mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-18 09:07:51 +08:00
replace old scrollpool with new dynamic one, more progress
This commit is contained in:
74
src/UI/Widgets/ButtonList/ButtonCell.cs
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74
src/UI/Widgets/ButtonList/ButtonCell.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UnityExplorer.UI.Widgets
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{
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public class ButtonCell<T> : ICell
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{
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public bool Enabled => m_enabled;
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private bool m_enabled;
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public Action<ButtonCell<T>> OnClick;
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public ButtonListCell<T> list;
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public GameObject uiRoot;
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public Text buttonText;
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public Button button;
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public ButtonCell(ButtonListCell<T> list, GameObject uiRoot, Button button, Text text)
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{
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this.list = list;
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this.uiRoot = uiRoot;
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this.buttonText = text;
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this.button = button;
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button.onClick.AddListener(() => { OnClick?.Invoke(this); });
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}
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public void Disable()
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{
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m_enabled = false;
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uiRoot.SetActive(false);
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}
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public void Enable()
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{
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m_enabled = true;
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uiRoot.SetActive(true);
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}
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public static GameObject CreatePrototypeCell(GameObject parent)
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{
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var prototype = UIFactory.CreateHorizontalGroup(parent, "PrototypeCell", true, true, true, true, 2, default,
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new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
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//var cell = prototype.AddComponent<TransformCell>();
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var rect = prototype.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(0, 1);
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rect.anchorMax = new Vector2(0, 1);
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rect.pivot = new Vector2(0.5f, 1);
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rect.sizeDelta = new Vector2(25, 25);
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UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
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var nameButton = UIFactory.CreateButton(prototype, "NameButton", "Name", null);
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UIFactory.SetLayoutElement(nameButton.gameObject, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
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var nameLabel = nameButton.GetComponentInChildren<Text>();
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nameLabel.horizontalOverflow = HorizontalWrapMode.Overflow;
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nameLabel.alignment = TextAnchor.MiddleLeft;
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Color normal = new Color(0.15f, 0.15f, 0.15f);
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Color highlight = new Color(0.25f, 0.25f, 0.25f);
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Color pressed = new Color(0.05f, 0.05f, 0.05f);
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Color disabled = new Color(1, 1, 1, 0);
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RuntimeProvider.Instance.SetColorBlock(nameButton, normal, highlight, pressed, disabled);
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prototype.SetActive(false);
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return prototype;
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}
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}
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}
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98
src/UI/Widgets/ButtonList/ButtonListCell.cs
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98
src/UI/Widgets/ButtonList/ButtonListCell.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.UI.Widgets;
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namespace UnityExplorer.UI.Widgets
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{
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public class ButtonListCell<T> : IPoolDataSource
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{
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internal ScrollPool Scroller;
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public int ItemCount => currentEntries.Count;
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public List<T> currentEntries;
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public Func<List<T>> GetEntries;
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public Action<ButtonCell<T>, int> SetICell;
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public Func<T, string, bool> ShouldDisplay;
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public Action<ButtonCell<T>> OnCellClicked;
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public string CurrentFilter
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{
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get => currentFilter;
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set => currentFilter = value?.ToLower() ?? "";
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}
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private string currentFilter;
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public ButtonListCell(ScrollPool infiniteScroller, Func<List<T>> getEntriesMethod,
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Action<ButtonCell<T>, int> setICellMethod, Func<T, string, bool> shouldDisplayMethod,
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Action<ButtonCell<T>> onCellClickedMethod)
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{
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Scroller = infiniteScroller;
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GetEntries = getEntriesMethod;
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SetICell = setICellMethod;
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ShouldDisplay = shouldDisplayMethod;
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OnCellClicked = onCellClickedMethod;
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}
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public void Init()
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{
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
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}
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private IEnumerator InitCoroutine()
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{
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yield return null;
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RefreshData();
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Scroller.DataSource = this;
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Scroller.Initialize(this);
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}
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public void RefreshData()
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{
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var allEntries = GetEntries.Invoke();
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var list = new List<T>();
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foreach (var entry in allEntries)
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{
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if (!string.IsNullOrEmpty(currentFilter))
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{
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if (!ShouldDisplay.Invoke(entry, currentFilter))
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continue;
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list.Add(entry);
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}
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else
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list.Add(entry);
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}
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currentEntries = list;
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}
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public ICell CreateCell(RectTransform rect)
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{
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var button = rect.GetComponentInChildren<Button>();
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var text = button.GetComponentInChildren<Text>();
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var cell = new ButtonCell<T>(this, rect.gameObject, button, text);
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cell.OnClick += OnCellClicked;
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return cell;
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}
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public void SetCell(ICell cell, int index)
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{
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if (index < 0 || index >= currentEntries.Count)
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cell.Disable();
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else
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{
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cell.Enable();
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SetICell.Invoke((ButtonCell<T>)cell, index);
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}
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}
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}
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}
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