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//#define PROFILE
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namespace SRF.UI.Layout
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{
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using System;
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using Internal;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public interface IVirtualView
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{
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void SetDataContext(object data);
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}
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/// <summary>
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/// </summary>
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[AddComponentMenu(ComponentMenuPaths.VirtualVerticalLayoutGroup)]
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public class VirtualVerticalLayoutGroup : LayoutGroup, IPointerClickHandler
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{
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private readonly SRList<object> _itemList = new SRList<object>();
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private readonly SRList<int> _visibleItemList = new SRList<int>();
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private bool _isDirty = false;
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private SRList<Row> _rowCache = new SRList<Row>();
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private ScrollRect _scrollRect;
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private int _selectedIndex;
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private object _selectedItem;
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[SerializeField] private SelectedItemChangedEvent _selectedItemChanged;
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private int _visibleItemCount;
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private SRList<Row> _visibleRows = new SRList<Row>();
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public StyleSheet AltRowStyleSheet;
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public bool EnableSelection = true;
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public RectTransform ItemPrefab;
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/// <summary>
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/// Rows to show above and below the visible rect to reduce pop-in
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/// </summary>
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public int RowPadding = 2;
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public StyleSheet RowStyleSheet;
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public StyleSheet SelectedRowStyleSheet;
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/// <summary>
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/// Spacing to add between rows
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/// </summary>
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public float Spacing;
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/// <summary>
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/// If true, the scroll view will stick to the last element when fully scrolled to the bottom and an item is added
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/// </summary>
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public bool StickToBottom = true;
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public SelectedItemChangedEvent SelectedItemChanged
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{
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get { return _selectedItemChanged; }
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set { _selectedItemChanged = value; }
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}
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public object SelectedItem
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{
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get { return _selectedItem; }
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set
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{
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if (_selectedItem == value || !EnableSelection)
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{
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return;
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}
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var newSelectedIndex = value == null ? -1 : _itemList.IndexOf(value);
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// Ensure that the new selected item is present in the item list
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if (value != null && newSelectedIndex < 0)
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{
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throw new InvalidOperationException("Cannot select item not present in layout");
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}
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// Invalidate old selected item row
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if (_selectedItem != null)
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{
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InvalidateItem(_selectedIndex);
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}
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_selectedItem = value;
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_selectedIndex = newSelectedIndex;
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// Invalidate the newly selected item
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if (_selectedItem != null)
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{
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InvalidateItem(_selectedIndex);
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}
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SetDirty();
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if (_selectedItemChanged != null)
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{
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_selectedItemChanged.Invoke(_selectedItem);
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}
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}
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}
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public override float minHeight
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{
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get { return _itemList.Count*ItemHeight + padding.top + padding.bottom + Spacing*_itemList.Count; }
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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if (!EnableSelection)
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{
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return;
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}
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var hitObject = eventData.pointerPressRaycast.gameObject;
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if (hitObject == null)
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{
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return;
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}
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var hitPos = hitObject.transform.position;
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var localPos = rectTransform.InverseTransformPoint(hitPos);
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var row = Mathf.FloorToInt(Mathf.Abs(localPos.y)/ItemHeight);
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if (row >= 0 && row < _itemList.Count)
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{
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SelectedItem = _itemList[row];
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}
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else
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{
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SelectedItem = null;
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}
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}
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protected override void Awake()
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{
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base.Awake();
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ScrollRect.onValueChanged.AddListener(OnScrollRectValueChanged);
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var view = ItemPrefab.GetComponent(typeof (IVirtualView));
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if (view == null)
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{
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Debug.LogWarning(
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"[VirtualVerticalLayoutGroup] ItemPrefab does not have a component inheriting from IVirtualView, so no data binding can occur");
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}
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}
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private void OnScrollRectValueChanged(Vector2 d)
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{
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if (d.y < 0 || d.y > 1)
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{
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_scrollRect.verticalNormalizedPosition = Mathf.Clamp01(d.y);
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}
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//CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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SetDirty();
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}
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protected override void Start()
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{
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base.Start();
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ScrollUpdate();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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SetDirty();
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}
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protected void Update()
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{
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if (!AlignBottom && !AlignTop)
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{
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Debug.LogWarning("[VirtualVerticalLayoutGroup] Only Lower or Upper alignment is supported.", this);
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childAlignment = TextAnchor.UpperLeft;
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}
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if (SelectedItem != null && !_itemList.Contains(SelectedItem))
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{
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SelectedItem = null;
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}
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if (_isDirty)
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{
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_isDirty = false;
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ScrollUpdate();
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}
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}
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/// <summary>
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/// Invalidate a single row (before removing, or changing selection status)
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/// </summary>
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/// <param name="itemIndex"></param>
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protected void InvalidateItem(int itemIndex)
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{
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if (!_visibleItemList.Contains(itemIndex))
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{
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return;
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}
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_visibleItemList.Remove(itemIndex);
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for (var i = 0; i < _visibleRows.Count; i++)
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{
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if (_visibleRows[i].Index == itemIndex)
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{
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RecycleRow(_visibleRows[i]);
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_visibleRows.RemoveAt(i);
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break;
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}
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}
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}
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/// <summary>
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/// After removing or inserting a row, ensure that the cached indexes (used for layout) match up
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/// with the item index in the list
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/// </summary>
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protected void RefreshIndexCache()
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{
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for (var i = 0; i < _visibleRows.Count; i++)
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{
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_visibleRows[i].Index = _itemList.IndexOf(_visibleRows[i].Data);
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}
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}
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protected void ScrollUpdate()
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{
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if (!Application.isPlaying)
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{
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return;
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}
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//Debug.Log("[SRConsole] ScrollUpdate {0}".Fmt(Time.frameCount));
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var pos = rectTransform.anchoredPosition;
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var startY = pos.y;
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var viewHeight = ((RectTransform) ScrollRect.transform).rect.height;
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// Determine the range of rows that should be visible
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var rowRangeLower = Mathf.FloorToInt(startY/(ItemHeight + Spacing));
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var rowRangeHigher = Mathf.CeilToInt((startY + viewHeight)/(ItemHeight + Spacing));
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// Apply padding to reduce pop-in
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rowRangeLower -= RowPadding;
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rowRangeHigher += RowPadding;
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rowRangeLower = Mathf.Max(0, rowRangeLower);
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rowRangeHigher = Mathf.Min(_itemList.Count, rowRangeHigher);
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var isDirty = false;
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#if PROFILE
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Profiler.BeginSample("Visible Rows Cull");
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#endif
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for (var i = 0; i < _visibleRows.Count; i++)
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{
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var row = _visibleRows[i];
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// Move on if row is still visible
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if (row.Index >= rowRangeLower && row.Index <= rowRangeHigher)
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{
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continue;
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}
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_visibleItemList.Remove(row.Index);
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_visibleRows.Remove(row);
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RecycleRow(row);
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isDirty = true;
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}
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#if PROFILE
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Profiler.EndSample();
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Profiler.BeginSample("Item Visible Check");
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#endif
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for (var i = rowRangeLower; i < rowRangeHigher; ++i)
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{
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if (i >= _itemList.Count)
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{
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break;
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}
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// Move on if row is already visible
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if (_visibleItemList.Contains(i))
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{
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continue;
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}
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var row = GetRow(i);
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_visibleRows.Add(row);
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_visibleItemList.Add(i);
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isDirty = true;
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}
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#if PROFILE
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Profiler.EndSample();
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#endif
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// If something visible has explicitly been changed, or the visible row count has changed
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if (isDirty || _visibleItemCount != _visibleRows.Count)
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{
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//Debug.Log("[SRConsole] IsDirty {0}".Fmt(Time.frameCount));
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LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
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}
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_visibleItemCount = _visibleRows.Count;
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}
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public override void CalculateLayoutInputVertical()
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{
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SetLayoutInputForAxis(minHeight, minHeight, -1, 1);
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}
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public override void SetLayoutHorizontal()
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{
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var width = rectTransform.rect.width - padding.left - padding.right;
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// Position visible rows at 0 x
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for (var i = 0; i < _visibleRows.Count; i++)
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{
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var item = _visibleRows[i];
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SetChildAlongAxis(item.Rect, 0, padding.left, width);
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}
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// Hide non-active rows to one side. More efficient than enabling/disabling them
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for (var i = 0; i < _rowCache.Count; i++)
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{
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var item = _rowCache[i];
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SetChildAlongAxis(item.Rect, 0, -width - padding.left, width);
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}
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}
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public override void SetLayoutVertical()
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{
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if (!Application.isPlaying)
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{
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return;
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}
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//Debug.Log("[SRConsole] SetLayoutVertical {0}".Fmt(Time.frameCount));
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// Position visible rows by the index of the item they represent
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for (var i = 0; i < _visibleRows.Count; i++)
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{
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var item = _visibleRows[i];
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SetChildAlongAxis(item.Rect, 1, item.Index*ItemHeight + padding.top + Spacing*item.Index, ItemHeight);
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}
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}
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private new void SetDirty()
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{
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base.SetDirty();
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if (!IsActive())
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{
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return;
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}
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_isDirty = true;
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//CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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}
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[Serializable]
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public class SelectedItemChangedEvent : UnityEvent<object> {}
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[Serializable]
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private class Row
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{
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public object Data;
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public int Index;
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public RectTransform Rect;
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public StyleRoot Root;
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public IVirtualView View;
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}
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#region Public Data Methods
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public void AddItem(object item)
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{
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_itemList.Add(item);
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SetDirty();
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if (StickToBottom && Mathf.Approximately(ScrollRect.verticalNormalizedPosition, 0f))
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{
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ScrollRect.normalizedPosition = new Vector2(0, 0);
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}
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}
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public void RemoveItem(object item)
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{
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if (SelectedItem == item)
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{
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SelectedItem = null;
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}
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var index = _itemList.IndexOf(item);
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InvalidateItem(index);
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_itemList.Remove(item);
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RefreshIndexCache();
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SetDirty();
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}
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public void ClearItems()
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{
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for (var i = _visibleRows.Count - 1; i >= 0; i--)
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{
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InvalidateItem(_visibleRows[i].Index);
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}
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_itemList.Clear();
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SetDirty();
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}
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#endregion
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#region Internal Properties
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private ScrollRect ScrollRect
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{
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get
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{
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if (_scrollRect == null)
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{
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_scrollRect = GetComponentInParent<ScrollRect>();
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}
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return _scrollRect;
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}
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}
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private bool AlignBottom
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{
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get
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{
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return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.LowerCenter ||
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childAlignment == TextAnchor.LowerLeft;
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}
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}
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private bool AlignTop
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{
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get
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{
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return childAlignment == TextAnchor.UpperLeft || childAlignment == TextAnchor.UpperCenter ||
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childAlignment == TextAnchor.UpperRight;
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}
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}
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private float _itemHeight = -1;
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private float ItemHeight
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{
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get
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{
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if (_itemHeight <= 0)
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{
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var layoutElement = ItemPrefab.GetComponent(typeof (ILayoutElement)) as ILayoutElement;
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if (layoutElement != null)
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{
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_itemHeight = layoutElement.preferredHeight;
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}
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else
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{
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_itemHeight = ItemPrefab.rect.height;
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}
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if (_itemHeight.ApproxZero())
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{
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Debug.LogWarning(
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|
"[VirtualVerticalLayoutGroup] ItemPrefab must have a preferred size greater than 0");
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|
|
_itemHeight = 10;
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|
}
|
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|
}
|
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|
return _itemHeight;
|
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|
}
|
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}
|
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|
|
#endregion
|
|
|
|
|
|
|
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|
|
#region Row Pooling and Provisioning
|
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|
|
|
|
|
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|
|
private Row GetRow(int forIndex)
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|
|
|
|
{
|
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|
|
|
// If there are no rows available in the cache, create one from scratch
|
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|
|
|
if (_rowCache.Count == 0)
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|
|
{
|
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|
|
var newRow = CreateRow();
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|
|
PopulateRow(forIndex, newRow);
|
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|
|
|
return newRow;
|
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|
|
|
}
|
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|
|
var data = _itemList[forIndex];
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|
Row row = null;
|
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|
|
|
Row altRow = null;
|
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|
|
|
|
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|
|
// Determine if the row we're looking for is an alt row
|
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|
|
|
var target = forIndex%2;
|
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|
|
|
|
|
|
|
|
// Try and find a row which previously had this data, so we can reuse it
|
|
|
|
|
for (var i = 0; i < _rowCache.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
row = _rowCache[i];
|
|
|
|
|
|
|
|
|
|
// If this row previously represented this data, just use that one.
|
|
|
|
|
if (row.Data == data)
|
|
|
|
|
{
|
|
|
|
|
_rowCache.RemoveAt(i);
|
|
|
|
|
PopulateRow(forIndex, row);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Cache a row which is was the same alt state as the row we're looking for, in case
|
|
|
|
|
// we don't find an exact match.
|
|
|
|
|
if (row.Index%2 == target)
|
|
|
|
|
{
|
|
|
|
|
altRow = row;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Didn't match, reset to null
|
|
|
|
|
row = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If an exact match wasn't found, but a row with the same alt-status was found, use that one.
|
|
|
|
|
if (row == null && altRow != null)
|
|
|
|
|
{
|
|
|
|
|
_rowCache.Remove(altRow);
|
|
|
|
|
row = altRow;
|
|
|
|
|
PopulateRow(forIndex, row);
|
|
|
|
|
}
|
|
|
|
|
else if (row == null)
|
|
|
|
|
{
|
|
|
|
|
// No match found, use the last added item in the cache
|
|
|
|
|
row = _rowCache.PopLast();
|
|
|
|
|
PopulateRow(forIndex, row);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return row;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void RecycleRow(Row row)
|
|
|
|
|
{
|
|
|
|
|
_rowCache.Add(row);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void PopulateRow(int index, Row row)
|
|
|
|
|
{
|
|
|
|
|
row.Index = index;
|
|
|
|
|
|
|
|
|
|
// Set data context on row
|
|
|
|
|
row.Data = _itemList[index];
|
|
|
|
|
row.View.SetDataContext(_itemList[index]);
|
|
|
|
|
|
|
|
|
|
// If we're using stylesheets
|
|
|
|
|
if (RowStyleSheet != null || AltRowStyleSheet != null || SelectedRowStyleSheet != null)
|
|
|
|
|
{
|
|
|
|
|
// If there is a selected row stylesheet, and this is the selected row, use that one
|
|
|
|
|
if (SelectedRowStyleSheet != null && SelectedItem == row.Data)
|
|
|
|
|
{
|
|
|
|
|
row.Root.StyleSheet = SelectedRowStyleSheet;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Otherwise just use the stylesheet suitable for the row alt-status
|
|
|
|
|
row.Root.StyleSheet = index%2 == 0 ? RowStyleSheet : AltRowStyleSheet;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Row CreateRow()
|
|
|
|
|
{
|
|
|
|
|
var item = new Row();
|
|
|
|
|
|
|
|
|
|
var row = SRInstantiate.Instantiate(ItemPrefab);
|
|
|
|
|
item.Rect = row;
|
|
|
|
|
item.View = row.GetComponent(typeof (IVirtualView)) as IVirtualView;
|
|
|
|
|
|
|
|
|
|
if (RowStyleSheet != null || AltRowStyleSheet != null || SelectedRowStyleSheet != null)
|
|
|
|
|
{
|
|
|
|
|
item.Root = row.gameObject.GetComponentOrAdd<StyleRoot>();
|
|
|
|
|
item.Root.StyleSheet = RowStyleSheet;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
row.SetParent(rectTransform, false);
|
|
|
|
|
|
|
|
|
|
return item;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|