using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.Models;
namespace UnityExplorer.UI.Widgets
{
///
/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
///
public class ScrollPool : UIBehaviourModel
{
// Some helper classes to make managing the complex parts of this a bit easier.
public class CachedHeight
{
public int dataIndex;
public float height, startPosition;
public static implicit operator float(CachedHeight ch) => ch.height;
}
public class DataHeightManager
{
private readonly List heightCache = new List();
public int Count => heightCache.Count;
public float TotalHeight => totalHeight;
private float totalHeight;
public float DefaultHeight => 25f;
// for efficient lookup of "which index is at this range"
// list index: DefaultHeight * index from top of data
// list value: the data index at this position
private readonly List rangeToDataIndexCache = new List();
public CachedHeight this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
private float currentEndPosition;
public void Add(float value)
{
heightCache.Add(new CachedHeight()
{
height = 0f,
startPosition = currentEndPosition
});
currentEndPosition += value;
SetIndex(heightCache.Count - 1, value);
}
public void Clear()
{
heightCache.Clear();
totalHeight = 0f;
}
public void SetIndex(int dataIndex, float value)
{
if (dataIndex >= heightCache.Count)
{
while (dataIndex > heightCache.Count)
Add(DefaultHeight);
Add(value);
return;
}
var curr = heightCache[dataIndex];
if (curr.Equals(value))
return;
var diff = value - curr;
totalHeight += diff;
var cache = heightCache[dataIndex];
cache.height = value;
if (dataIndex > 0)
{
var prev = heightCache[dataIndex - 1];
cache.startPosition = prev.startPosition + prev.height;
}
if (heightCache.Count > dataIndex + 1)
heightCache[dataIndex + 1].startPosition += diff;
// Update the range cache
// If we are setting an index outside of our cached range we need to naively fill the gap
int rangeIndex = (int)Math.Floor((decimal)cache.startPosition / (decimal)DefaultHeight);
if (rangeToDataIndexCache.Count <= rangeIndex)
{
if (!rangeToDataIndexCache.Any())
rangeToDataIndexCache.Add(dataIndex);
else
{
int lastCurrIndex = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
while (rangeToDataIndexCache.Count <= rangeIndex)
{
rangeToDataIndexCache.Add(lastCurrIndex);
if (lastCurrIndex < dataIndex - 1)
lastCurrIndex++;
}
}
}
// set the starting 'index' of the cell
rangeToDataIndexCache[rangeIndex] = dataIndex;
// if the cell spreads over multiple range indices, then set those too.
int spread = (int)Math.Floor((decimal)value / (decimal)25f);
if (spread > 1)
{
for (int i = rangeIndex + 1; i < rangeIndex + spread - 1; i++)
{
if (i > rangeToDataIndexCache.Count)
rangeToDataIndexCache.Add(dataIndex);
else
rangeToDataIndexCache[i] = dataIndex;
}
}
}
public int GetDataIndexAtStartPosition(float desiredHeight)
=> GetDataIndexAtStartPosition(desiredHeight, out _);
public int GetDataIndexAtStartPosition(float desiredHeight, out CachedHeight cache)
{
cache = null;
//desiredHeight = Math.Max(0, desiredHeight);
//desiredHeight = Math.Min(TotalHeight, desiredHeight);
int rangeIndex = (int)Math.Floor((decimal)desiredHeight / (decimal)DefaultHeight);
if (rangeToDataIndexCache.Count <= rangeIndex)
return -1;
int dataIndex = rangeToDataIndexCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
}
// internal class used to track and manage cell views
public class CachedCell
{
public ScrollPool Pool { get; }
public RectTransform Rect { get; }
public ICell Cell { get; }
public CachedCell(ScrollPool pool, RectTransform rect, ICell cell)
{
this.Pool = pool;
this.Rect = rect;
this.Cell = cell;
}
}
public ScrollPool(ScrollRect scrollRect)
{
this.scrollRect = scrollRect;
}
public float ExtraPoolCoverageRatio = 1.3f;
public IPoolDataSource DataSource;
public RectTransform PrototypeCell;
// UI
public override GameObject UIRoot => scrollRect.gameObject;
public RectTransform Viewport => scrollRect.viewport;
public RectTransform Content => scrollRect.content;
internal Slider slider;
internal ScrollRect scrollRect;
internal VerticalLayoutGroup contentLayout;
// Cache / tracking
/// Extra clearance height relative to Viewport height, based on .
private Vector2 RecycleViewBounds;
private DataHeightManager HeightCache;
///
/// The first and last pooled indices relative to the DataSource's list
///
private int bottomDataIndex;
private int TopDataIndex => bottomDataIndex - CellPool.Count + 1;
private readonly List CellPool = new List();
public float AdjustedTotalCellHeight => TotalCellHeight + (contentLayout.spacing * (CellPool.Count - 1));
internal float TotalCellHeight
{
get => m_totalCellHeight;
set
{
if (TotalCellHeight.Equals(value))
return;
m_totalCellHeight = value;
//SetContentHeight();
}
}
private float m_totalCellHeight;
///
/// The first and last indices of our CellPool in the transform heirarchy
///
private int topPoolCellIndex, bottomPoolIndex;
private int CurrentDataCount => bottomDataIndex + 1;
private Vector2 _prevAnchoredPos;
private Vector2 _prevViewportSize; // TODO track viewport height and rebuild on change
#region Internal set tracking and update
// A sanity check so only one thing is setting the value per frame.
public bool WritingLocked
{
get => writingLocked;
internal set
{
if (writingLocked == value)
return;
timeofLastWriteLock = Time.time;
writingLocked = value;
}
}
private bool writingLocked;
private float timeofLastWriteLock;
public override void Update()
{
if (writingLocked && timeofLastWriteLock < Time.time)
writingLocked = false;
}
#endregion
// Initialize
public void Rebuild()
{
Initialize(DataSource);
}
public void Initialize(IPoolDataSource dataSource)
{
HeightCache = new DataHeightManager();
DataSource = dataSource;
this.contentLayout = scrollRect.content.GetComponent();
this.slider = scrollRect.GetComponentInChildren();
slider.onValueChanged.AddListener(OnSliderValueChanged);
scrollRect.vertical = true;
scrollRect.horizontal = false;
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
}
private IEnumerator InitCoroutine()
{
scrollRect.content.anchoredPosition = Vector2.zero;
yield return null;
_prevAnchoredPos = scrollRect.content.anchoredPosition;
_prevViewportSize = new Vector2(scrollRect.viewport.rect.width, scrollRect.viewport.rect.height);
SetRecycleViewBounds();
ExplorerCore.Log("Creating cell pool");
float start = Time.realtimeSinceStartup;
CreateCellPool();
SetSliderPositionAndSize();
ExplorerCore.Log("Done");
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
}
private void SetRecycleViewBounds()
{
var extra = (Viewport.rect.height * ExtraPoolCoverageRatio) - Viewport.rect.height;
extra *= 0.5f;
RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
}
// Refresh methods
private struct CellInfo { public int cellIndex, dataIndex; }
private IEnumerator GetPoolEnumerator()
{
int cellIdx = topPoolCellIndex;
int dataIndex = TopDataIndex;
int iterated = 0;
while (iterated < CellPool.Count)
{
yield return new CellInfo()
{
cellIndex = cellIdx,
dataIndex = dataIndex
};
cellIdx++;
if (cellIdx >= CellPool.Count)
cellIdx = 0;
dataIndex++;
iterated++;
}
}
public void RefreshCells(bool andReloadFromDataSource = false, bool setSlider = true)
{
if (!CellPool.Any()) return;
SetRecycleViewBounds();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
bool jumpToBottom = false;
if (andReloadFromDataSource)
{
int count = DataSource.ItemCount;
if (bottomDataIndex > count)
{
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
jumpToBottom = true;
}
else if (HeightCache.Count < count)
HeightCache.SetIndex(count - 1, PrototypeCell?.rect.height ?? 25f);
}
// update date height cache, and set cells if 'andReload'
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
var cell = CellPool[curr.cellIndex];
if (andReloadFromDataSource)
SetCell(cell, curr.dataIndex);
else
HeightCache.SetIndex(curr.dataIndex, cell.Rect.rect.height);
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
SetRecycleViewBounds();
// force check recycles
if (andReloadFromDataSource)
{
RecycleBottomToTop();
RecycleTopToBottom();
}
if (setSlider)
SetSliderPositionAndSize();
if (jumpToBottom)
{
var diff = Viewport.MaxY() - CellPool[bottomPoolIndex].Rect.MaxY();
Content.anchoredPosition += Vector2.up * diff;
}
}
private void SetCell(CachedCell cachedCell, int dataIndex)
{
cachedCell.Cell.Enable();
DataSource.SetCell(cachedCell.Cell, dataIndex);
LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
HeightCache.SetIndex(dataIndex, cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f);
}
// Cell pool
private void CreateCellPool()
{
if (CellPool.Any())
{
foreach (var cell in CellPool)
GameObject.Destroy(cell.Rect.gameObject);
CellPool.Clear();
}
if (!PrototypeCell)
throw new Exception("No prototype cell set, cannot initialize");
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
float currentPoolCoverage = 0f;
float requiredCoverage = scrollRect.viewport.rect.height * ExtraPoolCoverageRatio;
topPoolCellIndex = 0;
bottomPoolIndex = -1;
// create cells until the Pool area is covered.
// use minimum default height so that maximum pool count is reached.
while (currentPoolCoverage < requiredCoverage)
{
bottomPoolIndex++;
//Instantiate and add to Pool
RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent();
rect.name = $"Cell_{CellPool.Count + 1}";
var cell = DataSource.CreateCell(rect);
CellPool.Add(new CachedCell(this, rect, cell));
rect.SetParent(scrollRect.content, false);
cell.Disable();
currentPoolCoverage += rect.rect.height + this.contentLayout.spacing;
}
bottomDataIndex = bottomPoolIndex;
// after creating pool, set displayed cells.
for (int i = 0; i < CellPool.Count; i++)
{
var cell = CellPool[i];
SetCell(cell, i);
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
if (PrototypeCell.gameObject.scene.IsValid())
PrototypeCell.gameObject.SetActive(false);
}
// Value change processor
private void OnValueChangedListener(Vector2 val)
{
if (WritingLocked)
return;
SetRecycleViewBounds();
RefreshCells();
float yChange = (scrollRect.content.anchoredPosition - _prevAnchoredPos).y;
float adjust = 0f;
if (yChange > 0) // Scrolling down
{
if (ShouldRecycleTop)
adjust = RecycleTopToBottom();
}
else if (yChange < 0) // Scrolling up
{
if (ShouldRecycleBottom)
adjust = RecycleBottomToTop();
}
var vector = new Vector2(0, adjust);
scrollRect.m_ContentStartPosition += vector;
scrollRect.m_PrevPosition += vector;
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
_prevAnchoredPos = scrollRect.content.anchoredPosition;
SetSliderPositionAndSize();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
&& CellPool[bottomPoolIndex].Rect.position.y > RecycleViewBounds.y;
private bool ShouldRecycleBottom => GetCellExtent(CellPool[bottomPoolIndex]) < RecycleViewBounds.y
&& CellPool[topPoolCellIndex].Rect.position.y < RecycleViewBounds.x;
private float GetCellExtent(CachedCell cell) => cell.Rect.MaxY() - contentLayout.spacing;
private float RecycleTopToBottom()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleTop && CurrentDataCount < DataSource.ItemCount)
{
var cell = CellPool[topPoolCellIndex];
//Move top cell to bottom
cell.Rect.SetAsLastSibling();
var prevHeight = cell.Rect.rect.height;
// update content position
Content.anchoredPosition -= Vector2.up * prevHeight;
recycledheight += prevHeight + contentLayout.spacing;
//set Cell
SetCell(cell, CurrentDataCount);
//set new indices
bottomDataIndex++;
bottomPoolIndex = topPoolCellIndex;
topPoolCellIndex = (topPoolCellIndex + 1) % CellPool.Count;
}
return -recycledheight;
}
private float RecycleBottomToTop()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleBottom && CurrentDataCount > CellPool.Count)
{
var cell = CellPool[bottomPoolIndex];
//Move bottom cell to top
cell.Rect.SetAsFirstSibling();
var prevHeight = cell.Rect.rect.height;
// update content position
Content.anchoredPosition += Vector2.up * prevHeight;
recycledheight += prevHeight + contentLayout.spacing;
//set new index
bottomDataIndex--;
//set Cell
SetCell(cell, TopDataIndex);
// move content again for new cell size
var newHeight = cell.Rect.rect.height;
var diff = newHeight - prevHeight;
if (diff != 0.0f)
{
Content.anchoredPosition += Vector2.up * diff;
recycledheight += diff;
}
//set new indices
topPoolCellIndex = bottomPoolIndex;
bottomPoolIndex = (bottomPoolIndex - 1 + CellPool.Count) % CellPool.Count;
}
return recycledheight;
}
// Slider
private void SetSliderPositionAndSize()
{
var dataHeight = HeightCache.TotalHeight;
// 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);
GetDisplayedCellLimits(out CellInfo? topVisibleCell, out _);
if (topVisibleCell != null)
{
var topCell = CellPool[topVisibleCell.Value.cellIndex];
// get the starting height of the top displayed cell
float startHeight = contentLayout.padding.top;
int dataIndex = topVisibleCell.Value.dataIndex;
for (int i = 0; i < dataIndex; i++)
startHeight += HeightCache[i];
startHeight += topCell.Rect.MinY() - Viewport.MinY(); // add the amount above the viewport min it is
// set the value of the slider
WritingLocked = true;
slider.value = (float)((decimal)startHeight / (decimal)(HeightCache.TotalHeight - Viewport.rect.height));
}
else
{
slider.value = 0f;
}
}
private void GetDisplayedCellLimits(out CellInfo? top, out CellInfo? bottom)
{
// get the index of the top displayed cell
top = null;
bottom = null;
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
var cell = CellPool[curr.cellIndex];
// if cell bottom is below viewport top
if (cell.Rect.MaxY() < Viewport.MinY())
{
// and if this is the top-most displayed cell
if (top == null || CellPool[top.Value.cellIndex].Rect.position.y < cell.Rect.position.y)
top = curr;
}
// if cell top is above viewport bottom
if (cell.Rect.MinY() > Viewport.MaxY())
{
// and if this is the bottom-most displayed cell
if (bottom == null || CellPool[bottom.Value.cellIndex].Rect.position.y > cell.Rect.position.y)
bottom = curr;
}
}
return;
}
// Mostly works, just little bit jumpy and jittery, needs some refining.
private void OnSliderValueChanged(float val)
{
if (this.WritingLocked)
return;
this.WritingLocked = true;
var desiredPosition = val * HeightCache.TotalHeight;
// add the top and bottom extra area for recycle bounds
var recycleExtra = Viewport.rect.height * ExtraPoolCoverageRatio - Viewport.rect.height;
var realMin = Math.Max(0f, desiredPosition - recycleExtra);
realMin = Math.Min(realMin, HeightCache.TotalHeight - Viewport.rect.height);
var realBottomIndex = HeightCache.GetDataIndexAtStartPosition(realMin);
if (realBottomIndex == -1)
realBottomIndex = DataSource.ItemCount - 1;
// calculate which data index should be at bottom of pool
bottomDataIndex = realBottomIndex + CellPool.Count - 1;
bottomDataIndex = Math.Min(bottomDataIndex, DataSource.ItemCount - 1);
ExplorerCore.Log("set bottom data index to " + bottomDataIndex);
RefreshCells(true, false);
var realDesiredIndex = HeightCache.GetDataIndexAtStartPosition(desiredPosition);
GetDisplayedCellLimits(out CellInfo? top, out CellInfo? bottom);
// TODO this is not quite right, I think this is causing the jittery jumpiness
// calculate how much we need to move up. use height cache for indices above top displayed, move that much.
float move = 0f;
if (realDesiredIndex < top.Value.dataIndex)
{
ExplorerCore.Log("desired cell is above viewport");
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
if (curr.dataIndex == realDesiredIndex)
{
var cell = CellPool[curr.cellIndex];
move = Viewport.MinY() - cell.Rect.MinY();
ExplorerCore.Log("desired index is " + move + " above the viewport min");
break;
}
}
}
else if (realDesiredIndex > bottom.Value.dataIndex)
{
ExplorerCore.Log("desired cell is below viewport");
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
if (curr.dataIndex == realDesiredIndex)
{
var cell = CellPool[curr.cellIndex];
move = Viewport.MaxY() - cell.Rect.MaxY();
ExplorerCore.Log("desired index is " + move + " below the viewport min");
break;
}
}
}
// TODO move should account for desired actual position, otherwise we just snap to cells.
if (move != 0.0f)
{
ExplorerCore.Log("Content should move " + move);
Content.anchoredPosition += Vector2.up * move;
scrollRect.m_PrevPosition += Vector2.up * move;
}
SetSliderPositionAndSize();
}
/// Use
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
}
}