412 lines
16 KiB
C#
412 lines
16 KiB
C#
//MIT License
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//Copyright (c) 2020 Mohammed Iqubal Hussain
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//Website : Polyandcode.com
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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 UnityEngine;
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using UnityEngine.UI;
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namespace PolyAndCode.UI
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{
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/// <summary>
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/// Recyling system for Vertical type.
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/// </summary>
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public class VerticalRecyclingSystem : RecyclingSystem
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{
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//Assigned by constructor
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private readonly int _coloumns;
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//Cell dimensions
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private float _cellWidth, _cellHeight;
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//Pool Generation
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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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//Trackers
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private int currentItemCount; //item count corresponding to the datasource.
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private int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
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private int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
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//Cached zero vector
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private Vector2 zeroVector = Vector2.zero;
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#region INIT
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public VerticalRecyclingSystem(RectTransform prototypeCell, RectTransform viewport, RectTransform content, IRecyclableScrollRectDataSource dataSource, bool isGrid, int coloumns)
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{
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PrototypeCell = prototypeCell;
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Viewport = viewport;
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Content = content;
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DataSource = dataSource;
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IsGrid = isGrid;
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_coloumns = isGrid ? coloumns : 1;
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_recyclableViewBounds = new Bounds();
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}
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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 override IEnumerator InitCoroutine(System.Action onInitialized)
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{
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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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int noOfRows = (int)Mathf.Ceil((float)_cellPool.Count / (float)_coloumns);
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float contentYSize = noOfRows * _cellHeight;
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Content.sizeDelta = new Vector2(Content.sizeDelta.x, contentYSize);
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SetTopAnchor(Content);
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if (onInitialized != null) onInitialized();
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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 = 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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/// <summary>
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/// Creates cell Pool for recycling, Caches ICells
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/// </summary>
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private void CreateCellPool()
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{
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//Reseting Pool
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if (_cellPool != null)
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{
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_cellPool.ForEach((RectTransform item) => {
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if (item != null)
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{
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UnityEngine.Object.Destroy(item.gameObject);
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}
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});
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_cellPool.Clear();
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_cachedCells.Clear();
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}
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else
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{
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_cachedCells = new List<ICell>();
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_cellPool = new List<RectTransform>();
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}
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//Set the prototype cell active and set cell anchor as top
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PrototypeCell.gameObject.SetActive(true);
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if (IsGrid)
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{
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SetTopLeftAnchor(PrototypeCell);
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}
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else
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{
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SetTopAnchor(PrototypeCell);
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}
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//Reset
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_topMostCellColoumn = _bottomMostCellColoumn = 0;
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//Temps
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float currentPoolCoverage = 0;
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int poolSize = 0;
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float posX = 0;
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float posY = 0;
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//set new cell size according to its aspect ratio
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_cellWidth = Content.rect.width / _coloumns;
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_cellHeight = PrototypeCell.sizeDelta.y / PrototypeCell.sizeDelta.x * _cellWidth;
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//Get the required pool coverage and mininum size for the Cell pool
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float requriedCoverage = MinPoolCoverage * Viewport.rect.height;
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int minPoolSize = Math.Min(MinPoolSize, DataSource.GetItemCount());
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//create cells untill the Pool area is covered and pool size is the minimum required
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while ((poolSize < minPoolSize || currentPoolCoverage < requriedCoverage) && poolSize < DataSource.GetItemCount())
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{
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//Instantiate and add to Pool
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RectTransform item = (UnityEngine.Object.Instantiate(PrototypeCell.gameObject)).GetComponent<RectTransform>();
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item.name = "Cell";
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item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
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_cellPool.Add(item);
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item.SetParent(Content, false);
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if (IsGrid)
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{
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posX = _bottomMostCellColoumn * _cellWidth;
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item.anchoredPosition = new Vector2(posX, posY);
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if (++_bottomMostCellColoumn >= _coloumns)
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{
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_bottomMostCellColoumn = 0;
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posY -= _cellHeight;
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currentPoolCoverage += item.rect.height;
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}
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}
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else
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{
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item.anchoredPosition = new Vector2(0, posY);
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posY = item.anchoredPosition.y - item.rect.height;
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currentPoolCoverage += item.rect.height;
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}
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//Setting data for Cell
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_cachedCells.Add(item.GetComponent<ICell>());
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DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
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//Update the Pool size
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poolSize++;
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}
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//TODO : you alrady have a _currentColoumn varaiable. Why this calculation?????
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if (IsGrid)
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{
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_bottomMostCellColoumn = (_bottomMostCellColoumn - 1 + _coloumns) % _coloumns;
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}
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//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
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if (PrototypeCell.gameObject.scene.IsValid())
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{
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PrototypeCell.gameObject.SetActive(false);
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}
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}
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#endregion
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#region RECYCLING
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/// <summary>
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/// Recyling entry point
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/// </summary>
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/// <param name="direction">scroll direction </param>
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/// <returns></returns>
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public override Vector2 OnValueChangedListener(Vector2 direction)
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{
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if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
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//Updating Recyclable view bounds since it can change with resolution changes.
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SetRecyclingBounds();
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if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
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{
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return RecycleTopToBottom();
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}
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else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
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{
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return RecycleBottomToTop();
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}
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//修复mask导致padding没有及时渲染的问题
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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return zeroVector;
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}
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/// <summary>
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/// Recycles cells from top to bottom in the List heirarchy
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/// </summary>
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private Vector2 RecycleTopToBottom()
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{
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_recycling = true;
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int n = 0;
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float posY = IsGrid ? _cellPool[bottomMostCellIndex].anchoredPosition.y : 0;
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float posX = 0;
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//to determine if content size needs to be updated
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int additionalRows = 0;
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//Recycle until cell at Top is avaiable and current item count smaller than datasource
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while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.GetItemCount())
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{
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if (IsGrid)
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{
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if (++_bottomMostCellColoumn >= _coloumns)
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{
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n++;
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_bottomMostCellColoumn = 0;
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posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellHeight;
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additionalRows++;
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}
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//Move top cell to bottom
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posX = _bottomMostCellColoumn * _cellWidth;
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_cellPool[topMostCellIndex].anchoredPosition = new Vector2(posX, posY);
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if (++_topMostCellColoumn >= _coloumns)
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{
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_topMostCellColoumn = 0;
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additionalRows--;
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}
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}
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else
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{
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//Move top cell to bottom
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posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
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_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
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}
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//Cell for row at
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DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
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//set new indices
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bottomMostCellIndex = topMostCellIndex;
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topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
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currentItemCount++;
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if (!IsGrid) n++;
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}
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//Content size adjustment
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if (IsGrid)
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{
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Content.sizeDelta += additionalRows * Vector2.up * _cellHeight;
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//TODO : check if it is supposed to be done only when > 0
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if (additionalRows > 0)
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{
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n -= additionalRows;
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}
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}
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//Content anchor position adjustment.
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_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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Content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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_recycling = false;
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return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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}
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/// <summary>
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/// Recycles cells from bottom to top in the List heirarchy
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/// </summary>
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private Vector2 RecycleBottomToTop()
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{
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_recycling = true;
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int n = 0;
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float posY = IsGrid ? _cellPool[topMostCellIndex].anchoredPosition.y : 0;
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float posX = 0;
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//to determine if content size needs to be updated
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int additionalRows = 0;
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//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
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while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
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{
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if (IsGrid)
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{
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if (--_topMostCellColoumn < 0)
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{
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n++;
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_topMostCellColoumn = _coloumns - 1;
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posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellHeight;
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additionalRows++;
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}
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//Move bottom cell to top
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posX = _topMostCellColoumn * _cellWidth;
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_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(posX, posY);
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if (--_bottomMostCellColoumn < 0)
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{
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_bottomMostCellColoumn = _coloumns - 1;
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additionalRows--;
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}
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}
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else
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{
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//Move bottom cell to top
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posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
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_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
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n++;
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}
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currentItemCount--;
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//Cell for row at
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DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
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//set new indices
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topMostCellIndex = bottomMostCellIndex;
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bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
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}
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if (IsGrid)
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{
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Content.sizeDelta += additionalRows * Vector2.up * _cellHeight;
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//TODOL : check if it is supposed to be done only when > 0
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if (additionalRows > 0)
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{
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n -= additionalRows;
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}
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}
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_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
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Content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
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_recycling = false;
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return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
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}
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#endregion
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#region HELPERS
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/// <summary>
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/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
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/// </summary>
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/// <param name="rectTransform"></param>
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private void SetTopAnchor(RectTransform rectTransform)
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{
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//Saving to reapply after anchoring. Width and height changes if anchoring is change.
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float width = rectTransform.rect.width;
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float height = rectTransform.rect.height;
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//Setting top anchor
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rectTransform.anchorMin = new Vector2(0.5f, 1);
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rectTransform.anchorMax = new Vector2(0.5f, 1);
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rectTransform.pivot = new Vector2(0.5f, 1);
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//Reapply size
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rectTransform.sizeDelta = new Vector2(width, height);
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}
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private void SetTopLeftAnchor(RectTransform rectTransform)
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{
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//Saving to reapply after anchoring. Width and height changes if anchoring is change.
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float width = rectTransform.rect.width;
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float height = rectTransform.rect.height;
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//Setting top anchor
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rectTransform.anchorMin = new Vector2(0, 1);
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rectTransform.anchorMax = new Vector2(0, 1);
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rectTransform.pivot = new Vector2(0, 1);
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//Reapply size
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rectTransform.sizeDelta = new Vector2(width, height);
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}
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#endregion
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#region TESTING
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public void OnDrawGizmos()
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{
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Gizmos.color = Color.green;
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Gizmos.DrawLine(_recyclableViewBounds.min - new Vector3(2000, 0), _recyclableViewBounds.min + new Vector3(2000, 0));
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Gizmos.color = Color.red;
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Gizmos.DrawLine(_recyclableViewBounds.max - new Vector3(2000, 0), _recyclableViewBounds.max + new Vector3(2000, 0));
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}
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#endregion
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}
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}
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