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ListView.cs
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// The MIT License (MIT)
//
// Copyright (c) 2018 Shiny Dolphin Games LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public abstract class ListView<TModel, TCellModel> : ViewBehaviour<TModel>
where TModel : INotifyCollectionChanged, INotifyPropertyChanged, IEnumerable<TCellModel>
where TCellModel : INotifyPropertyChanged
{
[SerializeField] private Transform CellParent = null;
[SerializeField] private GameObject CellPrefab = null;
DelegateHandle CollectionModelSubscription;
Queue<ViewBehaviour<TCellModel>> Pool = new Queue<ViewBehaviour<TCellModel>>();
List<ViewBehaviour<TCellModel>> Used = new List<ViewBehaviour<TCellModel>>();
private void PoolExistingObjects() {
// only once at first scene load, add any zombie children to pool that aren't in the pool arleady. these were the initial ones in the scene at start
if (!Pool.Any() && !Used.Any() && CellParent.childCount > 0) {
var toDisable = new List<ViewBehaviour<TCellModel>>();
for (var i = 0; i < CellParent.childCount; i++) {
var child = CellParent.GetChild(i).GetComponent<ViewBehaviour<TCellModel>>();
if (!Pool.Contains(child)) {
toDisable.Add(child);
Pool.Enqueue(child);
}
}
foreach (var child in toDisable) {
child.gameObject.SetActive(false);
}
}
}
void Clear() {
PoolExistingObjects();
foreach (var item in Used) {
Pool.Enqueue(item);
item.gameObject.SetActive(false);
}
Used.Clear();
}
void Insert(TCellModel cellModel, int idx) {
ViewBehaviour<TCellModel> cell;
if (!Pool.Any()) {
cell = AllocateNewItem(cellModel);
}
else {
cell = Pool.Dequeue();
}
cell.Bind(cellModel);
cell.gameObject.SetActive(true);
cell.transform.SetSiblingIndex(idx);
if (idx >= Used.Count) {
Used.Add(cell);
}
else {
Used.Insert(idx, cell);
}
}
TCellModel Remove(int index) {
var cell = Used[index];
cell.gameObject.SetActive(false);
Used.RemoveAt(index);
Pool.Enqueue(cell);
return cell.Model;
}
ViewBehaviour<TCellModel> AllocateNewItem(TCellModel cellModel) {
var cell = GameObject.Instantiate(CellPrefab).GetComponent<ViewBehaviour<TCellModel>>();
cell.transform.SetParent(CellParent);
cell.transform.localScale = Vector3.one;
cell.gameObject.SetActive(false);
return cell;
}
void Repopulate() {
Clear();
foreach (var cellModel in Model) {
Insert(cellModel, Used.Count);
}
}
public override void Bind(TModel model) {
base.Bind(model);
if (model == null) {
Debug.LogWarning("Tried to bind view to a null model on " + name);
return;
}
Unsubscribe(CollectionModelSubscription);
CollectionModelSubscription = Subscribe(() => model.CollectionChanged += OnCollectionChanged, () => model.CollectionChanged -= OnCollectionChanged);
Repopulate();
}
void OnCollectionChanged(object sender, NotifyCollectionChangedEventArgs e) {
RefreshCollection(sender, e);
}
protected void RefreshCollection() => Repopulate();
protected void RefreshCollection(object sender) => Repopulate();
protected void RefreshCollection(object sender, NotifyCollectionChangedEventArgs e) {
// observablecollection never has more than one item in each of its event args
switch (e.Action) {
case NotifyCollectionChangedAction.Add:
Insert((TCellModel)e.NewItems[0], e.NewStartingIndex);
break;
case NotifyCollectionChangedAction.Move:
var moving = Remove(e.OldStartingIndex);
Insert(moving, e.NewStartingIndex);
break;
case NotifyCollectionChangedAction.Remove:
Remove(e.OldStartingIndex);
break;
case NotifyCollectionChangedAction.Replace:
Used[e.NewStartingIndex].Bind((TCellModel)e.NewItems[0]);
break;
case NotifyCollectionChangedAction.Reset:
Repopulate();
break;
default:
Debug.LogError("Unsupported collection change in ListView.");
break;
}
}
protected override void Refresh(object sender, string propertyChanged) {
base.Refresh(sender, propertyChanged);
// deliberately do nothing here. don't react to property changes on the list (such as count changing). we want to handle it efficiently in RefreshCollection
}
}