mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-15 07:56:41 +08:00
WIP
* Using publicized mono assemblies * Remaking UI from scratch. Done the Scene Explorer so far.
This commit is contained in:
15
src/UI/Widgets/InfiniteScroll/ICell.cs
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15
src/UI/Widgets/InfiniteScroll/ICell.cs
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@ -0,0 +1,15 @@
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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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namespace UnityExplorer.UI.Widgets.InfiniteScroll
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{
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public interface ICell
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{
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bool Enabled { get; }
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void Enable();
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void Disable();
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}
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}
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14
src/UI/Widgets/InfiniteScroll/IListDataSource.cs
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14
src/UI/Widgets/InfiniteScroll/IListDataSource.cs
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@ -0,0 +1,14 @@
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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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namespace UnityExplorer.UI.Widgets.InfiniteScroll
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{
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public interface IListDataSource
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{
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int ItemCount { get; }
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void SetCell(ICell cell, int index);
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}
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}
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497
src/UI/Widgets/InfiniteScroll/InfiniteScrollRect.cs
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497
src/UI/Widgets/InfiniteScroll/InfiniteScrollRect.cs
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@ -0,0 +1,497 @@
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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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namespace UnityExplorer.UI.Widgets.InfiniteScroll
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{
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public class InfiniteScrollRect : ScrollRect
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{
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public IListDataSource DataSource;
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internal RectTransform PrototypeCell;
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internal Slider _slider;
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// Cell pool
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private float _cellWidth, _cellHeight;
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private List<RectTransform> _cellPool;
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private List<ICell> _cachedCells;
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private Bounds _recyclableViewBounds;
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//Temps, Flags
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private readonly Vector3[] _corners = new Vector3[4];
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private bool _recycling;
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private Vector2 _prevAnchoredPos;
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//Trackers
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internal int currentItemCount; //item count corresponding to the datasource.
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internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
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internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
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private Vector2 zeroVector = Vector2.zero;
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// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
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private bool internallySetting = false;
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// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
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public bool ExternallySetting
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{
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get => externallySetting;
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internal set
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{
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if (externallySetting == value)
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return;
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timeOfLastExternalSet = Time.time;
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externallySetting = true;
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}
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}
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private bool externallySetting;
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private float timeOfLastExternalSet;
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internal new void Start()
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{
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// Link up the Slider and ScrollRect onValueChanged to sync them.
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_slider = this.GetComponentInChildren<Slider>();
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onValueChanged.AddListener((Vector2 val) =>
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{
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try
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{
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if (internallySetting || ExternallySetting)
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return;
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internallySetting = true;
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SetSliderFromScrollValue();
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internallySetting = false;
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}
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catch (Exception ex)
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{
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ExplorerCore.Log(ex);
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}
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});
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_slider.onValueChanged.AddListener((float val) =>
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{
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if (internallySetting || ExternallySetting)
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return;
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internallySetting = true;
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// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
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var index = Math.Floor(val * DataSource.ItemCount);
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JumpToIndex((int)index);
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internallySetting = false;
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});
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}
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internal void SetSliderFromScrollValue()
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{
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// calculate where slider handle should be based on displayed range.
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var range = GetDisplayedRange();
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int total = DataSource.ItemCount;
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var spread = range.y - range.x;
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//var orig = _slider.value;
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if (spread >= total)
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_slider.value = 0f;
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else
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// top-most displayed index divided by (totalCount - displayedRange)
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_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
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}
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internal void Update()
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{
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if (externallySetting && timeOfLastExternalSet < Time.time)
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externallySetting = false;
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}
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/// <summary>
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/// public API for Initializing when datasource is not set in controller's Awake. Make sure selfInitalize is set to false.
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/// </summary>
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public void Initialize(IListDataSource dataSource)
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{
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DataSource = dataSource;
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vertical = true;
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horizontal = false;
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_prevAnchoredPos = base.content.anchoredPosition;
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onValueChanged.RemoveListener(OnValueChangedListener);
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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{
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onValueChanged.AddListener(OnValueChangedListener);
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}));
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}
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/// <summary>
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/// Added as a listener to the OnValueChanged event of Scroll rect.
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/// Recycling entry point for recyling systems.
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/// </summary>
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/// <param name="direction">scroll direction</param>
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internal void OnValueChangedListener(Vector2 normalizedPos)
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{
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Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
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m_ContentStartPosition += ProcessValueChange(dir);
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_prevAnchoredPos = base.content.anchoredPosition;
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}
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/// <summary>
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData()
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{
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ReloadData(DataSource);
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}
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/// <summary>
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/// Overloaded ReloadData with dataSource param
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData(IListDataSource dataSource)
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{
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if (onValueChanged == null)
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return;
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StopMovement();
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onValueChanged.RemoveListener(OnValueChangedListener);
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DataSource = dataSource;
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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onValueChanged.AddListener(OnValueChangedListener)
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));
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_prevAnchoredPos = base.content.anchoredPosition;
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}
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public void Refresh()
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{
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if (DataSource == null || _cellPool == null)
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return;
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int count = DataSource.ItemCount;
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if (currentItemCount > count)
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currentItemCount = Math.Max(count, _cellPool.Count);
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SetRecyclingBounds();
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RecycleBottomToTop();
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RecycleTopToBottom();
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PopulateCells();
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RefreshContentSize();
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//// Close, but not quite accurate enough to be useful.
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//internallySetting = true;
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//SetSliderFromScrollValue();
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//internallySetting = false;
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}
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public Vector2 GetDisplayedRange()
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{
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int max = currentItemCount;
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int min = max - _cachedCells.Count;
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return new Vector2(min, max);
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}
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public void JumpToIndex(int index)
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{
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var realCount = DataSource.ItemCount;
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index = Math.Min(index, realCount - 1);
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var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
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currentItemCount = index + indexBuffer;// Math.Max(index + _cachedCells.Count, currentItemCount);
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currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
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Refresh();
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var y = 0f;
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var displayRange = viewport.rect.height / _cellHeight;
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var poolRange = content.rect.height / _cellHeight;
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var poolExtra = poolRange - displayRange;
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if (index >= realCount - poolExtra)
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y = _cellHeight * (index - realCount + poolExtra);
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content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
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}
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public void PopulateCells()
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{
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var width = viewport.GetComponent<RectTransform>().rect.width;
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content.sizeDelta = new Vector2(width, content.sizeDelta.y);
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int cellIndex = topMostCellIndex;
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var itemIndex = currentItemCount - _cachedCells.Count;
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int iterated = 0;
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while (iterated < _cachedCells.Count)
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{
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var cell = _cachedCells[cellIndex];
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cellIndex++;
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if (cellIndex < 0)
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continue;
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if (cellIndex >= _cachedCells.Count)
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cellIndex = 0;
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DataSource.SetCell(cell, itemIndex);
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itemIndex++;
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var rect = (cell as Component).GetComponent<RectTransform>();
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rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
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iterated++;
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}
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}
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#region RECYCLING INIT
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/// <summary>
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/// Corotuine for initiazation.
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/// Using coroutine for init because few UI stuff requires a frame to update
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/// </summary>
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/// <param name="onInitialized">callback when init done</param>
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/// <returns></returns>>
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public IEnumerator InitCoroutine(Action onInitialized)
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{
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yield return null;
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SetTopAnchor(content);
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content.anchoredPosition = Vector3.zero;
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yield return null;
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SetRecyclingBounds();
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//Cell Poool
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CreateCellPool();
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currentItemCount = _cellPool.Count;
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topMostCellIndex = 0;
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bottomMostCellIndex = _cellPool.Count - 1;
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//Set content height according to no of rows
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RefreshContentSize();
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SetTopAnchor(content);
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onInitialized?.Invoke();
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}
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private void RefreshContentSize()
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{
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int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
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float contentYSize = noOfRows * _cellHeight;
|
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content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
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}
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/// <summary>
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/// Sets the uppper and lower bounds for recycling cells.
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/// </summary>
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private void SetRecyclingBounds()
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{
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viewport.GetWorldCorners(_corners);
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float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
|
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_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
|
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}
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|
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/// <summary>
|
||||
/// Creates cell Pool for recycling, Caches ICells
|
||||
/// </summary>
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||||
private void CreateCellPool()
|
||||
{
|
||||
//Reseting Pool
|
||||
if (_cellPool != null)
|
||||
{
|
||||
_cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
|
||||
_cellPool.Clear();
|
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_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
|
||||
|
||||
internal Vector2 LastScroll;
|
||||
|
||||
/// <summary>
|
||||
/// Recyling entry point
|
||||
/// </summary>
|
||||
/// <param name="direction">scroll direction </param>
|
||||
/// <returns></returns>
|
||||
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
|
||||
}
|
||||
|
||||
}
|
38
src/UI/Widgets/InfiniteScroll/UIExtensions.cs
Normal file
38
src/UI/Widgets/InfiniteScroll/UIExtensions.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
{
|
||||
public static class UIExtension
|
||||
{
|
||||
public static Vector3[] GetCorners(this RectTransform rectTransform)
|
||||
{
|
||||
Vector3[] corners = new Vector3[4];
|
||||
rectTransform.GetWorldCorners(corners);
|
||||
return corners;
|
||||
}
|
||||
public static float MaxY(this RectTransform rectTransform)
|
||||
{
|
||||
return rectTransform.GetCorners()[1].y;
|
||||
}
|
||||
|
||||
public static float MinY(this RectTransform rectTransform)
|
||||
{
|
||||
return rectTransform.GetCorners()[0].y;
|
||||
}
|
||||
|
||||
public static float MaxX(this RectTransform rectTransform)
|
||||
{
|
||||
return rectTransform.GetCorners()[2].x;
|
||||
}
|
||||
|
||||
public static float MinX(this RectTransform rectTransform)
|
||||
{
|
||||
return rectTransform.GetCorners()[0].x;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
132
src/UI/Widgets/InputFieldScroller.cs
Normal file
132
src/UI/Widgets/InputFieldScroller.cs
Normal file
@ -0,0 +1,132 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace UnityExplorer.UI.Utility
|
||||
{
|
||||
// To fix an issue with Input Fields and allow them to go inside a ScrollRect nicely.
|
||||
|
||||
public class InputFieldScroller
|
||||
{
|
||||
public static readonly List<InputFieldScroller> Instances = new List<InputFieldScroller>();
|
||||
|
||||
public static void UpdateInstances()
|
||||
{
|
||||
if (!Instances.Any())
|
||||
return;
|
||||
|
||||
for (int i = 0; i < Instances.Count; i++)
|
||||
{
|
||||
var input = Instances[i];
|
||||
|
||||
if (input.CheckDestroyed())
|
||||
i--;
|
||||
else
|
||||
input.Update();
|
||||
}
|
||||
}
|
||||
|
||||
internal SliderScrollbar sliderScroller;
|
||||
internal InputField inputField;
|
||||
|
||||
internal RectTransform inputRect;
|
||||
internal LayoutElement layoutElement;
|
||||
internal VerticalLayoutGroup parentLayoutGroup;
|
||||
|
||||
internal static CanvasScaler canvasScaler;
|
||||
|
||||
public InputFieldScroller(SliderScrollbar sliderScroller, InputField inputField)
|
||||
{
|
||||
Instances.Add(this);
|
||||
|
||||
this.sliderScroller = sliderScroller;
|
||||
this.inputField = inputField;
|
||||
|
||||
sliderScroller.m_parentInputScroller = this;
|
||||
|
||||
inputField.onValueChanged.AddListener(OnTextChanged);
|
||||
|
||||
inputRect = inputField.GetComponent<RectTransform>();
|
||||
layoutElement = inputField.gameObject.AddComponent<LayoutElement>();
|
||||
parentLayoutGroup = inputField.transform.parent.GetComponent<VerticalLayoutGroup>();
|
||||
|
||||
layoutElement.minHeight = 25;
|
||||
layoutElement.minWidth = 100;
|
||||
|
||||
if (!canvasScaler)
|
||||
canvasScaler = UIManager.CanvasRoot.GetComponent<CanvasScaler>();
|
||||
}
|
||||
|
||||
internal string m_lastText;
|
||||
internal bool m_updateWanted;
|
||||
|
||||
// only done once, to fix height on creation.
|
||||
internal bool heightInitAfterLayout;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!heightInitAfterLayout)
|
||||
{
|
||||
heightInitAfterLayout = true;
|
||||
var height = sliderScroller.m_scrollRect.parent.parent.GetComponent<RectTransform>().rect.height;
|
||||
layoutElement.preferredHeight = height;
|
||||
}
|
||||
|
||||
if (m_updateWanted && inputField.gameObject.activeInHierarchy)
|
||||
{
|
||||
m_updateWanted = false;
|
||||
RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
internal bool CheckDestroyed()
|
||||
{
|
||||
if (sliderScroller == null || sliderScroller.CheckDestroyed())
|
||||
{
|
||||
Instances.Remove(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal void OnTextChanged(string text)
|
||||
{
|
||||
m_lastText = text;
|
||||
m_updateWanted = true;
|
||||
}
|
||||
|
||||
internal void RefreshUI()
|
||||
{
|
||||
var curInputRect = inputField.textComponent.rectTransform.rect;
|
||||
var scaleFactor = canvasScaler.scaleFactor;
|
||||
|
||||
// Current text settings
|
||||
var texGenSettings = inputField.textComponent.GetGenerationSettings(curInputRect.size);
|
||||
texGenSettings.generateOutOfBounds = false;
|
||||
texGenSettings.scaleFactor = scaleFactor;
|
||||
|
||||
// Preferred text rect height
|
||||
var textGen = inputField.textComponent.cachedTextGeneratorForLayout;
|
||||
float preferredHeight = textGen.GetPreferredHeight(m_lastText, texGenSettings) + 10;
|
||||
|
||||
// Default text rect height (fit to scroll parent or expand to fit text)
|
||||
float minHeight = Mathf.Max(preferredHeight, sliderScroller.m_scrollRect.rect.height - 25);
|
||||
|
||||
layoutElement.preferredHeight = minHeight;
|
||||
|
||||
if (inputField.caretPosition == inputField.text.Length
|
||||
&& inputField.text.Length > 0
|
||||
&& inputField.text[inputField.text.Length - 1] == '\n')
|
||||
{
|
||||
sliderScroller.m_slider.value = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
200
src/UI/Widgets/PageHandler.cs
Normal file
200
src/UI/Widgets/PageHandler.cs
Normal file
@ -0,0 +1,200 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityExplorer.Core.Config;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.UI.Utility;
|
||||
|
||||
namespace UnityExplorer.UI.Models
|
||||
{
|
||||
public enum Turn
|
||||
{
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
|
||||
public class PageHandler : UIModel, IEnumerator
|
||||
{
|
||||
public PageHandler(SliderScrollbar scroll)
|
||||
{
|
||||
ItemsPerPage = ConfigManager.Default_Page_Limit?.Value ?? 20;
|
||||
m_scrollbar = scroll;
|
||||
}
|
||||
|
||||
public event Action OnPageChanged;
|
||||
|
||||
// UI members
|
||||
private readonly SliderScrollbar m_scrollbar;
|
||||
private GameObject m_pageUIHolder;
|
||||
private Text m_currentPageLabel;
|
||||
|
||||
public override GameObject UIRoot => m_pageUIHolder;
|
||||
|
||||
// For now this is just set when the PageHandler is created, based on config.
|
||||
// At some point I might make it possible to change this after creation again.
|
||||
public int ItemsPerPage { get; }
|
||||
|
||||
// IEnumerator.Current
|
||||
public object Current => m_currentIndex;
|
||||
private int m_currentIndex = 0;
|
||||
|
||||
public int CurrentPage
|
||||
{
|
||||
get => m_currentPage;
|
||||
set
|
||||
{
|
||||
if (value < PageCount)
|
||||
m_currentPage = value;
|
||||
}
|
||||
}
|
||||
private int m_currentPage;
|
||||
|
||||
|
||||
// set and maintained by owner of list
|
||||
private int m_listCount;
|
||||
public int ListCount
|
||||
{
|
||||
get => m_listCount;
|
||||
set
|
||||
{
|
||||
m_listCount = value;
|
||||
|
||||
if (PageCount <= 0 && m_pageUIHolder.activeSelf)
|
||||
{
|
||||
m_pageUIHolder.SetActive(false);
|
||||
}
|
||||
else if (PageCount > 0 && !m_pageUIHolder.activeSelf)
|
||||
{
|
||||
m_pageUIHolder.SetActive(true);
|
||||
}
|
||||
|
||||
RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
public int PageCount => (int)Math.Ceiling(ListCount / (decimal)ItemsPerPage) - 1;
|
||||
|
||||
// The index of the first element of the current page
|
||||
public int StartIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
int offset = m_currentPage * ItemsPerPage;
|
||||
|
||||
if (offset >= ListCount)
|
||||
{
|
||||
offset = 0;
|
||||
m_currentPage = 0;
|
||||
}
|
||||
|
||||
return offset;
|
||||
}
|
||||
}
|
||||
|
||||
public int EndIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
int end = StartIndex + ItemsPerPage;
|
||||
if (end >= ListCount)
|
||||
end = ListCount - 1;
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
||||
// IEnumerator.MoveNext()
|
||||
public bool MoveNext()
|
||||
{
|
||||
m_currentIndex++;
|
||||
return m_currentIndex < StartIndex + ItemsPerPage;
|
||||
}
|
||||
|
||||
// IEnumerator.Reset()
|
||||
public void Reset()
|
||||
{
|
||||
m_currentIndex = StartIndex - 1;
|
||||
}
|
||||
|
||||
public IEnumerator<int> GetEnumerator()
|
||||
{
|
||||
Reset();
|
||||
while (MoveNext())
|
||||
{
|
||||
yield return m_currentIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public void TurnPage(Turn direction)
|
||||
{
|
||||
bool didTurn = false;
|
||||
if (direction == Turn.Left)
|
||||
{
|
||||
if (m_currentPage > 0)
|
||||
{
|
||||
m_currentPage--;
|
||||
didTurn = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_currentPage < PageCount)
|
||||
{
|
||||
m_currentPage++;
|
||||
didTurn = true;
|
||||
}
|
||||
}
|
||||
if (didTurn)
|
||||
{
|
||||
if (m_scrollbar != null)
|
||||
m_scrollbar.m_scrollbar.value = 1;
|
||||
|
||||
OnPageChanged?.Invoke();
|
||||
RefreshUI();
|
||||
}
|
||||
}
|
||||
|
||||
public void Show() => m_pageUIHolder?.SetActive(true);
|
||||
|
||||
public void Hide() => m_pageUIHolder?.SetActive(false);
|
||||
|
||||
public void RefreshUI()
|
||||
{
|
||||
m_currentPageLabel.text = $"Page {CurrentPage + 1} / {CurrentPage + 1}";
|
||||
|
||||
// TODO
|
||||
}
|
||||
|
||||
public override void ConstructUI(GameObject parent)
|
||||
{
|
||||
m_pageUIHolder = UIFactory.CreateHorizontalGroup(parent, "PageHandlerButtons", false, true, true, true);
|
||||
|
||||
Image image = m_pageUIHolder.GetComponent<Image>();
|
||||
image.color = new Color(0.2f, 0.2f, 0.2f, 0.5f);
|
||||
|
||||
UIFactory.SetLayoutElement(m_pageUIHolder, minHeight: 25, minWidth: 100, flexibleWidth: 5000);
|
||||
|
||||
var leftBtnObj = UIFactory.CreateButton(m_pageUIHolder,
|
||||
"BackBtn",
|
||||
"◄",
|
||||
() => { TurnPage(Turn.Left); },
|
||||
new Color(0.15f, 0.15f, 0.15f));
|
||||
|
||||
UIFactory.SetLayoutElement(leftBtnObj.gameObject, flexibleWidth: 1500, minWidth: 25, minHeight: 25);
|
||||
|
||||
m_currentPageLabel = UIFactory.CreateLabel(m_pageUIHolder, "PageLabel", "Page 1 / TODO", TextAnchor.MiddleCenter);
|
||||
|
||||
UIFactory.SetLayoutElement(m_currentPageLabel.gameObject, minWidth: 100, flexibleWidth: 40);
|
||||
|
||||
Button rightBtn = UIFactory.CreateButton(m_pageUIHolder,
|
||||
"RightBtn",
|
||||
"►",
|
||||
() => { TurnPage(Turn.Right); },
|
||||
new Color(0.15f, 0.15f, 0.15f));
|
||||
|
||||
UIFactory.SetLayoutElement(rightBtn.gameObject, flexibleWidth: 1500, minWidth: 25, minHeight: 25);
|
||||
|
||||
ListCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
184
src/UI/Widgets/SliderScrollbar.cs
Normal file
184
src/UI/Widgets/SliderScrollbar.cs
Normal file
@ -0,0 +1,184 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer;
|
||||
using UnityExplorer.Core;
|
||||
using UnityExplorer.UI;
|
||||
|
||||
namespace UnityExplorer.UI.Utility
|
||||
{
|
||||
// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
|
||||
public class SliderScrollbar
|
||||
{
|
||||
internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
|
||||
|
||||
public static void UpdateInstances()
|
||||
{
|
||||
if (!Instances.Any())
|
||||
return;
|
||||
|
||||
for (int i = 0; i < Instances.Count; i++)
|
||||
{
|
||||
var slider = Instances[i];
|
||||
|
||||
if (slider.CheckDestroyed())
|
||||
i--;
|
||||
else
|
||||
slider.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsActive { get; private set; }
|
||||
|
||||
public event Action<float> OnValueChanged;
|
||||
|
||||
internal readonly Scrollbar m_scrollbar;
|
||||
internal readonly Slider m_slider;
|
||||
internal readonly RectTransform m_scrollRect;
|
||||
|
||||
internal InputFieldScroller m_parentInputScroller;
|
||||
|
||||
public SliderScrollbar(Scrollbar scrollbar, Slider slider)
|
||||
{
|
||||
Instances.Add(this);
|
||||
|
||||
this.m_scrollbar = scrollbar;
|
||||
this.m_slider = slider;
|
||||
this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
|
||||
|
||||
this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
|
||||
this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
|
||||
|
||||
this.RefreshVisibility();
|
||||
this.m_slider.Set(1f, false);
|
||||
}
|
||||
|
||||
internal bool CheckDestroyed()
|
||||
{
|
||||
if (!m_slider || !m_scrollbar)
|
||||
{
|
||||
Instances.Remove(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal void Update()
|
||||
{
|
||||
this.RefreshVisibility();
|
||||
}
|
||||
|
||||
internal void RefreshVisibility()
|
||||
{
|
||||
if (!m_slider.gameObject.activeInHierarchy)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
|
||||
var obj = this.m_slider.handleRect.gameObject;
|
||||
|
||||
if (IsActive != shouldShow)
|
||||
{
|
||||
IsActive = shouldShow;
|
||||
obj.SetActive(IsActive);
|
||||
|
||||
if (IsActive)
|
||||
this.m_slider.Set(this.m_scrollbar.value, false);
|
||||
else
|
||||
m_slider.Set(1f, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnScrollbarValueChanged(float _value)
|
||||
{
|
||||
if (this.m_slider.value != _value)
|
||||
this.m_slider.Set(_value, false);
|
||||
OnValueChanged?.Invoke(_value);
|
||||
}
|
||||
|
||||
public void OnSliderValueChanged(float _value)
|
||||
{
|
||||
this.m_scrollbar.value = _value;
|
||||
OnValueChanged?.Invoke(_value);
|
||||
}
|
||||
|
||||
#region UI CONSTRUCTION
|
||||
|
||||
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
|
||||
{
|
||||
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 handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
|
||||
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
|
||||
|
||||
Image bgImage = bgObj.AddComponent<Image>();
|
||||
bgImage.type = Image.Type.Sliced;
|
||||
bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
|
||||
|
||||
RectTransform bgRect = bgObj.GetComponent<RectTransform>();
|
||||
bgRect.anchorMin = Vector2.zero;
|
||||
bgRect.anchorMax = Vector2.one;
|
||||
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.offsetMax = new Vector2(-15f, 0f);
|
||||
handleSlideRect.sizeDelta = new Vector2(-20f, -30f);
|
||||
|
||||
Image handleImage = handleObj.AddComponent<Image>();
|
||||
handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
var handleRect = handleObj.GetComponent<RectTransform>();
|
||||
handleRect.sizeDelta = new Vector2(15f, 30f);
|
||||
handleRect.offsetMin = new Vector2(-13f, -28f);
|
||||
handleRect.offsetMax = new Vector2(2f, -2f);
|
||||
|
||||
var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
|
||||
sliderBarLayout.minWidth = 25;
|
||||
sliderBarLayout.flexibleWidth = 0;
|
||||
sliderBarLayout.minHeight = 30;
|
||||
sliderBarLayout.flexibleHeight = 5000;
|
||||
|
||||
slider = sliderObj.AddComponent<Slider>();
|
||||
slider.fillRect = fillObj.GetComponent<RectTransform>();
|
||||
slider.handleRect = handleObj.GetComponent<RectTransform>();
|
||||
slider.targetGraphic = handleImage;
|
||||
slider.direction = Slider.Direction.BottomToTop;
|
||||
|
||||
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));
|
||||
|
||||
return sliderObj;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
35
src/UI/Widgets/TransformTree/CachedTransform.cs
Normal file
35
src/UI/Widgets/TransformTree/CachedTransform.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class CachedTransform
|
||||
{
|
||||
public Transform RefTransform { get; }
|
||||
public CachedTransform Parent { get; internal set; }
|
||||
|
||||
public string Name { get; internal set; }
|
||||
public int ChildCount { get; internal set; }
|
||||
public int Depth { get; internal set; }
|
||||
|
||||
public bool Expanded { get; set; }
|
||||
|
||||
public CachedTransform(Transform transform, CachedTransform parent = null)
|
||||
{
|
||||
RefTransform = transform;
|
||||
Expanded = false;
|
||||
Parent = parent;
|
||||
Update();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
Name = RefTransform.name;
|
||||
ChildCount = RefTransform.childCount;
|
||||
Depth = Parent?.Depth + 1 ?? 0;
|
||||
}
|
||||
}
|
||||
}
|
86
src/UI/Widgets/TransformTree/TransformCell.cs
Normal file
86
src/UI/Widgets/TransformTree/TransformCell.cs
Normal file
@ -0,0 +1,86 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.UI.Widgets.InfiniteScroll;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class TransformCell : MonoBehaviour, ICell
|
||||
{
|
||||
public bool Enabled => m_enabled;
|
||||
private bool m_enabled;
|
||||
|
||||
public TransformTree tree;
|
||||
internal CachedTransform cachedTransform;
|
||||
internal int _cellIndex;
|
||||
|
||||
public Text nameLabel;
|
||||
public Button nameButton;
|
||||
|
||||
public Text expandLabel;
|
||||
public Button expandButton;
|
||||
|
||||
public LayoutElement spacer;
|
||||
|
||||
internal void Start()
|
||||
{
|
||||
nameButton.onClick.AddListener(OnMainButtonClicked);
|
||||
expandButton.onClick.AddListener(OnExpandClicked);
|
||||
}
|
||||
|
||||
//This is called from the SetCell method in DataSource
|
||||
public void ConfigureCell(CachedTransform cached, int cellIndex)
|
||||
{
|
||||
if (!Enabled)
|
||||
Enable();
|
||||
|
||||
_cellIndex = cellIndex;
|
||||
cachedTransform = cached;
|
||||
|
||||
spacer.minWidth = cached.Depth * 15;
|
||||
|
||||
nameLabel.text = cached.Name;
|
||||
nameLabel.color = cached.RefTransform.gameObject.activeSelf ? Color.white : Color.grey;
|
||||
|
||||
if (cached.ChildCount > 0)
|
||||
{
|
||||
nameLabel.text = $"<color=grey>[{cached.ChildCount}]</color> {nameLabel.text}";
|
||||
|
||||
expandButton.interactable = true;
|
||||
expandLabel.enabled = true;
|
||||
expandLabel.text = cached.Expanded ? "▼" : "►";
|
||||
expandLabel.color = cached.Expanded ? new Color(0.5f, 0.5f, 0.5f) : new Color(0.3f, 0.3f, 0.3f);
|
||||
}
|
||||
else
|
||||
{
|
||||
expandButton.interactable = false;
|
||||
expandLabel.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
m_enabled = false;
|
||||
this.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
m_enabled = true;
|
||||
this.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void OnExpandClicked()
|
||||
{
|
||||
tree.ToggleExpandCell(this);
|
||||
}
|
||||
|
||||
public void OnMainButtonClicked()
|
||||
{
|
||||
Debug.Log($"TODO Inspect {cachedTransform.RefTransform.name}");
|
||||
}
|
||||
}
|
||||
}
|
181
src/UI/Widgets/TransformTree/TransformTree.cs
Normal file
181
src/UI/Widgets/TransformTree/TransformTree.cs
Normal file
@ -0,0 +1,181 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.Core;
|
||||
using UnityExplorer.UI.Widgets.InfiniteScroll;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class TransformTree : MonoBehaviour, IListDataSource
|
||||
{
|
||||
public Func<IEnumerable<GameObject>> GetRootEntriesMethod;
|
||||
|
||||
public string CurrentFilter
|
||||
{
|
||||
get => currentFilter;
|
||||
set => currentFilter = value?.ToLower() ?? "";
|
||||
}
|
||||
private string currentFilter;
|
||||
|
||||
internal InfiniteScrollRect infiniteScroll;
|
||||
|
||||
//internal readonly List<CachedTransform> objectTree = new List<CachedTransform>();
|
||||
|
||||
internal readonly Dictionary<IntPtr, CachedTransform> objectCache = new Dictionary<IntPtr, CachedTransform>();
|
||||
internal Dictionary<IntPtr, CachedTransform> tempObjectCache;
|
||||
|
||||
public int ItemCount => objectCache.Count;
|
||||
|
||||
internal void Awake()
|
||||
{
|
||||
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator InitCoroutine()
|
||||
{
|
||||
yield return null;
|
||||
|
||||
// stress test
|
||||
|
||||
//for (int i = 0; i < 10000; i++)
|
||||
// new GameObject(i.ToString());
|
||||
|
||||
var root = new GameObject().transform;
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
var obj = new GameObject(i.ToString());
|
||||
obj.transform.parent = root;
|
||||
for (int j = 0; j < 100; j++)
|
||||
new GameObject(j.ToString()).transform.parent = obj.transform;
|
||||
}
|
||||
|
||||
RefreshData();
|
||||
infiniteScroll.DataSource = this;
|
||||
infiniteScroll.Initialize(this);
|
||||
}
|
||||
|
||||
public void RefreshData(bool andReload = false)
|
||||
{
|
||||
tempObjectCache = objectCache.ToDictionary(it => it.Key, it => it.Value);
|
||||
objectCache.Clear();
|
||||
|
||||
var objects = GetRootEntriesMethod.Invoke();
|
||||
|
||||
foreach (var obj in objects)
|
||||
Traverse(obj.transform);
|
||||
|
||||
if (andReload)
|
||||
infiniteScroll.Refresh();
|
||||
}
|
||||
|
||||
private void Traverse(Transform transform, CachedTransform parent = null)
|
||||
{
|
||||
CachedTransform cached;
|
||||
if (tempObjectCache.ContainsKey(transform.m_CachedPtr))
|
||||
{
|
||||
cached = tempObjectCache[transform.m_CachedPtr];
|
||||
cached.Update();
|
||||
}
|
||||
else
|
||||
cached = new CachedTransform(transform, parent);
|
||||
|
||||
if (!string.IsNullOrEmpty(CurrentFilter))
|
||||
{
|
||||
if (!FilterHierarchy(transform))
|
||||
return;
|
||||
|
||||
// auto-expand to show results: works, but then we need to collapse after the search ends.
|
||||
|
||||
//if (FilterHierarchy(transform))
|
||||
// cached.Expanded = true;
|
||||
//else
|
||||
// return;
|
||||
}
|
||||
|
||||
objectCache.Add(transform.m_CachedPtr, cached);
|
||||
|
||||
if (cached.Expanded && cached.ChildCount > 0)
|
||||
{
|
||||
for (int i = 0; i < transform.childCount; i++)
|
||||
Traverse(transform.GetChild(i), cached);
|
||||
}
|
||||
}
|
||||
|
||||
private bool FilterHierarchy(Transform obj)
|
||||
{
|
||||
if (obj.name.ToLower().Contains(currentFilter))
|
||||
return true;
|
||||
|
||||
if (obj.childCount <= 0)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < obj.childCount; i++)
|
||||
if (FilterHierarchy(obj.GetChild(i)))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void SetCell(ICell iCell, int index)
|
||||
{
|
||||
var cell = iCell as TransformCell;
|
||||
|
||||
if (index < objectCache.Count)
|
||||
cell.ConfigureCell(objectCache.ElementAt(index).Value, index);
|
||||
else
|
||||
cell.Disable();
|
||||
}
|
||||
|
||||
public void ToggleExpandCell(TransformCell cell)
|
||||
{
|
||||
cell.cachedTransform.Expanded = !cell.cachedTransform.Expanded;
|
||||
RefreshData(true);
|
||||
}
|
||||
|
||||
public GameObject CreatePrototypeCell(GameObject parent, TransformTree tree)
|
||||
{
|
||||
var prototype = UIFactory.CreateHorizontalGroup(parent, "PrototypeCell", true, true, true, true, 2, default,
|
||||
new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
|
||||
var cell = prototype.AddComponent<TransformCell>();
|
||||
var rect = prototype.GetComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0, 1);
|
||||
rect.anchorMax = new Vector2(0, 1);
|
||||
rect.pivot = new Vector2(0.5f, 1);
|
||||
rect.sizeDelta = new Vector2(25, 25);
|
||||
UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
var spacer = UIFactory.CreateUIObject("Spacer", prototype, new Vector2(0,0));
|
||||
UIFactory.SetLayoutElement(spacer, minWidth: 0, flexibleWidth: 0, minHeight: 0, flexibleHeight: 0);
|
||||
|
||||
var expandButton = UIFactory.CreateButton(prototype, "ExpandButton", "►", null);
|
||||
UIFactory.SetLayoutElement(expandButton.gameObject, minWidth: 15, flexibleWidth: 0, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
var nameButton = UIFactory.CreateButton(prototype, "NameButton", "Name", null);
|
||||
UIFactory.SetLayoutElement(nameButton.gameObject, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
|
||||
nameButton.GetComponentInChildren<Text>().horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
|
||||
Color normal = new Color(0.15f, 0.15f, 0.15f);
|
||||
Color highlight = new Color(0.25f, 0.25f, 0.25f);
|
||||
Color pressed = new Color(0.05f, 0.05f, 0.05f);
|
||||
Color disabled = new Color(1, 1, 1, 0);
|
||||
RuntimeProvider.Instance.SetColorBlock(expandButton, normal, highlight, pressed, disabled);
|
||||
RuntimeProvider.Instance.SetColorBlock(nameButton, normal, highlight, pressed, disabled);
|
||||
|
||||
cell.tree = tree;
|
||||
cell.nameButton = nameButton;
|
||||
cell.nameLabel = nameButton.GetComponentInChildren<Text>();
|
||||
cell.nameLabel.alignment = TextAnchor.MiddleLeft;
|
||||
cell.expandButton = expandButton;
|
||||
cell.expandLabel = expandButton.GetComponentInChildren<Text>();
|
||||
cell.spacer = spacer.GetComponent<LayoutElement>();
|
||||
|
||||
prototype.SetActive(false);
|
||||
|
||||
return prototype;
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user