the specified position of the total height cache.</summary>
public int GetFirstDataIndexAtPosition(float desiredHeight) => GetFirstDataIndexAtPosition(desiredHeight, out _);
/// <summary>Get the data index and DataViewInfo at the specified position of the total height cache.</summary>
public int GetFirstDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = default;
if (!heightCache.Any())
return 0;
int rangeIndex = GetRangeFloorOfPosition(desiredHeight);
// probably shouldnt happen but just in case
if (rangeIndex < 0)
return 0;
if (rangeIndex >= rangeCache.Count)
{
int idx = ScrollPool.DataSource.ItemCount - 1;
cache = heightCache[idx];
return idx;
}
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
// if the DataViewInfo is outdated, need to rebuild
int expectedMin = GetRangeCeilingOfPosition(cache.startPosition);
int expectedMax = expectedMin + cache.normalizedSpread - 1;
if (rangeIndex < expectedMin || rangeIndex > expectedMax)
{
RecalculateStartPositions(Math.Max(dataIndex, expectedMax));
rangeIndex = GetRangeFloorOfPosition(desiredHeight);
dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
}
return dataIndex;
}
/// <summary>
/// Lookup table for "which data index first appears at this position"<br/>
/// Index: DefaultHeight * index from top of data<br/>
@ -48,7 +89,7 @@ namespace UnityExplorer.UI.Widgets
private readonly List<int> rangeCache = new List<int>();
/// <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
private int GetRangeFloorOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
/// <summary>Same as GetRangeIndexOfPosition, except this rounds up to the next division if there was remainder from the previous cell.</summary>
private int GetRangeCeilingOfPosition(float position) => (int)Math.Ceiling((decimal)position / (decimal)DefaultHeight);
@ -106,33 +147,6 @@ namespace UnityExplorer.UI.Widgets
rangeCache.RemoveAt(rangeCache.Count - 1);
}
/// <summary>Get the data index at the specified position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight) => GetDataIndexAtPosition(desiredHeight, out _);
/// <summary>Get the data index and DataViewInfo at the specified position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = default;
if (!heightCache.Any())
return 0;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeIndex < 0)
return 0;
if (rangeIndex >= rangeCache.Count)
{
int idx = ScrollPool.DataSource.ItemCount - 1;
cache = heightCache[idx];
return idx;
}
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
/// <summary>Set a given data index with the specified value.</summary>
public void SetIndex(int dataIndex, float height)
{
@ -192,8 +206,6 @@ namespace UnityExplorer.UI.Widgets
if (spread != cache.normalizedSpread)
{
ExplorerCore.Log("Updating spread for " + dataIndex + " from " + cache.normalizedSpread + " to " + spread);
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
@ -217,7 +229,7 @@ namespace UnityExplorer.UI.Widgets
private void RecalculateStartPositions(int toIndex)
{
if (heightCache.Count < 2)
if (heightCache.Count <= 1)
return;
DataViewInfo cache;

View File

@ -8,6 +8,7 @@ using UnityEngine.UI;
using UnityExplorer.Core.Input;
using UnityExplorer.UI.Models;
using UnityExplorer.UI.ObjectPool;
using UnityExplorer.UI.Panels;
namespace UnityExplorer.UI.Widgets
{
@ -35,7 +36,7 @@ namespace UnityExplorer.UI.Widgets
public float PrototypeHeight => _protoHeight ?? (float)(_protoHeight = Pool<T>.Instance.DefaultHeight);
private float? _protoHeight;
public int ExtraPoolCells => 6;
public int ExtraPoolCells => 10;
public float RecycleThreshold => PrototypeHeight * ExtraPoolCells;
public float HalfThreshold => RecycleThreshold * 0.5f;
@ -85,12 +86,12 @@ namespace UnityExplorer.UI.Widgets
// A sanity check so only one thing is setting the value per frame.
public bool WritingLocked
{
get => writingLocked;
get => writingLocked || PanelDragger.Resizing;
internal set
{
if (writingLocked == value)
return;
timeofLastWriteLock = Time.time;
timeofLastWriteLock = Time.realtimeSinceStartup;
writingLocked = value;
}
}
@ -98,28 +99,32 @@ namespace UnityExplorer.UI.Widgets
private float timeofLastWriteLock;
private float prevContentHeight = 1.0f;
private event Action onHeightChanged;
private event Action OnHeightChanged;
public override void Update()
{
if (!ScrollRect || DataSource == null)
return;
if (writingLocked && timeofLastWriteLock < Time.time)
if (writingLocked && timeofLastWriteLock.OccuredEarlierThanDefault())
writingLocked = false;
if (prevContentHeight <= 1f && Content.rect.height > 1f)
if (!writingLocked)
{
prevContentHeight = Content.rect.height;
}
else if (Content.rect.height != prevContentHeight)
{
prevContentHeight = Content.rect.height;
if (!writingLocked)
OnValueChangedListener(Vector2.zero);
if (prevContentHeight <= 1f && Content.rect.height > 1f)
{
prevContentHeight = Content.rect.height;
}
else if (Content.rect.height != prevContentHeight)
{
prevContentHeight = Content.rect.height;
if (!writingLocked)
OnValueChangedListener(Vector2.zero);
onHeightChanged?.Invoke();
OnHeightChanged?.Invoke();
}
}
}
#endregion
@ -189,7 +194,7 @@ namespace UnityExplorer.UI.Widgets
// add onValueChanged listener after setup
ScrollRect.onValueChanged.AddListener(OnValueChangedListener);
onHeightChanged += onHeightChangedListener;
OnHeightChanged += onHeightChangedListener;
onHeightChangedListener?.Invoke();
}
@ -244,6 +249,7 @@ namespace UnityExplorer.UI.Widgets
topPoolIndex = 0;
bottomPoolIndex = -1;
WritingLocked = true;
// create cells until the Pool area is covered.
// use minimum default height so that maximum pool count is reached.
while (currentPoolCoverage <= requiredCoverage)
@ -450,9 +456,7 @@ namespace UnityExplorer.UI.Widgets
prevAnchoredPos = ScrollRect.content.anchoredPosition;
SetScrollBounds();
//WritingLocked = true;
UpdateSliderHandle(true);
UpdateSliderHandle();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolIndex].Rect) > RecycleViewBounds.x
@ -465,12 +469,11 @@ namespace UnityExplorer.UI.Widgets
private float RecycleTopToBottom()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleTop && CurrentDataCount < DataSource.ItemCount)
{
WritingLocked = true;
var cell = CellPool[topPoolIndex];
//Move top cell to bottom
@ -496,12 +499,11 @@ namespace UnityExplorer.UI.Widgets
private float RecycleBottomToTop()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleBottom && CurrentDataCount > CellPool.Count)
{
WritingLocked = true;
var cell = CellPool[bottomPoolIndex];
//Move bottom cell to top
@ -537,74 +539,26 @@ namespace UnityExplorer.UI.Widgets
// Slider
private void UpdateSliderHandle(bool forcePositionValue = true)
{
CheckDataSourceCountChange(out _);
var dataHeight = TotalDataHeight;
// calculate handle size based on viewport / total data height
var viewportHeight = Viewport.rect.height;
var handleHeight = viewportHeight * Math.Min(1, viewportHeight / dataHeight);
handleHeight = Math.Max(15f, handleHeight);
// resize the handle container area for the size of the handle (bigger handle = smaller container)
var container = slider.m_HandleContainerRect;
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
// set handle size
slider.handleRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
// if slider is 100% height then make it not interactable
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
if (forcePositionValue)
{
float val = 0f;
if (TotalDataHeight > 0f)
{
float topPos = 0f;
if (HeightCache.Count > 0)
topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
var viewHeight = TotalDataHeight - Viewport.rect.height;
if (viewHeight != 0.0f)
val = (float)((decimal)scrollPos / (decimal)(viewHeight));
else
val = 0f;
}
bool prev = writingLocked;
WritingLocked = true;
slider.value = val;
WritingLocked = prev;
}
}
private void OnSliderValueChanged(float val)
{
if (this.WritingLocked || DataSource == null)
// Prevent spam invokes unless value is 0 or 1 (so we dont skip over the start/end)
if (DataSource == null || (WritingLocked && val != 0 && val != 1))
return;
this.WritingLocked = true;
ScrollRect.StopMovement();
RefreshCellHeightsFast();
// normalize the scroll position for the scroll bounds.
// this translates the value into saying "point at the center of the height of the viewport"
var scrollHeight = NormalizedScrollBounds.y - NormalizedScrollBounds.x;
var desiredPosition = val * scrollHeight + NormalizedScrollBounds.x;
// point at the center of the viewport
var desiredPosition = val * (NormalizedScrollBounds.y - NormalizedScrollBounds.x) + NormalizedScrollBounds.x;
// add offset above it for viewport height
var halfView = Viewport.rect.height * 0.5f;
var desiredMinY = desiredPosition - halfView;
// get the data index at the top of the viewport
int topViewportIndex = HeightCache.GetDataIndexAtPosition(desiredMinY);
int topViewportIndex = HeightCache.GetFirstDataIndexAtPosition(desiredMinY);
topViewportIndex = Math.Max(0, topViewportIndex);
topViewportIndex = Math.Min(DataSource.ItemCount - 1, topViewportIndex);
@ -677,7 +631,48 @@ namespace UnityExplorer.UI.Widgets
SetScrollBounds();
ScrollRect.UpdatePrevData();
UpdateSliderHandle(false);
UpdateSliderHandle();
}
private void UpdateSliderHandle()// bool forcePositionValue = true)
{
CheckDataSourceCountChange(out _);
var dataHeight = TotalDataHeight;
// calculate handle size based on viewport / total data height
var viewportHeight = Viewport.rect.height;
var handleHeight = viewportHeight * Math.Min(1, viewportHeight / dataHeight);
handleHeight = Math.Max(15f, handleHeight);
// resize the handle container area for the size of the handle (bigger handle = smaller container)
var container = slider.m_HandleContainerRect;
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
// set handle size
slider.handleRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
// if slider is 100% height then make it not interactable
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
float val = 0f;
if (TotalDataHeight > 0f)
{
float topPos = 0f;
if (HeightCache.Count > 0)
topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
var viewHeight = TotalDataHeight - Viewport.rect.height;
if (viewHeight != 0.0f)
val = (float)((decimal)scrollPos / (decimal)(viewHeight));
else
val = 0f;
}
slider.Set(val, false);
}
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>

View File

@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.Widgets
namespace UnityExplorer.UI
{
public static class UIExtension
{