using System; using System.Collections; using System.Collections.Generic; using System.Linq; 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; namespace UnityExplorer.UI.Inspectors.IValues { public class InteractiveList : InteractiveValue, IPoolDataSource, ICacheObjectController { CacheObjectBase ICacheObjectController.ParentCacheObject => this.CurrentOwner; object ICacheObjectController.Target => this.CurrentOwner.Value; public Type TargetType { get; private set; } public override bool CanWrite => RefIList != null && !RefIList.IsReadOnly; public Type EntryType; public IEnumerable RefIEnumerable; public IList RefIList; public int ItemCount => values.Count; private readonly List values = new List(); private readonly List cachedEntries = new List(); public ScrollPool ListScrollPool { get; private set; } public Text TopLabel; public override void OnBorrowed(CacheObjectBase owner) { base.OnBorrowed(owner); } public override void ReleaseFromOwner() { base.ReleaseFromOwner(); ClearAndRelease(); } private void ClearAndRelease() { values.Clear(); foreach (var entry in cachedEntries) entry.ReleasePooledObjects(); cachedEntries.Clear(); } public override void SetValue(object value) { if (value == null) { // should never be null if (values.Any()) ClearAndRelease(); } else { var type = value.GetActualType(); if (type.IsGenericType) EntryType = type.GetGenericArguments()[0]; else EntryType = typeof(object); CacheEntries(value); TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.ParseFullType(type, false)}"; } //this.ScrollPoolLayout.minHeight = Math.Min(400f, 35f * values.Count); this.ListScrollPool.Refresh(true, false); } private void CacheEntries(object value) { RefIEnumerable = value as IEnumerable; RefIList = value as IList; if (RefIEnumerable == null) { // todo il2cpp return; } values.Clear(); int idx = 0; foreach (var entry in RefIEnumerable) { values.Add(entry); // If list count increased, create new cache entries CacheListEntry cache; if (idx >= cachedEntries.Count) { cache = new CacheListEntry(); cache.SetListOwner(this, idx); cachedEntries.Add(cache); } else cache = cachedEntries[idx]; cache.SetFallbackType(this.EntryType); cache.SetValueFromSource(entry); idx++; } // Remove excess cached entries if list count decreased if (cachedEntries.Count > values.Count) { for (int i = cachedEntries.Count - 1; i >= values.Count; i--) { var cache = cachedEntries[i]; if (cache.CellView != null) { cache.CellView.Occupant = null; cache.CellView = null; } cache.ReleasePooledObjects(); cachedEntries.RemoveAt(i); } } } // 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) { } public void SetCell(CacheListEntryCell cell, int index) { if (index < 0 || index >= cachedEntries.Count) { if (cell.Occupant != null) { cell.Occupant.CellView = null; cell.Occupant = null; } cell.Disable(); return; } var entry = cachedEntries[index]; if (entry != cell.Occupant) { if (cell.Occupant != null) { cell.Occupant.HideIValue(); cell.Occupant.CellView = null; cell.Occupant = null; } cell.Occupant = entry; entry.CellView = cell; } entry.SetCell(cell); } private LayoutElement scrollLayout; public override GameObject CreateContent(GameObject parent) { UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveList", true, true, true, true, 6, new Vector4(10, 3, 15, 4), new Color(0.05f, 0.05f, 0.05f)); UIFactory.SetLayoutElement(UIRoot, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 600); UIRoot.AddComponent().verticalFit = ContentSizeFitter.FitMode.PreferredSize; // Entries label TopLabel = UIFactory.CreateLabel(UIRoot, "EntryLabel", "not set", TextAnchor.MiddleLeft, fontSize: 16); TopLabel.horizontalOverflow = HorizontalWrapMode.Overflow; // entry scroll pool ListScrollPool = UIFactory.CreateScrollPool(UIRoot, "EntryList", out GameObject scrollObj, out GameObject _, new Color(0.09f, 0.09f, 0.09f)); UIFactory.SetLayoutElement(scrollObj, minHeight: 400, flexibleHeight: 0); ListScrollPool.Initialize(this, SetLayout); scrollLayout = scrollObj.GetComponent(); return UIRoot; } } }