Added 'temp height cache' to ScrollPool for when filtering, fix some issues

This commit is contained in:
Sinai
2021-04-22 17:53:29 +10:00
parent fc26452f64
commit fdfadcefc1
10 changed files with 251 additions and 125 deletions

View File

@ -11,18 +11,27 @@ namespace UnityExplorer.UI.Widgets
public float height, startPosition;
public int normalizedSpread;
public static implicit operator float(DataViewInfo ch) => ch.height;
public static implicit operator float(DataViewInfo it) => it.height;
}
public class DataHeightManager
public class DataHeightCache
{
private ScrollPool ScrollPool { get; }
private DataHeightCache sisterCache { get; }
public DataHeightManager(ScrollPool scrollPool)
public DataHeightCache(ScrollPool scrollPool)
{
ScrollPool = scrollPool;
}
public DataHeightCache(ScrollPool scrollPool, DataHeightCache sisterCache) : this(scrollPool)
{
this.sisterCache = sisterCache;
ExplorerCore.Log("Creating backup height cache, this count: " + scrollPool.DataSource.ItemCount);
AddRange(sisterCache.Take(scrollPool.DataSource.ItemCount));
}
private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
public int Count => heightCache.Count;
@ -62,6 +71,17 @@ namespace UnityExplorer.UI.Widgets
totalHeight += value;
}
public void AddRange(IEnumerable<DataViewInfo> collection)
{
foreach (var entry in collection)
Add(entry);
}
public IEnumerable<DataViewInfo> Take(int count)
{
return heightCache.Take(count);
}
public void RemoveLast()
{
if (!heightCache.Any())
@ -70,13 +90,6 @@ namespace UnityExplorer.UI.Widgets
var val = heightCache[heightCache.Count - 1];
totalHeight -= val;
heightCache.RemoveAt(heightCache.Count - 1);
}
public void Clear()
{
heightCache.Clear();
totalHeight = 0f;
}
private void AppendDataSpread(int dataIdx, int spread)
@ -88,10 +101,17 @@ namespace UnityExplorer.UI.Widgets
}
}
public void SetIndex(int dataIndex, float value)
public void SetIndex(int dataIndex, float value, bool ignoreDataCount = false)
{
if (dataIndex >= ScrollPool.DataSource.ItemCount)
return;
if (!ignoreDataCount)
{
if (dataIndex >= ScrollPool.DataSource.ItemCount)
{
while (heightCache.Count > dataIndex)
RemoveLast();
return;
}
}
if (dataIndex >= heightCache.Count)
{
@ -183,10 +203,20 @@ namespace UnityExplorer.UI.Widgets
rangeToDataIndexCache.RemoveAt(rangeStart);
}
}
// if sister cache is set, then update it too.
if (sisterCache != null)
{
var realIdx = ScrollPool.DataSource.GetRealIndexOfTempIndex(dataIndex);
if (realIdx >= 0)
sisterCache.SetIndex(realIdx, value, true);
}
}
public int GetDataIndexAtPosition(float desiredHeight)
=> GetDataIndexAtPosition(desiredHeight, out _);
{
return GetDataIndexAtPosition(desiredHeight, out _);
}
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{

View File

@ -13,6 +13,8 @@ namespace UnityExplorer.UI.Widgets
void SetCell(ICell cell, int index);
void DisableCell(ICell cell, int index);
int GetRealIndexOfTempIndex(int tempIndex);
ICell CreateCell(RectTransform cellTransform);
}
}

View File

@ -49,11 +49,12 @@ namespace UnityExplorer.UI.Widgets
/// The first and last pooled indices relative to the DataSource's list
/// </summary>
private int bottomDataIndex;
private int TopDataIndex => bottomDataIndex - CellPool.Count + 1;
private int TopDataIndex => Math.Max(0, bottomDataIndex - CellPool.Count + 1);
private readonly List<ICell> CellPool = new List<ICell>();
private DataHeightManager HeightCache;
internal DataHeightCache HeightCache;
internal DataHeightCache tempHeightCache;
private float TotalDataHeight => HeightCache.TotalHeight + contentLayout.padding.top + contentLayout.padding.bottom;
@ -64,8 +65,8 @@ namespace UnityExplorer.UI.Widgets
private int CurrentDataCount => bottomDataIndex + 1;
private Vector2 _prevAnchoredPos;
private float _prevViewportHeight; // TODO track viewport height and add if height increased
private Vector2 prevAnchoredPos;
private float prevViewportHeight;
#region Internal set tracking and update
@ -84,20 +85,54 @@ namespace UnityExplorer.UI.Widgets
private bool writingLocked;
private float timeofLastWriteLock;
private float prevContentHeight;
public override void Update()
{
if (writingLocked && timeofLastWriteLock < Time.time)
writingLocked = false;
if (prevContentHeight == 0.0f && Content?.rect.height != 0.0f)
prevContentHeight = Content.rect.height;
else if (Content.rect.height != prevContentHeight)
{
prevContentHeight = Content.rect.height;
OnValueChangedListener(Vector2.zero);
}
}
#endregion
// Initialize
// Public methods
public void Rebuild()
{
Initialize(DataSource, PrototypeCell);
RecreateCellPool(true, true, null);
}
public void EnableTempCache()
{
if (tempHeightCache == null)
tempHeightCache = HeightCache;
HeightCache = new DataHeightCache(this, tempHeightCache);
}
public void DisableTempCache()
{
if (tempHeightCache == null)
return;
HeightCache = tempHeightCache;
tempHeightCache = null;
}
public void RefreshCells(bool reloadData)
{
RefreshCells(reloadData, true);
}
// Initialize
public void Initialize(IPoolDataSource dataSource, RectTransform prototypeCell)
{
if (!prototypeCell)
@ -106,7 +141,7 @@ namespace UnityExplorer.UI.Widgets
this.PrototypeCell = prototypeCell;
PrototypeCell.transform.SetParent(Viewport, false);
HeightCache = new DataHeightManager(this);
HeightCache = new DataHeightCache(this);
DataSource = dataSource;
this.contentLayout = ScrollRect.content.GetComponent<VerticalLayoutGroup>();
@ -126,7 +161,7 @@ namespace UnityExplorer.UI.Widgets
yield return null;
// set intial bounds
_prevAnchoredPos = Content.anchoredPosition;
prevAnchoredPos = Content.anchoredPosition;
SetRecycleViewBounds(false);
// create initial cell pool and set cells
@ -197,24 +232,32 @@ namespace UnityExplorer.UI.Widgets
RecycleViewBounds = new Vector2(Viewport.MinY() + HalfThreshold, Viewport.MaxY() - HalfThreshold);
if (checkHeightGrow && _prevViewportHeight < Viewport.rect.height && _prevViewportHeight != 0.0f)
{
ret = ExtendCellPool();
}
if (checkHeightGrow && prevViewportHeight < Viewport.rect.height && prevViewportHeight != 0.0f)
ret = RecreateCellPool(false, false, null);
_prevViewportHeight = Viewport.rect.height;
prevViewportHeight = Viewport.rect.height;
return ret;
}
private bool ExtendCellPool()
private bool RecreateCellPool(bool forceRecreate, bool resetDataIndex, bool? setTempCacheEnabledTo)
{
if (setTempCacheEnabledTo != null)
{
if (setTempCacheEnabledTo == true)
EnableTempCache();
else if (setTempCacheEnabledTo == false)
DisableTempCache();
}
bool ret = false;
CheckDataSourceCountChange(out _);
var requiredCoverage = Math.Abs(RecycleViewBounds.y - RecycleViewBounds.x);
var currentCoverage = CellPool.Count * PrototypeHeight;
int cellsRequired = (int)Math.Ceiling((decimal)(requiredCoverage - currentCoverage) / (decimal)PrototypeHeight);
if (cellsRequired > 0)
if (cellsRequired > 0 || forceRecreate)
{
ret = true;
WritingLocked = true;
@ -233,7 +276,7 @@ namespace UnityExplorer.UI.Widgets
bottomDataIndex = maxDataIndex;
// CreateCellPool will destroy existing cells and recreate list.
CreateCellPool(false);
CreateCellPool(resetDataIndex);
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
@ -241,6 +284,7 @@ namespace UnityExplorer.UI.Widgets
ScrollRect.UpdatePrevData();
SetScrollBounds();
UpdateSliderHandle(true);
}
return ret;
@ -272,32 +316,40 @@ namespace UnityExplorer.UI.Widgets
}
}
public void RefreshCells(bool andReloadFromDataSource = false, bool setSlider = true)
private bool CheckDataSourceCountChange(out bool shouldJumpToBottom)
{
bool ret = false;
shouldJumpToBottom = false;
int count = DataSource.ItemCount;
if (bottomDataIndex > count && bottomDataIndex >= CellPool.Count)
{
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
shouldJumpToBottom = true;
}
if (HeightCache.Count < count)
{
HeightCache.SetIndex(count - 1, PrototypeHeight);
return true;
}
else if (HeightCache.Count > count)
{
while (HeightCache.Count > count)
HeightCache.RemoveLast();
return false;
}
return ret;
}
private void RefreshCells(bool andReloadFromDataSource, bool setSlider)
{
if (!CellPool.Any()) return;
SetRecycleViewBounds(true);
// jump to bottom if the data count went below our bottom data index
bool jumpToBottom = false;
if (andReloadFromDataSource)
{
int count = DataSource.ItemCount;
if (bottomDataIndex > count)
{
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
jumpToBottom = true;
}
if (HeightCache.Count < count)
HeightCache.SetIndex(count - 1, PrototypeHeight);
else if (HeightCache.Count > count)
{
while (HeightCache.Count > count)
HeightCache.RemoveLast();
}
}
CheckDataSourceCountChange(out bool jumpToBottom);
// update date height cache, and set cells if 'andReload'
var enumerator = GetPoolEnumerator();
@ -339,9 +391,7 @@ namespace UnityExplorer.UI.Widgets
DataSource.SetCell(cachedCell, dataIndex);
LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
if (dataIndex < DataSource.ItemCount)
HeightCache.SetIndex(dataIndex, cachedCell.Rect.rect.height);
HeightCache.SetIndex(dataIndex, cachedCell.Rect.rect.height);
}
// Value change processor
@ -355,9 +405,9 @@ namespace UnityExplorer.UI.Widgets
ScrollRect.StopMovement();
if (!SetRecycleViewBounds(true))
RefreshCells();
RefreshCells(false);
float yChange = (ScrollRect.content.anchoredPosition - _prevAnchoredPos).y;
float yChange = (ScrollRect.content.anchoredPosition - prevAnchoredPos).y;
float adjust = 0f;
if (yChange > 0) // Scrolling down
@ -377,7 +427,7 @@ namespace UnityExplorer.UI.Widgets
ScrollRect.m_PrevPosition += vector;
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
_prevAnchoredPos = ScrollRect.content.anchoredPosition;
prevAnchoredPos = ScrollRect.content.anchoredPosition;
SetScrollBounds();
@ -468,6 +518,8 @@ namespace UnityExplorer.UI.Widgets
private void UpdateSliderHandle(bool forcePositionValue = true)
{
CheckDataSourceCountChange(out _);
var dataHeight = TotalDataHeight;
// calculate handle size based on viewport / total data height
@ -491,7 +543,10 @@ namespace UnityExplorer.UI.Widgets
float val = 0f;
if (TotalDataHeight > 0f)
{
var topPos = HeightCache[TopDataIndex].startPosition;
float topPos = 0f;
if (HeightCache.Count > 0)
topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
val = (float)((decimal)scrollPos / (decimal)(TotalDataHeight - Viewport.rect.height));
@ -518,35 +573,30 @@ namespace UnityExplorer.UI.Widgets
var desiredPosition = val * scrollHeight + NormalizedScrollBounds.x;
// add offset above it for viewport height
var halfheight = Viewport.rect.height * 0.5f;
var desiredMinY = desiredPosition - halfheight;
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);
topViewportIndex = Math.Max(0, topViewportIndex);
topViewportIndex = Math.Min(DataSource.ItemCount - 1, topViewportIndex);
// get the real top pooled data index to display our content
int poolStartIndex = Math.Max(0, topViewportIndex - (int)(ExtraPoolCells * 0.5f));
poolStartIndex = Math.Min(DataSource.ItemCount - CellPool.Count, poolStartIndex);
// for content at the very top, just use the desired position as the anchor pos.
if (desiredMinY < RecycleThreshold * 0.5f)
{
Content.anchoredPosition = new Vector2(0, desiredMinY);
}
else // else calculate anchor pos
{
var topStartPos = HeightCache[poolStartIndex].startPosition;
// how far the actual top cell is from our desired center
var diff = desiredMinY - topStartPos;
Content.anchoredPosition = new Vector2(0, diff);
}
poolStartIndex = Math.Min(Math.Max(0, DataSource.ItemCount - CellPool.Count), poolStartIndex);
bottomDataIndex = poolStartIndex + CellPool.Count - 1;
RefreshCells(true, false);
var topStartPos = HeightCache[poolStartIndex].startPosition;
float desiredAnchor;
if (desiredMinY < HalfThreshold)
desiredAnchor = desiredMinY;
else
desiredAnchor = desiredMinY - topStartPos;
Content.anchoredPosition = new Vector2(0, desiredAnchor);
UpdateSliderHandle(true);
}