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https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-11 09:58:02 +08:00
Some UI cleanups, improving caching and reduce image allocation
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fda5afae46
commit
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19 files changed
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-500
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@@ -18,22 +18,14 @@ namespace UnityExplorer.UI.Widgets
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public class DataHeightCache
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{
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private ScrollPool ScrollPool { get; }
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//private DataHeightCache SisterCache { get; }
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public DataHeightCache(ScrollPool scrollPool)
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{
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ScrollPool = scrollPool;
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}
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public DataHeightCache(ScrollPool scrollPool, DataHeightCache sisterCache) : this(scrollPool)
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{
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//this.SisterCache = sisterCache;
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//for (int i = 0; i < scrollPool.DataSource.ItemCount; i++)
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// Add(sisterCache[ScrollPool.DataSource.GetRealIndexOfTempIndex(i)]);
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}
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private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
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// initialize with a reasonably sized pool, most caches will allocate a fair bit.
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private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>(16384);
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public DataViewInfo this[int index]
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{
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@@ -118,14 +110,23 @@ namespace UnityExplorer.UI.Widgets
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/// <summary>Get the data index at the specific position of the total height cache.</summary>
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public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
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{
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cache = null;
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cache = default;
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int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
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if (rangeIndex < 0)
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throw new Exception("Range index (" + rangeIndex + ") is below 0");
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{
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ExplorerCore.LogWarning("RangeIndex < 0? " + rangeIndex);
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return -1;
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}
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if (rangeCache.Count <= rangeIndex)
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throw new Exception("Range index (" + rangeIndex + ") exceeded rangeCache count (" + rangeCache.Count + ")");
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{
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ExplorerCore.LogWarning("Want range index " + rangeIndex + " but count is " + rangeCache.Count);
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RebuildCache();
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rangeIndex = GetRangeIndexOfPosition(desiredHeight);
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if (rangeCache.Count <= rangeIndex)
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throw new Exception("Range index (" + rangeIndex + ") exceeded rangeCache count (" + rangeCache.Count + ")");
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}
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int dataIndex = rangeCache[rangeIndex];
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cache = heightCache[dataIndex];
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@@ -134,16 +135,13 @@ namespace UnityExplorer.UI.Widgets
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}
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/// <summary>Set a given data index with the specified value.</summary>
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public void SetIndex(int dataIndex, float height, bool ignoreDataCount = false)
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public void SetIndex(int dataIndex, float height)
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{
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if (!ignoreDataCount)
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if (dataIndex >= ScrollPool.DataSource.ItemCount)
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{
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if (dataIndex >= ScrollPool.DataSource.ItemCount)
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{
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while (heightCache.Count > dataIndex)
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RemoveLast();
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return;
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}
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while (heightCache.Count > dataIndex)
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RemoveLast();
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return;
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}
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if (dataIndex >= heightCache.Count)
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@@ -175,14 +173,10 @@ namespace UnityExplorer.UI.Widgets
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int rangeIndex = GetRangeCeilingOfPosition(cache.startPosition);
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int spread = GetRangeSpread(cache.startPosition, height);
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// check if our range cache is "corrupt" or not. If so we need to do a quick rebuild,
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// so that each cell's start position is correct again.
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if (rangeCache.Count <= rangeIndex || rangeCache[rangeIndex] != dataIndex)
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if (rangeCache.Count <= rangeIndex)
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{
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RebuildStartPositions(ignoreDataCount);
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// get these values again after rebuilding
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rangeIndex = GetRangeCeilingOfPosition(cache.startPosition);
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spread = GetRangeSpread(cache.startPosition, height);
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RebuildCache();
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return;
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}
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if (spread != cache.normalizedSpread)
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@@ -196,7 +190,7 @@ namespace UnityExplorer.UI.Widgets
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{
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// In some rare cases we may not find our data index at the expected range index.
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// We can make some educated guesses and find the real index pretty quickly.
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int minStart = rangeCache[dataIndex];
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int minStart = GetRangeIndexOfPosition(dataIndex * DefaultHeight);
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for (int i = minStart; i < rangeCache.Count; i++)
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{
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if (rangeCache[i] == dataIndex)
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@@ -211,16 +205,16 @@ namespace UnityExplorer.UI.Widgets
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// This should never happen. We might be in a rebuild right now so don't
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// rebuild again, we could overflow the stack. Just log it.
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ExplorerCore.LogWarning($"DataHeightCache: Looking for range index of data {dataIndex} but reached the end and didn't find it.");
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ExplorerCore.Log($"startPos: {cache.startPosition}, rangeIndex: {rangeIndex}, total height: {TotalHeight}");
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return;
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}
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// our data index is further down. add the min difference and try again.
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// the iterator will add 1 on the next loop so account for that.
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// also, add the (spread - 1) of the cell we found at this index to skip it.
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var spreadCurr = heightCache[rangeCache[i]].normalizedSpread;
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int jmp = dataIndex - rangeCache[i] - 1;
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jmp += heightCache[rangeCache[i]].normalizedSpread - 1;
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i += jmp < 1 ? 0 : jmp;
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jmp += spreadCurr - 2;
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i = (jmp < 1 ? i : i + jmp);
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}
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}
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@@ -232,19 +226,19 @@ namespace UnityExplorer.UI.Widgets
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if (rangeCache[rangeIndex] == dataIndex)
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rangeCache.Insert(rangeIndex, dataIndex);
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else
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ExplorerCore.LogWarning($"DataHeightCache error increasing spread of data {dataIndex}, " +
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$"the value at range {rangeIndex} is {rangeCache[rangeIndex]}!");
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break;
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}
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}
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else
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{
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// need to remove
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for (int i = 0; i < -spreadDiff; i++)
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{
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if (rangeCache[rangeIndex] == dataIndex)
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rangeCache.RemoveAt(rangeIndex);
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else
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ExplorerCore.LogWarning($"DataHeightCache error decreasing spread of data {dataIndex}, " +
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$"the value at range {rangeIndex} is {rangeCache[rangeIndex]}!");
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break;
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}
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}
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}
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@@ -257,11 +251,11 @@ namespace UnityExplorer.UI.Widgets
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//}
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}
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private void RebuildStartPositions(bool ignoreDataCount)
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private void RebuildCache()
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{
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//start at 1 because 0's start pos is always 0
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for (int i = 1; i < heightCache.Count; i++)
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SetIndex(i, heightCache[i].height, ignoreDataCount);
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SetIndex(i, heightCache[i].height);
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}
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}
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}
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