384 lines
14 KiB
C#

//MIT License
//Copyright (c) 2020 Mohammed Iqubal Hussain
//Website : Polyandcode.com
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace PolyAndCode.UI
{
/// <summary>
/// Recyling system for horizontal type.
/// </summary>
public class HorizontalRecyclingSystem : RecyclingSystem
{
//Assigned by constructor
private readonly int _rows;
//Cell dimensions
private float _cellWidth, _cellHeight;
//Pool Generation
private List<RectTransform> _cellPool;
private List<ICell> _cachedCells;
private Bounds _recyclableViewBounds;
//Temps, Flags
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
//Trackers
private int currentItemCount; //item count corresponding to the datasource.
private int leftMostCellIndex, rightMostCellIndex; //Topmost and bottommost cell in the List
private int _leftMostCellRow, _RightMostCellRow; // used for recyling in Grid layout. leftmost and rightmost row
//Cached zero vector
private Vector2 zeroVector = Vector2.zero;
#region INIT
public HorizontalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int rows)
{
PrototypeCell = prototypeCell;
Viewport = viewport;
Content = content;
DataSource = dataSource;
IsGrid = isGrid;
_rows = isGrid ? rows : 1;
_recyclableViewBounds = new Bounds();
}
/// <summary>
/// Corotuine for initiazation.
/// Using coroutine for init because few UI stuff requires a frame to update
/// </summary>
/// <param name="onInitialized">callback when init done</param>
/// <returns></returns>
public override IEnumerator InitCoroutine(Action onInitialized)
{
//Setting up container and bounds
SetLeftAnchor(Content);
Content.anchoredPosition = Vector3.zero;
yield return null;
SetRecyclingBounds();
//Cell Poool
CreateCellPool();
currentItemCount = _cellPool.Count;
leftMostCellIndex = 0;
rightMostCellIndex = _cellPool.Count - 1;
//Set content width according to no of coloums
int coloums = Mathf.CeilToInt((float)_cellPool.Count / _rows);
float contentXSize = coloums * _cellWidth;
Content.sizeDelta = new Vector2(contentXSize, Content.sizeDelta.y);
SetLeftAnchor(Content);
if (onInitialized != null) onInitialized();
}
/// <summary>
/// Sets the uppper and lower bounds for recycling cells.
/// </summary>
private void SetRecyclingBounds()
{
Viewport.GetWorldCorners(_corners);
float threshHold = RecyclingThreshold * (_corners[2].x - _corners[0].x);
_recyclableViewBounds.min = new Vector3(_corners[0].x - threshHold, _corners[0].y);
_recyclableViewBounds.max = new Vector3(_corners[2].x + threshHold, _corners[2].y);
}
/// <summary>
/// Creates cell Pool for recycling, Caches ICells
/// </summary>
private void CreateCellPool()
{
//Reseting Pool
if (_cellPool != null)
{
_cellPool.ForEach((RectTransform item) => UnityEngine.Object.Destroy(item.gameObject));
_cellPool.Clear();
_cachedCells.Clear();
}
else
{
_cachedCells = new List<ICell>();
_cellPool = new List<RectTransform>();
}
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
SetLeftAnchor(PrototypeCell);
//set new cell size according to its aspect ratio
_cellHeight = Content.rect.height / _rows;
_cellWidth = PrototypeCell.sizeDelta.x / PrototypeCell.sizeDelta.y * _cellHeight;
//Reset
_leftMostCellRow = _RightMostCellRow = 0;
//Temps
float currentPoolCoverage = 0;
int poolSize = 0;
float posX = 0;
float posY = 0;
//Get the required pool coverage and mininum size for the Cell pool
float requriedCoverage = MinPoolCoverage * Viewport.rect.width;
int minPoolSize = Math.Min(MinPoolSize, DataSource.GetItemCount());
//create cells untill the Pool area is covered and pool size is the minimum required
while ((poolSize < minPoolSize || currentPoolCoverage < requriedCoverage) && poolSize < DataSource.GetItemCount())
{
//Instantiate and add to Pool
RectTransform item = (UnityEngine.Object.Instantiate(PrototypeCell.gameObject)).GetComponent<RectTransform>();
item.name = "Cell";
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
_cellPool.Add(item);
item.SetParent(Content, false);
if (IsGrid)
{
posY = -_RightMostCellRow * _cellHeight;
item.anchoredPosition = new Vector2(posX, posY);
if (++_RightMostCellRow >= _rows)
{
_RightMostCellRow = 0;
posX += _cellWidth;
currentPoolCoverage += item.rect.width;
}
}
else
{
item.anchoredPosition = new Vector2(posX, 0);
posX = item.anchoredPosition.x + item.rect.width;
currentPoolCoverage += item.rect.width;
}
//Setting data for Cell
_cachedCells.Add(item.GetComponent<ICell>());
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
//Update the Pool size
poolSize++;
}
if (IsGrid)
{
_RightMostCellRow = (_RightMostCellRow - 1 + _rows) % _rows;
}
//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
/// <summary>
/// Recyling entry point
/// </summary>
/// <param name="direction">scroll direction </param>
/// <returns></returns>
public override Vector2 OnValueChangedListener(Vector2 direction)
{
if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
//Updating Recyclable view bounds since it can change with resolution changes.
SetRecyclingBounds();
if (direction.x < 0 && _cellPool[rightMostCellIndex].MinX() < _recyclableViewBounds.max.x)
{
return RecycleLeftToRight();
}
else if (direction.x > 0 && _cellPool[leftMostCellIndex].MaxX() > _recyclableViewBounds.min.x)
{
return RecycleRightToleft();
}
return zeroVector;
}
/// <summary>
/// Recycles cells from Left to Right in the List heirarchy
/// </summary>
private Vector2 RecycleLeftToRight()
{
_recycling = true;
int n = 0;
float posX = IsGrid ? _cellPool[rightMostCellIndex].anchoredPosition.x : 0;
float posY = 0;
//to determine if content size needs to be updated
int additionalColoums = 0;
//Recycle until cell at left is avaiable and current item count smaller than datasource
while (_cellPool[leftMostCellIndex].MaxX() < _recyclableViewBounds.min.x && currentItemCount < DataSource.GetItemCount())
{
if (IsGrid)
{
if (++_RightMostCellRow >= _rows)
{
n++;
_RightMostCellRow = 0;
posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellWidth;
additionalColoums++;
}
//Move Left most cell to right
posY = -_RightMostCellRow * _cellHeight;
_cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (++_leftMostCellRow >= _rows)
{
_leftMostCellRow = 0;
additionalColoums--;
}
}
else
{
//Move Left most cell to right
posX = _cellPool[rightMostCellIndex].anchoredPosition.x + _cellPool[rightMostCellIndex].sizeDelta.x;
_cellPool[leftMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[leftMostCellIndex].anchoredPosition.y);
}
//Cell for row at
DataSource.SetCell(_cachedCells[leftMostCellIndex], currentItemCount);
//set new indices
rightMostCellIndex = leftMostCellIndex;
leftMostCellIndex = (leftMostCellIndex + 1) % _cellPool.Count;
currentItemCount++;
if (!IsGrid) n++;
}
//Content size adjustment
if (IsGrid)
{
Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth;
if (additionalColoums > 0)
{
n -= additionalColoums;
}
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x);
Content.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
_recycling = false;
return n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
}
/// <summary>
/// Recycles cells from Right to Left in the List heirarchy
/// </summary>
private Vector2 RecycleRightToleft()
{
_recycling = true;
int n = 0;
float posX = IsGrid ? _cellPool[leftMostCellIndex].anchoredPosition.x : 0;
float posY = 0;
//to determine if content size needs to be updated
int additionalColoums = 0;
//Recycle until cell at Right end is avaiable and current item count is greater than cellpool size
while (_cellPool[rightMostCellIndex].MinX() > _recyclableViewBounds.max.x && currentItemCount > _cellPool.Count)
{
if (IsGrid)
{
if (--_leftMostCellRow < 0)
{
n++;
_leftMostCellRow = _rows - 1;
posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellWidth;
additionalColoums++;
}
//Move Right most cell to left
posY = -_leftMostCellRow * _cellHeight;
_cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, posY);
if (--_RightMostCellRow < 0)
{
_RightMostCellRow = _rows - 1;
additionalColoums--;
}
}
else
{
//Move Right most cell to left
posX = _cellPool[leftMostCellIndex].anchoredPosition.x - _cellPool[leftMostCellIndex].sizeDelta.x;
_cellPool[rightMostCellIndex].anchoredPosition = new Vector2(posX, _cellPool[rightMostCellIndex].anchoredPosition.y);
n++;
}
currentItemCount--;
//Cell for row at
DataSource.SetCell(_cachedCells[rightMostCellIndex], currentItemCount - _cellPool.Count);
//set new indices
leftMostCellIndex = rightMostCellIndex;
rightMostCellIndex = (rightMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
}
//Content size adjustment
if (IsGrid)
{
Content.sizeDelta += additionalColoums * Vector2.right * _cellWidth;
if (additionalColoums > 0)
{
n -= additionalColoums;
}
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x);
Content.anchoredPosition -= n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
_recycling = false;
return -n * Vector2.right * _cellPool[leftMostCellIndex].sizeDelta.x;
}
#endregion
#region HELPERS
/// <summary>
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
/// </summary>
/// <param name="rectTransform"></param>
private void SetLeftAnchor(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;
Vector2 pos = IsGrid ? new Vector2(0, 1) : new Vector2(0, 0.5f);
//Setting top anchor
rectTransform.anchorMin = pos;
rectTransform.anchorMax = pos;
rectTransform.pivot = pos;
//Reapply size
rectTransform.sizeDelta = new Vector2(width, height);
}
#endregion
#region TESTING
public void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawLine(_recyclableViewBounds.min - new Vector3(0, 2000), _recyclableViewBounds.min + new Vector3(0, 2000));
Gizmos.color = Color.red;
Gizmos.DrawLine(_recyclableViewBounds.max - new Vector3(0, 2000), _recyclableViewBounds.max + new Vector3(0, 2000));
}
#endregion
}
}