Make abstract UIPanel class, refactor SceneExplorer into that, some fixes

This commit is contained in:
Sinai
2021-04-16 17:49:05 +10:00
parent c8a64c39b1
commit 1769a4ed8d
10 changed files with 437 additions and 603 deletions

View File

@ -37,6 +37,11 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
private List<ICell> _cachedCells;
private Bounds _recyclableViewBounds;
/// <summary>
/// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
/// </summary>
public int ExtraCellPoolSize = 2;
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
private Vector2 _prevAnchoredPos;
@ -46,10 +51,8 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
//private bool ExternallySetting = false;
public bool AutoResizeHandleRect;
// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
public bool ExternallySetting
{
get => externallySetting;
@ -79,8 +82,6 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
var index = Math.Floor(val * DataSource.ItemCount);
JumpToIndex((int)index);
//this.ExternallySetting = false;
});
}
@ -106,7 +107,70 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
// ExternallySetting = false;
}
internal void SetSliderFromScrollValue(bool forceValue = true)
{
int total = DataSource.ItemCount;
// avoid DivideByZeroException, this is harmless if count was <= 0.
if (total <= 0)
total = 1;
var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
if (forceValue)
{
var range = GetDisplayedRange();
if (spread >= total)
_slider.value = 0f;
else
// top-most displayed index divided by (totalCount - displayedRange)
_slider.value = (float)((decimal)range.x / (total - _cellPool.Count));
}
// resize the handle rect to reflect the size of the displayed content vs. the total content height.
if (AutoResizeHandleRect)
{
var viewportHeight = scrollRect.viewport.rect.height;
var handleRatio = (decimal)spread / total;
var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
// need to resize the handle container area for the size of the handle (bigger handle = smaller area)
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);
var handle = _slider.handleRect;
handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
// if slider is 100% height then make it not interactable.
_slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
}
}
/// <summary>
/// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
/// </summary>
public void JumpToIndex(int index)
{
var realCount = DataSource.ItemCount;
// clamp to real index limit
index = Math.Min(index, realCount - 1);
// add the buffer count to desired index and set our currentItemCount to that.
currentItemCount = index + _cachedCells.Count;
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
Refresh();
// if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
var y = 0f;
if (index >= realCount - (ExtraCellPoolSize * 4))
y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
}
/// <summary>
/// Get the start and end indexes (relative to DataSource) of the cell pool
/// </summary>
@ -178,47 +242,10 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
RefreshContentSize();
//internallySetting = true;
//SetSliderFromScrollValue();
SetSliderFromScrollValue(false);
//internallySetting = false;
}
internal void SetSliderFromScrollValue()
{
// calculate where slider handle should be based on displayed range.
var range = GetDisplayedRange();
int total = DataSource.ItemCount;
var spread = range.y - range.x;
if (spread >= total)
_slider.value = 0f;
else
// top-most displayed index divided by (totalCount - displayedRange)
_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
}
public void JumpToIndex(int index)
{
var realCount = DataSource.ItemCount;
index = Math.Min(index, realCount - 1);
var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
currentItemCount = index + indexBuffer;
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
Refresh();
var y = 0f;
var displayRange = scrollRect.viewport.rect.height / _cellHeight;
var poolRange = scrollRect.content.rect.height / _cellHeight;
var poolExtra = poolRange - displayRange;
if (index >= realCount - poolExtra)
y = _cellHeight * (index - realCount + (poolExtra * 2));
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
}
public void PopulateCells()
{
var width = scrollRect.viewport.GetComponent<RectTransform>().rect.width;
@ -282,7 +309,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
private void SetRecyclingBounds()
{
scrollRect.viewport.GetCorners(_corners);
float threshHold = _cellHeight * 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
float threshHold = _cellHeight * ExtraCellPoolSize; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
}
@ -319,7 +346,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
_cellHeight = PrototypeCell.rect.height;
//Get the required pool coverage and mininum size for the Cell pool
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * 4);
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
//create cells untill the Pool area is covered
while (currentPoolCoverage < requiredCoverage)
@ -470,466 +497,4 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
#endregion
}
//public class InfiniteScrollRect : ScrollRect
//{
// public IListDataSource DataSource;
// internal RectTransform PrototypeCell;
// internal Slider _slider;
// // Cell pool
// private float _cellWidth, _cellHeight;
// private List<RectTransform> _cellPool;
// private List<ICell> _cachedCells;
// private Bounds _recyclableViewBounds;
// private readonly Vector3[] _corners = new Vector3[4];
// private bool _recycling;
// private Vector2 _prevAnchoredPos;
// internal Vector2 _lastScroll;
// internal int currentItemCount; //item count corresponding to the datasource.
// internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
// internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
// // Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
// private bool internallySetting = false;
// // external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
// public bool ExternallySetting
// {
// get => externallySetting;
// internal set
// {
// if (externallySetting == value)
// return;
// timeOfLastExternalSet = Time.time;
// externallySetting = true;
// }
// }
// private bool externallySetting;
// private float timeOfLastExternalSet;
// private Vector2 zeroVector = Vector2.zero;
// public int PoolCount => _cachedCells.Count;
// #region MONOBEHAVIOUR
// internal new void Start()
// {
// // Link up the Slider and ScrollRect onValueChanged to sync them.
// _slider = this.GetComponentInChildren<Slider>();
// onValueChanged.AddListener((Vector2 val) =>
// {
// try
// {
// if (internallySetting || ExternallySetting)
// return;
// internallySetting = true;
// SetSliderFromScrollValue();
// internallySetting = false;
// }
// catch (Exception ex)
// {
// ExplorerCore.Log(ex);
// }
// });
// _slider.onValueChanged.AddListener((float val) =>
// {
// if (internallySetting || ExternallySetting)
// return;
// internallySetting = true;
// // Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
// var index = Math.Floor(val * DataSource.ItemCount);
// JumpToIndex((int)index);
// internallySetting = false;
// });
// }
// internal void Update()
// {
// if (externallySetting && timeOfLastExternalSet < Time.time)
// externallySetting = false;
// }
// #endregion
// #region LISTENERS
// internal void OnValueChangedListener(Vector2 normalizedPos)
// {
// Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
// m_ContentStartPosition += ProcessValueChange(dir);
// _prevAnchoredPos = base.content.anchoredPosition;
// }
// #endregion
// public Vector2 GetDisplayedRange()
// {
// int max = currentItemCount;
// int min = max - _cachedCells.Count;
// return new Vector2(min, max);
// }
// public void Initialize(IListDataSource dataSource)
// {
// DataSource = dataSource;
// vertical = true;
// horizontal = false;
// _prevAnchoredPos = base.content.anchoredPosition;
// onValueChanged.RemoveListener(OnValueChangedListener);
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
// {
// onValueChanged.AddListener(OnValueChangedListener);
// }));
// }
// public void ReloadData()
// {
// ReloadData(DataSource);
// }
// public void ReloadData(IListDataSource dataSource)
// {
// if (onValueChanged == null)
// return;
// StopMovement();
// onValueChanged.RemoveListener(OnValueChangedListener);
// DataSource = dataSource;
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
// onValueChanged.AddListener(OnValueChangedListener)
// ));
// _prevAnchoredPos = base.content.anchoredPosition;
// }
// public void Refresh()
// {
// if (DataSource == null || _cellPool == null)
// return;
// int count = DataSource.ItemCount;
// if (currentItemCount > count)
// currentItemCount = Math.Max(count, _cellPool.Count);
// SetRecyclingBounds();
// RecycleBottomToTop();
// RecycleTopToBottom();
// PopulateCells();
// RefreshContentSize();
// // Close, but not quite accurate enough to be useful.
// internallySetting = true;
// SetSliderFromScrollValue();
// internallySetting = false;
// }
// internal void SetSliderFromScrollValue()
// {
// // calculate where slider handle should be based on displayed range.
// var range = GetDisplayedRange();
// int total = DataSource.ItemCount;
// var spread = range.y - range.x;
// //var orig = _slider.value;
// if (spread >= total)
// _slider.value = 0f;
// else
// // top-most displayed index divided by (totalCount - displayedRange)
// _slider.value = (float)((decimal)range.x / (decimal)(total - spread));
// }
// public void JumpToIndex(int index)
// {
// var realCount = DataSource.ItemCount;
// index = Math.Min(index, realCount - 1);
// var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
// currentItemCount = index + indexBuffer;
// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
// Refresh();
// var y = 0f;
// var displayRange = viewport.rect.height / _cellHeight;
// var poolRange = content.rect.height / _cellHeight;
// var poolExtra = poolRange - displayRange;
// if (index >= realCount - poolExtra)
// y = _cellHeight * (index - realCount + poolExtra);
// content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
// }
// public void PopulateCells()
// {
// var width = viewport.GetComponent<RectTransform>().rect.width;
// content.sizeDelta = new Vector2(width, content.sizeDelta.y);
// int cellIndex = topMostCellIndex;
// var itemIndex = currentItemCount - _cachedCells.Count;
// int iterated = 0;
// while (iterated < _cachedCells.Count)
// {
// var cell = _cachedCells[cellIndex];
// cellIndex++;
// if (cellIndex < 0)
// continue;
// if (cellIndex >= _cachedCells.Count)
// cellIndex = 0;
// DataSource.SetCell(cell, itemIndex);
// itemIndex++;
// var rect = _cellPool[cellIndex].GetComponent<RectTransform>();
// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
// iterated++;
// }
// }
// #region RECYCLING INIT
// private IEnumerator InitCoroutine(Action onInitialized)
// {
// yield return null;
// SetTopAnchor(content);
// content.anchoredPosition = Vector3.zero;
// yield return null;
// SetRecyclingBounds();
// //Cell Poool
// CreateCellPool();
// currentItemCount = _cellPool.Count;
// topMostCellIndex = 0;
// bottomMostCellIndex = _cellPool.Count - 1;
// //Set content height according to no of rows
// RefreshContentSize();
// SetTopAnchor(content);
// onInitialized?.Invoke();
// }
// private void RefreshContentSize()
// {
// int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
// float contentYSize = noOfRows * _cellHeight;
// content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
// }
// private void SetRecyclingBounds()
// {
// viewport.GetWorldCorners(_corners);
// float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
// _recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
// _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
// }
// private void CreateCellPool()
// {
// //Reseting Pool
// if (_cellPool != null)
// {
// _cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
// _cellPool.Clear();
// _cachedCells.Clear();
// }
// else
// {
// _cachedCells = new List<ICell>();
// _cellPool = new List<RectTransform>();
// }
// //Set the prototype cell active and set cell anchor as top
// PrototypeCell.gameObject.SetActive(true);
// SetTopAnchor(PrototypeCell);
// //Reset
// _topMostCellColoumn = _bottomMostCellColoumn = 0;
// //Temps
// float currentPoolCoverage = 0;
// int poolSize = 0;
// float posY = 0;
// //set new cell size according to its aspect ratio
// _cellWidth = content.rect.width;
// _cellHeight = PrototypeCell.rect.height;
// //Get the required pool coverage and mininum size for the Cell pool
// float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
// //create cells untill the Pool area is covered
// while (currentPoolCoverage < requiredCoverage)
// {
// //Instantiate and add to Pool
// RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
// item.name = $"Cell_{_cachedCells.Count + 1}";
// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
// _cellPool.Add(item);
// item.SetParent(content, false);
// item.anchoredPosition = new Vector2(0, posY);
// posY = item.anchoredPosition.y - item.rect.height;
// currentPoolCoverage += item.rect.height;
// //Setting data for Cell
// _cachedCells.Add(item.GetComponent<ICell>());
// DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
// //Update the Pool size
// poolSize++;
// }
// //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);
// }
// #endregion
// #region RECYCLING
// public Vector2 ProcessValueChange(Vector2 direction)
// {
// if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
// //Updating Recyclable view bounds since it can change with resolution changes.
// SetRecyclingBounds();
// _lastScroll = direction;
// if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
// {
// return RecycleTopToBottom();
// }
// else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
// {
// return RecycleBottomToTop();
// }
// return zeroVector;
// }
// /// <summary>
// /// Recycles cells from top to bottom in the List heirarchy
// /// </summary>
// private Vector2 RecycleTopToBottom()
// {
// _recycling = true;
// int n = 0;
// float posY;
// //to determine if content size needs to be updated
// //Recycle until cell at Top is avaiable and current item count smaller than datasource
// while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
// {
// //Move top cell to bottom
// posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
// _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
// //Cell for row at
// DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
// //set new indices
// bottomMostCellIndex = topMostCellIndex;
// topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
// currentItemCount++;
// n++;
// }
// //Content anchor position adjustment.
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
// content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
// _recycling = false;
// return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
// }
// /// <summary>
// /// Recycles cells from bottom to top in the List heirarchy
// /// </summary>
// private Vector2 RecycleBottomToTop()
// {
// _recycling = true;
// int n = 0;
// float posY = 0;
// //to determine if content size needs to be updated
// //Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
// while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
// {
// //Move bottom cell to top
// posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
// _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
// n++;
// currentItemCount--;
// //Cell for row at
// DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
// //set new indices
// topMostCellIndex = bottomMostCellIndex;
// bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
// }
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
// content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
// _recycling = false;
// return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
// }
// #endregion
// #region HELPERS
// /// <summary>
// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
// /// </summary>
// /// <param name="rectTransform"></param>
// private void SetTopAnchor(RectTransform rectTransform)
// {
// //Saving to reapply after anchoring. Width and height changes if anchoring is change.
// float width = rectTransform.rect.width;
// float height = rectTransform.rect.height;
// //Setting top anchor
// rectTransform.anchorMin = new Vector2(0.5f, 1);
// rectTransform.anchorMax = new Vector2(0.5f, 1);
// rectTransform.pivot = new Vector2(0.5f, 1);
// //Reapply size
// rectTransform.sizeDelta = new Vector2(width, height);
// }
// #endregion
//}
}

View File

@ -116,8 +116,8 @@ namespace UnityExplorer.UI.Utility
GameObject sliderObj = UIFactory.CreateUIObject("SliderScrollbar", parent, UIFactory._smallElementSize);
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
//GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
//GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
@ -131,22 +131,11 @@ namespace UnityExplorer.UI.Utility
bgRect.sizeDelta = Vector2.zero;
bgRect.offsetMax = new Vector2(0f, 0f);
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0f, 0.20f);
fillAreaRect.anchorMax = new Vector2(1f, 0.8f);
fillAreaRect.anchoredPosition = new Vector2(0f, 0f);
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
Image fillImage = fillObj.AddComponent<Image>();
fillImage.type = Image.Type.Sliced;
fillImage.color = Color.clear;
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
handleSlideRect.anchorMin = new Vector2(0f, 0f);
handleSlideRect.anchorMax = new Vector2(1f, 1f);
handleSlideRect.offsetMin = new Vector2(25f, 30f);
handleSlideRect.pivot = new Vector2(0.5f, 0.5f);
handleSlideRect.offsetMin = new Vector2(27f, 30f);
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
handleSlideRect.sizeDelta = new Vector2(-20f, -30f);
@ -165,13 +154,12 @@ namespace UnityExplorer.UI.Utility
sliderBarLayout.flexibleHeight = 5000;
slider = sliderObj.AddComponent<Slider>();
slider.fillRect = fillObj.GetComponent<RectTransform>();
//slider.fillRect = fillObj.GetComponent<RectTransform>();
slider.handleRect = handleObj.GetComponent<RectTransform>();
slider.targetGraphic = handleImage;
slider.direction = Slider.Direction.BottomToTop;
RuntimeProvider.Instance.SetColorBlock(
slider,
RuntimeProvider.Instance.SetColorBlock(slider,
new Color(0.25f, 0.25f, 0.25f),
new Color(0.3f, 0.3f, 0.3f),
new Color(0.2f, 0.2f, 0.2f));

View File

@ -92,14 +92,15 @@ namespace UnityExplorer.UI.Widgets
public void RefreshData(bool andReload = false)
{
//tempObjectCache = objectCache.ToDictionary(it => it.Key, it => it.Value);
displayedObjects.Clear();
// objectCache.Clear();
var rootObjects = GetRootEntriesMethod.Invoke();
foreach (var obj in rootObjects)
Traverse(obj.transform);
{
if (obj)
Traverse(obj.transform);
}
if (andReload)
Scroller.Refresh();