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

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Sinai committed 2021-04-22 17:53:29 +10:00
1 parent fc26452f64
commit fdfadcefc1
10 files changed
+251 -125

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+113 -63
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@@ -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);
}