Cleanup, use Time.realTimeSinceStartup instead of Time.time, add some stuff

This commit is contained in:
Sinai
2021-05-03 21:02:01 +10:00
parent ad61ff243a
commit 8d9d8f76c2
22 changed files with 321 additions and 198 deletions

View File

@ -28,7 +28,7 @@ namespace UnityExplorer.UI.Widgets.AutoComplete
suggestions.Clear();
AutoCompleter.Instance.SetSuggestions(suggestions);
timeOfLastCheck = Time.time;
timeOfLastCheck = Time.realtimeSinceStartup;
InputField.text = suggestion.UnderlyingValue;
}
@ -84,10 +84,10 @@ namespace UnityExplorer.UI.Widgets.AutoComplete
private void OnInputFieldChanged(string value)
{
if (timeOfLastCheck == Time.time)
if (!timeOfLastCheck.OccuredEarlierThanDefault())
return;
timeOfLastCheck = Time.time;
timeOfLastCheck = Time.realtimeSinceStartup;
value = value ?? "";

View File

@ -40,6 +40,47 @@ namespace UnityExplorer.UI.Widgets
public float DefaultHeight => m_defaultHeight ?? (float)(m_defaultHeight = ScrollPool.PrototypeHeight);
private float? m_defaultHeight;
/// <summary>Get the data index at the specified position of the total height cache.</summary>
public int GetFirstDataIndexAtPosition(float desiredHeight) => GetFirstDataIndexAtPosition(desiredHeight, out _);
/// <summary>Get the data index and DataViewInfo at the specified position of the total height cache.</summary>
public int GetFirstDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = default;
if (!heightCache.Any())
return 0;
int rangeIndex = GetRangeFloorOfPosition(desiredHeight);
// probably shouldnt happen but just in case
if (rangeIndex < 0)
return 0;
if (rangeIndex >= rangeCache.Count)
{
int idx = ScrollPool.DataSource.ItemCount - 1;
cache = heightCache[idx];
return idx;
}
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
// if the DataViewInfo is outdated, need to rebuild
int expectedMin = GetRangeCeilingOfPosition(cache.startPosition);
int expectedMax = expectedMin + cache.normalizedSpread - 1;
if (rangeIndex < expectedMin || rangeIndex > expectedMax)
{
RecalculateStartPositions(Math.Max(dataIndex, expectedMax));
rangeIndex = GetRangeFloorOfPosition(desiredHeight);
dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
}
return dataIndex;
}
/// <summary>
/// Lookup table for "which data index first appears at this position"<br/>
/// Index: DefaultHeight * index from top of data<br/>
@ -48,7 +89,7 @@ namespace UnityExplorer.UI.Widgets
private readonly List<int> rangeCache = new List<int>();
/// <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
private int GetRangeFloorOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
/// <summary>Same as GetRangeIndexOfPosition, except this rounds up to the next division if there was remainder from the previous cell.</summary>
private int GetRangeCeilingOfPosition(float position) => (int)Math.Ceiling((decimal)position / (decimal)DefaultHeight);
@ -106,33 +147,6 @@ namespace UnityExplorer.UI.Widgets
rangeCache.RemoveAt(rangeCache.Count - 1);
}
/// <summary>Get the data index at the specified position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight) => GetDataIndexAtPosition(desiredHeight, out _);
/// <summary>Get the data index and DataViewInfo at the specified position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = default;
if (!heightCache.Any())
return 0;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeIndex < 0)
return 0;
if (rangeIndex >= rangeCache.Count)
{
int idx = ScrollPool.DataSource.ItemCount - 1;
cache = heightCache[idx];
return idx;
}
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
/// <summary>Set a given data index with the specified value.</summary>
public void SetIndex(int dataIndex, float height)
{
@ -192,8 +206,6 @@ namespace UnityExplorer.UI.Widgets
if (spread != cache.normalizedSpread)
{
ExplorerCore.Log("Updating spread for " + dataIndex + " from " + cache.normalizedSpread + " to " + spread);
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
@ -217,7 +229,7 @@ namespace UnityExplorer.UI.Widgets
private void RecalculateStartPositions(int toIndex)
{
if (heightCache.Count < 2)
if (heightCache.Count <= 1)
return;
DataViewInfo cache;

View File

@ -8,6 +8,7 @@ using UnityEngine.UI;
using UnityExplorer.Core.Input;
using UnityExplorer.UI.Models;
using UnityExplorer.UI.ObjectPool;
using UnityExplorer.UI.Panels;
namespace UnityExplorer.UI.Widgets
{
@ -35,7 +36,7 @@ namespace UnityExplorer.UI.Widgets
public float PrototypeHeight => _protoHeight ?? (float)(_protoHeight = Pool<T>.Instance.DefaultHeight);
private float? _protoHeight;
public int ExtraPoolCells => 6;
public int ExtraPoolCells => 10;
public float RecycleThreshold => PrototypeHeight * ExtraPoolCells;
public float HalfThreshold => RecycleThreshold * 0.5f;
@ -85,12 +86,12 @@ namespace UnityExplorer.UI.Widgets
// A sanity check so only one thing is setting the value per frame.
public bool WritingLocked
{
get => writingLocked;
get => writingLocked || PanelDragger.Resizing;
internal set
{
if (writingLocked == value)
return;
timeofLastWriteLock = Time.time;
timeofLastWriteLock = Time.realtimeSinceStartup;
writingLocked = value;
}
}
@ -98,28 +99,32 @@ namespace UnityExplorer.UI.Widgets
private float timeofLastWriteLock;
private float prevContentHeight = 1.0f;
private event Action onHeightChanged;
private event Action OnHeightChanged;
public override void Update()
{
if (!ScrollRect || DataSource == null)
return;
if (writingLocked && timeofLastWriteLock < Time.time)
if (writingLocked && timeofLastWriteLock.OccuredEarlierThanDefault())
writingLocked = false;
if (prevContentHeight <= 1f && Content.rect.height > 1f)
if (!writingLocked)
{
prevContentHeight = Content.rect.height;
}
else if (Content.rect.height != prevContentHeight)
{
prevContentHeight = Content.rect.height;
if (!writingLocked)
OnValueChangedListener(Vector2.zero);
if (prevContentHeight <= 1f && Content.rect.height > 1f)
{
prevContentHeight = Content.rect.height;
}
else if (Content.rect.height != prevContentHeight)
{
prevContentHeight = Content.rect.height;
if (!writingLocked)
OnValueChangedListener(Vector2.zero);
onHeightChanged?.Invoke();
OnHeightChanged?.Invoke();
}
}
}
#endregion
@ -189,7 +194,7 @@ namespace UnityExplorer.UI.Widgets
// add onValueChanged listener after setup
ScrollRect.onValueChanged.AddListener(OnValueChangedListener);
onHeightChanged += onHeightChangedListener;
OnHeightChanged += onHeightChangedListener;
onHeightChangedListener?.Invoke();
}
@ -244,6 +249,7 @@ namespace UnityExplorer.UI.Widgets
topPoolIndex = 0;
bottomPoolIndex = -1;
WritingLocked = true;
// create cells until the Pool area is covered.
// use minimum default height so that maximum pool count is reached.
while (currentPoolCoverage <= requiredCoverage)
@ -450,9 +456,7 @@ namespace UnityExplorer.UI.Widgets
prevAnchoredPos = ScrollRect.content.anchoredPosition;
SetScrollBounds();
//WritingLocked = true;
UpdateSliderHandle(true);
UpdateSliderHandle();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolIndex].Rect) > RecycleViewBounds.x
@ -465,12 +469,11 @@ namespace UnityExplorer.UI.Widgets
private float RecycleTopToBottom()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleTop && CurrentDataCount < DataSource.ItemCount)
{
WritingLocked = true;
var cell = CellPool[topPoolIndex];
//Move top cell to bottom
@ -496,12 +499,11 @@ namespace UnityExplorer.UI.Widgets
private float RecycleBottomToTop()
{
WritingLocked = true;
float recycledheight = 0f;
while (ShouldRecycleBottom && CurrentDataCount > CellPool.Count)
{
WritingLocked = true;
var cell = CellPool[bottomPoolIndex];
//Move bottom cell to top
@ -537,74 +539,26 @@ namespace UnityExplorer.UI.Widgets
// Slider
private void UpdateSliderHandle(bool forcePositionValue = true)
{
CheckDataSourceCountChange(out _);
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)
{
float topPos = 0f;
if (HeightCache.Count > 0)
topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
var viewHeight = TotalDataHeight - Viewport.rect.height;
if (viewHeight != 0.0f)
val = (float)((decimal)scrollPos / (decimal)(viewHeight));
else
val = 0f;
}
bool prev = writingLocked;
WritingLocked = true;
slider.value = val;
WritingLocked = prev;
}
}
private void OnSliderValueChanged(float val)
{
if (this.WritingLocked || DataSource == null)
// Prevent spam invokes unless value is 0 or 1 (so we dont skip over the start/end)
if (DataSource == null || (WritingLocked && val != 0 && val != 1))
return;
this.WritingLocked = true;
ScrollRect.StopMovement();
RefreshCellHeightsFast();
// 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;
// point at the center of the viewport
var desiredPosition = val * (NormalizedScrollBounds.y - NormalizedScrollBounds.x) + NormalizedScrollBounds.x;
// add offset above it for viewport height
var halfView = Viewport.rect.height * 0.5f;
var desiredMinY = desiredPosition - halfView;
// get the data index at the top of the viewport
int topViewportIndex = HeightCache.GetDataIndexAtPosition(desiredMinY);
int topViewportIndex = HeightCache.GetFirstDataIndexAtPosition(desiredMinY);
topViewportIndex = Math.Max(0, topViewportIndex);
topViewportIndex = Math.Min(DataSource.ItemCount - 1, topViewportIndex);
@ -677,7 +631,48 @@ namespace UnityExplorer.UI.Widgets
SetScrollBounds();
ScrollRect.UpdatePrevData();
UpdateSliderHandle(false);
UpdateSliderHandle();
}
private void UpdateSliderHandle()// bool forcePositionValue = true)
{
CheckDataSourceCountChange(out _);
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);
float val = 0f;
if (TotalDataHeight > 0f)
{
float topPos = 0f;
if (HeightCache.Count > 0)
topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
var viewHeight = TotalDataHeight - Viewport.rect.height;
if (viewHeight != 0.0f)
val = (float)((decimal)scrollPos / (decimal)(viewHeight));
else
val = 0f;
}
slider.Set(val, false);
}
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>

View File

@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.Widgets
namespace UnityExplorer.UI
{
public static class UIExtension
{