com.unity.uiextensions/Runtime/Scripts/Layout/ScrollPositionController.cs

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/// Credit setchi (https://github.com/setchi)
/// Sourced from - https://github.com/setchi/FancyScrollView
using System;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
[Obsolete("ScrollPositionController has been replaced by the Scroller component", true)]
public class ScrollPositionController : UIBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
[SerializeField]
RectTransform viewport = null;
[SerializeField]
ScrollDirection directionOfRecognize = ScrollDirection.Vertical;
[SerializeField]
MovementType movementType = MovementType.Elastic;
[SerializeField]
float elasticity = 0.1f;
[SerializeField]
float scrollSensitivity = 1f;
[SerializeField]
bool inertia = true;
[SerializeField, Tooltip("Only used when inertia is enabled")]
float decelerationRate = 0.03f;
[SerializeField, Tooltip("Only used when inertia is enabled")]
Snap snap = new Snap { Enable = true, VelocityThreshold = 0.5f, Duration = 0.3f };
[SerializeField]
int dataCount;
readonly AutoScrollState autoScrollState = new AutoScrollState();
Action<float> onUpdatePosition;
Action<int> onItemSelected;
Vector2 pointerStartLocalPosition;
float dragStartScrollPosition;
float prevScrollPosition;
float currentScrollPosition;
bool dragging;
float velocity;
enum ScrollDirection
{
Vertical,
Horizontal,
}
enum MovementType
{
Unrestricted = ScrollRect.MovementType.Unrestricted,
Elastic = ScrollRect.MovementType.Elastic,
Clamped = ScrollRect.MovementType.Clamped
}
[Serializable]
struct Snap
{
public bool Enable;
public float VelocityThreshold;
public float Duration;
}
class AutoScrollState
{
public bool Enable;
public bool Elastic;
public float Duration;
public float StartTime;
public float EndScrollPosition;
public void Reset()
{
Enable = false;
Elastic = false;
Duration = 0f;
StartTime = 0f;
EndScrollPosition = 0f;
}
}
public void OnUpdatePosition(Action<float> onUpdatePosition)
{
this.onUpdatePosition = onUpdatePosition;
}
public void OnItemSelected(Action<int> onItemSelected)
{
this.onItemSelected = onItemSelected;
}
public void SetDataCount(int dataCount)
{
this.dataCount = dataCount;
}
public void ScrollTo(int index, float duration)
{
autoScrollState.Reset();
autoScrollState.Enable = true;
autoScrollState.Duration = duration;
autoScrollState.StartTime = Time.unscaledTime;
autoScrollState.EndScrollPosition = CalculateDestinationIndex(index);
velocity = 0f;
dragStartScrollPosition = currentScrollPosition;
ItemSelected(Mathf.RoundToInt(GetCircularPosition(autoScrollState.EndScrollPosition, dataCount)));
}
public void JumpTo(int index)
{
autoScrollState.Reset();
velocity = 0f;
dragging = false;
index = CalculateDestinationIndex(index);
ItemSelected(index);
UpdatePosition(index);
}
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
pointerStartLocalPosition = Vector2.zero;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out pointerStartLocalPosition);
dragStartScrollPosition = currentScrollPosition;
dragging = true;
autoScrollState.Reset();
}
void IDragHandler.OnDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
if (!dragging)
{
return;
}
Vector2 localCursor;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
viewport,
eventData.position,
eventData.pressEventCamera,
out localCursor))
{
return;
}
var pointerDelta = localCursor - pointerStartLocalPosition;
var position = (directionOfRecognize == ScrollDirection.Horizontal ? -pointerDelta.x : pointerDelta.y)
/ GetViewportSize()
* scrollSensitivity
+ dragStartScrollPosition;
var offset = CalculateOffset(position);
position += offset;
if (movementType == MovementType.Elastic)
{
if (offset != 0f)
{
position -= RubberDelta(offset, scrollSensitivity);
}
}
UpdatePosition(position);
}
void IEndDragHandler.OnEndDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
dragging = false;
}
float GetViewportSize()
{
return directionOfRecognize == ScrollDirection.Horizontal
? viewport.rect.size.x
: viewport.rect.size.y;
}
float CalculateOffset(float position)
{
if (movementType == MovementType.Unrestricted)
{
return 0f;
}
if (position < 0f)
{
return -position;
}
if (position > dataCount - 1)
{
return dataCount - 1 - position;
}
return 0f;
}
void UpdatePosition(float position)
{
currentScrollPosition = position;
if (onUpdatePosition != null)
{
onUpdatePosition(currentScrollPosition);
}
}
void ItemSelected(int index)
{
if (onItemSelected != null)
{
onItemSelected(index);
}
}
float RubberDelta(float overStretching, float viewSize)
{
return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching);
}
void Update()
{
var deltaTime = Time.unscaledDeltaTime;
var offset = CalculateOffset(currentScrollPosition);
if (autoScrollState.Enable)
{
var position = 0f;
if (autoScrollState.Elastic)
{
var speed = velocity;
position = Mathf.SmoothDamp(currentScrollPosition, currentScrollPosition + offset, ref speed, elasticity, Mathf.Infinity, deltaTime);
velocity = speed;
if (Mathf.Abs(velocity) < 0.01f)
{
position = Mathf.Clamp(Mathf.RoundToInt(position), 0, dataCount - 1);
velocity = 0f;
autoScrollState.Reset();
}
}
else
{
var alpha = Mathf.Clamp01((Time.unscaledTime - autoScrollState.StartTime) / Mathf.Max(autoScrollState.Duration, float.Epsilon));
position = Mathf.Lerp(dragStartScrollPosition, autoScrollState.EndScrollPosition, EaseInOutCubic(0, 1, alpha));
if (Mathf.Approximately(alpha, 1f))
{
autoScrollState.Reset();
}
}
UpdatePosition(position);
}
else if (!dragging && (!Mathf.Approximately(offset, 0f) || !Mathf.Approximately(velocity, 0f)))
{
var position = currentScrollPosition;
if (movementType == MovementType.Elastic && !Mathf.Approximately(offset, 0f))
{
autoScrollState.Reset();
autoScrollState.Enable = true;
autoScrollState.Elastic = true;
ItemSelected(Mathf.Clamp(Mathf.RoundToInt(position), 0, dataCount - 1));
}
else if (inertia)
{
velocity *= Mathf.Pow(decelerationRate, deltaTime);
if (Mathf.Abs(velocity) < 0.001f)
{
velocity = 0f;
}
position += velocity * deltaTime;
if (snap.Enable && Mathf.Abs(velocity) < snap.VelocityThreshold)
{
ScrollTo(Mathf.RoundToInt(currentScrollPosition), snap.Duration);
}
}
else
{
velocity = 0f;
}
if (!Mathf.Approximately(velocity, 0f))
{
if (movementType == MovementType.Clamped)
{
offset = CalculateOffset(position);
position += offset;
if (Mathf.Approximately(position, 0f) || Mathf.Approximately(position, dataCount - 1f))
{
velocity = 0f;
ItemSelected(Mathf.RoundToInt(position));
}
}
UpdatePosition(position);
}
}
if (!autoScrollState.Enable && dragging && inertia)
{
var newVelocity = (currentScrollPosition - prevScrollPosition) / deltaTime;
velocity = Mathf.Lerp(velocity, newVelocity, deltaTime * 10f);
}
if (currentScrollPosition != prevScrollPosition)
{
prevScrollPosition = currentScrollPosition;
}
}
int CalculateDestinationIndex(int index)
{
return movementType == MovementType.Unrestricted
? CalculateClosestIndex(index)
: Mathf.Clamp(index, 0, dataCount - 1);
}
int CalculateClosestIndex(int index)
{
var diff = GetCircularPosition(index, dataCount)
- GetCircularPosition(currentScrollPosition, dataCount);
if (Mathf.Abs(diff) > dataCount * 0.5f)
{
diff = Mathf.Sign(-diff) * (dataCount - Mathf.Abs(diff));
}
return Mathf.RoundToInt(diff + currentScrollPosition);
}
float GetCircularPosition(float position, int length)
{
return position < 0 ? length - 1 + (position + 1) % length : position % length;
}
float EaseInOutCubic(float start, float end, float value)
{
value /= 0.5f;
end -= start;
if (value < 1f)
{
return end * 0.5f * value * value * value + start;
}
value -= 2f;
return end * 0.5f * (value * value * value + 2f) + start;
}
}
}