UnityExplorer/src/UI/Widgets/ScrollPool/DataHeightCache.cs

233 lines
7.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.Widgets
{
public class DataViewInfo
{
public int dataIndex;
public float height, startPosition;
public int normalizedSpread;
public static implicit operator float(DataViewInfo it) => it.height;
}
public class DataHeightCache
{
private ScrollPool ScrollPool { get; }
private DataHeightCache SisterCache { get; }
public DataHeightCache(ScrollPool scrollPool)
{
ScrollPool = scrollPool;
}
public DataHeightCache(ScrollPool scrollPool, DataHeightCache sisterCache) : this(scrollPool)
{
this.SisterCache = sisterCache;
for (int i = 0; i < scrollPool.DataSource.ItemCount; i++)
Add(sisterCache[ScrollPool.DataSource.GetRealIndexOfTempIndex(i)]);
}
private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
public int Count => heightCache.Count;
public float TotalHeight => totalHeight;
private float totalHeight;
public float DefaultHeight => m_defaultHeight ?? (float)(m_defaultHeight = ScrollPool.PrototypeCell.rect.height);
private float? m_defaultHeight;
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
// for efficient lookup of "which data index is at this position"
// list index: DefaultHeight * index from top of data
// list value: the data index at this position
private readonly List<int> rangeToDataIndexCache = new List<int>();
public DataViewInfo this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
private int GetSpread(float startPosition, float height)
{
float rem = startPosition % DefaultHeight;
if (!Mathf.Approximately(rem, 0f))
height -= (DefaultHeight - rem);
return (int)Math.Ceiling((decimal)height / (decimal)DefaultHeight);
}
public void Add(float value)
{
int spread = GetSpread(totalHeight, value);
heightCache.Add(new DataViewInfo()
{
height = value,
startPosition = TotalHeight,
normalizedSpread = spread,
});
int dataIdx = heightCache.Count - 1;
for (int i = 0; i < spread; i++)
rangeToDataIndexCache.Add(dataIdx);
totalHeight += value;
}
public void RemoveLast()
{
if (!heightCache.Any())
return;
var val = heightCache[heightCache.Count - 1];
totalHeight -= val;
heightCache.RemoveAt(heightCache.Count - 1);
}
public void SetIndex(int dataIndex, float height, bool ignoreDataCount = false)
{
if (!ignoreDataCount)
{
if (dataIndex >= ScrollPool.DataSource.ItemCount)
{
while (heightCache.Count > dataIndex)
RemoveLast();
return;
}
}
if (dataIndex >= heightCache.Count)
{
while (dataIndex > heightCache.Count)
Add(DefaultHeight);
Add(height);
return;
}
var cache = heightCache[dataIndex];
var prevHeight = cache.height;
var diff = height - prevHeight;
if (diff != 0.0f)
{
// ExplorerCore.LogWarning("Height for data index " + dataIndex + " changed by " + diff);
totalHeight += diff;
cache.height = height;
}
// update our start position using the previous cell (if it exists)
if (dataIndex > 0)
{
var prev = heightCache[dataIndex - 1];
cache.startPosition = prev.startPosition + prev.height;
}
int rangeIndex = GetRangeIndexOfPosition(cache.startPosition);
// var spread = GetRangeIndexOfPosition(value);
int spread = GetSpread(cache.startPosition, height);
// setting range index beyond current count, need to append
if (rangeToDataIndexCache.Count <= rangeIndex)
{
// if the gap is > 1, we need to fill that gap. This shouldn't really ever happen but just in case.
if (rangeToDataIndexCache.Count < rangeIndex)
{
int lastDataIdx = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
while (rangeToDataIndexCache.Count < rangeIndex)
{
if (lastDataIdx < dataIndex - 1)
lastDataIdx++;
rangeToDataIndexCache.Add(lastDataIdx);
heightCache[lastDataIdx].normalizedSpread++;
}
}
// apend spread for this data
for (int i = 0; i < spread; i++)
rangeToDataIndexCache.Add(dataIndex);
cache.normalizedSpread = spread;
}
else if (spread != cache.normalizedSpread)
{
// The cell's spread has changed, need to update.
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
int rangeStart = -1;
// the start will always be at LEAST (no less) PrototypeHeight * index, cells can never be smaller than that.
int minStart = rangeToDataIndexCache[dataIndex];
for (int i = minStart; i < rangeToDataIndexCache.Count; i++)
{
if (rangeToDataIndexCache[i] == dataIndex)
{
rangeStart = i;
break;
}
// our index is further down. add the min difference and try again.
// the iterator will add 1 on the next loop so account for that.
int jmp = dataIndex - rangeToDataIndexCache[i] - 1;
i += jmp < 1 ? 0 : jmp;
}
if (rangeStart == -1)
rangeStart = rangeToDataIndexCache.Count - 1;
if (spreadDiff > 0)
{
// need to insert
for (int i = 0; i < spreadDiff; i++)
rangeToDataIndexCache.Insert(rangeStart, dataIndex);
}
else
{
// need to remove
for (int i = 0; i < -spreadDiff; i++)
rangeToDataIndexCache.RemoveAt(rangeStart);
}
}
// if sister cache is set, then update it too.
if (SisterCache != null)
{
var realIdx = ScrollPool.DataSource.GetRealIndexOfTempIndex(dataIndex);
if (realIdx >= 0)
SisterCache.SetIndex(realIdx, height, true);
}
}
public int GetDataIndexAtPosition(float desiredHeight)
{
return GetDataIndexAtPosition(desiredHeight, out _);
}
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = null;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeToDataIndexCache.Count <= rangeIndex || rangeIndex < 0)
return -1;
int dataIndex = rangeToDataIndexCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
}
}