Sinai b32675e3b1 Finally got dynamic scroll pool working perfectly
Just need to add cells to pool if viewport height is expanded, otherwise I'd say its done.
2021-04-21 18:44:43 +10:00

534 lines
18 KiB
C#

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
{
/// <summary>
/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.<br/>
/// <br/>
/// IMPORTANT CAVEATS:<br/>
/// - A cell cannot be smaller than the Prototype cell's default height<br/>
/// - (maybe?) A cell must start at the default height and only increase after being displayed for the first time<br/>
/// </summary>
public class ScrollPool : UIBehaviourModel
{
// 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 int ExtraPoolCells => 10;
public float ExtraPoolThreshold => PrototypeCell.rect.height * ExtraPoolCells;
public float HalfPoolThreshold => ExtraPoolThreshold * 0.5f;
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
private Vector2 RecycleViewBounds;
private Vector2 NormalizedScrollBounds;
/// <summary>
/// The first and last pooled indices relative to the DataSource's list
/// </summary>
private int bottomDataIndex;
private int TopDataIndex => bottomDataIndex - CellPool.Count + 1;
private readonly List<CachedCell> CellPool = new List<CachedCell>();
private DataHeightManager HeightCache;
private float TotalDataHeight => HeightCache.TotalHeight + contentLayout.padding.top + contentLayout.padding.bottom;
/// <summary>
/// The first and last indices of our CellPool in the transform heirarchy
/// </summary>
private int topPoolCellIndex, bottomPoolIndex;
private int CurrentDataCount => bottomDataIndex + 1;
private Vector2 _prevAnchoredPos;
private Vector2 _prevViewportSize; // TODO track viewport height and add if height increased
#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(this);
DataSource = dataSource;
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
this.slider = scrollRect.GetComponentInChildren<Slider>();
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();
float start = Time.realtimeSinceStartup;
CreateCellPool();
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
UpdateSliderHandle();
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
}
private void SetRecycleViewBounds()
{
var extra = ExtraPoolThreshold;
extra *= 0.5f;
RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
}
// Refresh methods
private struct CellInfo { public int cellIndex, dataIndex; }
private IEnumerator<CellInfo> 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;
// ExplorerCore.Log("RefreshCells | " + Time.time);
SetRecycleViewBounds();
// jump to bottom if the data count went below our bottom data index
bool jumpToBottom = false;
if (andReloadFromDataSource)
{
int count = DataSource.ItemCount;
if (bottomDataIndex > count)
{
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
jumpToBottom = true;
}
if (HeightCache.Count < count)
HeightCache.SetIndex(count - 1, PrototypeCell.rect.height);
else if (HeightCache.Count > count)
{
while (HeightCache.Count > count)
HeightCache.RemoveLast();
}
}
// 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);
}
// force check recycles
if (andReloadFromDataSource)
{
RecycleBottomToTop();
RecycleTopToBottom();
}
if (setSlider)
UpdateSliderHandle();
if (jumpToBottom)
{
var diff = Viewport.MaxY() - CellPool[bottomPoolIndex].Rect.MaxY();
Content.anchoredPosition += Vector2.up * diff;
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
SetRecycleViewBounds();
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
scrollRect.UpdatePrevData();
}
private void SetCell(CachedCell cachedCell, int dataIndex)
{
cachedCell.Cell.Enable();
DataSource.SetCell(cachedCell.Cell, dataIndex);
// DO NEED THIS! Potentially slightly expensive, but everything breaks if we dont do this.
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 + ExtraPoolThreshold;// * 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<RectTransform>();
rect.gameObject.SetActive(true);
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;
}
bottomDataIndex = CellPool.Count - 1;
// 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;
//ExplorerCore.Log("ScrollRect.OnValueChanged | " + Time.time + ", val: " + val.y.ToString("F5"));
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;
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
UpdateSliderHandle();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
&& CellPool[bottomPoolIndex].Rect.position.y < Viewport.MaxY();
private bool ShouldRecycleBottom => CellPool[bottomPoolIndex].Rect.position.y < RecycleViewBounds.y
&& GetCellExtent(CellPool[topPoolCellIndex]) < Viewport.MinY();
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 UpdateSliderHandle(bool forcePositionValue = true)
{
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)
{
var topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
val = (float)((decimal)scrollPos / (decimal)(TotalDataHeight - Viewport.rect.height));
}
WritingLocked = true;
slider.value = val;
WritingLocked = false;
}
}
private void OnSliderValueChanged(float val)
{
if (this.WritingLocked)
return;
this.WritingLocked = true;
// 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;
// add offset above it for viewport height
var halfheight = Viewport.rect.height * 0.5f;
var desiredMinY = desiredPosition - halfheight;
// get the data index at the top of the viewport
int topViewportIndex = HeightCache.GetDataIndexAtPosition(desiredMinY);
topViewportIndex = Math.Max(0, topViewportIndex);
// get the real top pooled data index to display our content
int poolStartIndex = Math.Max(0, topViewportIndex - (int)(ExtraPoolCells * 0.5f));
poolStartIndex = Math.Min(DataSource.ItemCount - CellPool.Count, poolStartIndex);
// for content at the very top, just use the desired position as the anchor pos.
if (desiredMinY < ExtraPoolThreshold * 0.5f)
{
Content.anchoredPosition = new Vector2(0, desiredMinY);
}
else // else calculate anchor pos
{
var topStartPos = HeightCache[poolStartIndex].startPosition;
// how far the actual top cell is from our desired center
var diff = desiredMinY - topStartPos;
Content.anchoredPosition = new Vector2(0, diff);
}
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//var pos = Content.anchoredPosition.y;
bottomDataIndex = poolStartIndex + CellPool.Count - 1;
RefreshCells(true, false);
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
UpdateSliderHandle(true);
}
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
}
}