smart-interactive-display/Assets/Plugins/IngameDebugConsole/Scripts/DebugLogRecycledListView.cs

430 lines
15 KiB
C#
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2024-05-24 01:16:15 -07:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
// Handles the log items in an optimized way such that existing log items are
// recycled within the list instead of creating a new log item at each chance
namespace IngameDebugConsole
{
public class DebugLogRecycledListView : MonoBehaviour
{
#pragma warning disable 0649
// Cached components
[SerializeField]
private RectTransform transformComponent;
[SerializeField]
private RectTransform viewportTransform;
[SerializeField]
private Color logItemNormalColor1;
[SerializeField]
private Color logItemNormalColor2;
[SerializeField]
private Color logItemSelectedColor;
#pragma warning restore 0649
internal DebugLogManager manager;
private ScrollRect scrollView;
private float logItemHeight;
private DynamicCircularBuffer<DebugLogEntry> entriesToShow = null;
private DynamicCircularBuffer<DebugLogEntryTimestamp> timestampsOfEntriesToShow = null;
private DebugLogEntry selectedLogEntry;
private int indexOfSelectedLogEntry = int.MaxValue;
private float heightOfSelectedLogEntry;
private float DeltaHeightOfSelectedLogEntry { get { return heightOfSelectedLogEntry - logItemHeight; } }
// Log items used to visualize the visible debug entries
private readonly DynamicCircularBuffer<DebugLogItem> visibleLogItems = new DynamicCircularBuffer<DebugLogItem>( 32 );
private bool isCollapseOn = false;
// Current indices of debug entries shown on screen
private int currentTopIndex = -1, currentBottomIndex = -1;
private System.Predicate<DebugLogItem> shouldRemoveLogItemPredicate;
private System.Action<DebugLogItem> poolLogItemAction;
public float ItemHeight { get { return logItemHeight; } }
public float SelectedItemHeight { get { return heightOfSelectedLogEntry; } }
private void Awake()
{
scrollView = viewportTransform.GetComponentInParent<ScrollRect>();
scrollView.onValueChanged.AddListener( ( pos ) =>
{
if( manager.IsLogWindowVisible )
UpdateItemsInTheList( false );
} );
}
public void Initialize( DebugLogManager manager, DynamicCircularBuffer<DebugLogEntry> entriesToShow, DynamicCircularBuffer<DebugLogEntryTimestamp> timestampsOfEntriesToShow, float logItemHeight )
{
this.manager = manager;
this.entriesToShow = entriesToShow;
this.timestampsOfEntriesToShow = timestampsOfEntriesToShow;
this.logItemHeight = logItemHeight;
shouldRemoveLogItemPredicate = ShouldRemoveLogItem;
poolLogItemAction = manager.PoolLogItem;
}
public void SetCollapseMode( bool collapse )
{
isCollapseOn = collapse;
}
// A log item is clicked, highlight it
public void OnLogItemClicked( DebugLogItem item )
{
OnLogItemClickedInternal( item.Index, item );
}
// Force expand the log item at specified index
public void SelectAndFocusOnLogItemAtIndex( int itemIndex )
{
if( indexOfSelectedLogEntry != itemIndex ) // Make sure that we aren't deselecting the target log item
OnLogItemClickedInternal( itemIndex );
float viewportHeight = viewportTransform.rect.height;
float transformComponentCenterYAtTop = viewportHeight * 0.5f;
float transformComponentCenterYAtBottom = transformComponent.sizeDelta.y - viewportHeight * 0.5f;
float transformComponentTargetCenterY = itemIndex * logItemHeight + viewportHeight * 0.5f;
if( transformComponentCenterYAtTop == transformComponentCenterYAtBottom )
scrollView.verticalNormalizedPosition = 0.5f;
else
scrollView.verticalNormalizedPosition = Mathf.Clamp01( Mathf.InverseLerp( transformComponentCenterYAtBottom, transformComponentCenterYAtTop, transformComponentTargetCenterY ) );
manager.SnapToBottom = false;
}
private void OnLogItemClickedInternal( int itemIndex, DebugLogItem referenceItem = null )
{
int indexOfPreviouslySelectedLogEntry = indexOfSelectedLogEntry;
DeselectSelectedLogItem();
if( indexOfPreviouslySelectedLogEntry != itemIndex )
{
selectedLogEntry = entriesToShow[itemIndex];
indexOfSelectedLogEntry = itemIndex;
CalculateSelectedLogEntryHeight( referenceItem );
manager.SnapToBottom = false;
}
CalculateContentHeight();
UpdateItemsInTheList( true );
manager.ValidateScrollPosition();
}
// Deselect the currently selected log item
public void DeselectSelectedLogItem()
{
selectedLogEntry = null;
indexOfSelectedLogEntry = int.MaxValue;
heightOfSelectedLogEntry = 0f;
}
// Number of debug entries may have changed, update the list
public void OnLogEntriesUpdated( bool updateAllVisibleItemContents )
{
CalculateContentHeight();
UpdateItemsInTheList( updateAllVisibleItemContents );
}
// A single collapsed log entry at specified index is updated, refresh its item if visible
public void OnCollapsedLogEntryAtIndexUpdated( int index )
{
if( index >= currentTopIndex && index <= currentBottomIndex )
{
DebugLogItem logItem = GetLogItemAtIndex( index );
logItem.ShowCount();
if( timestampsOfEntriesToShow != null )
logItem.UpdateTimestamp( timestampsOfEntriesToShow[index] );
}
}
public void RefreshCollapsedLogEntryCounts()
{
for( int i = 0; i < visibleLogItems.Count; i++ )
visibleLogItems[i].ShowCount();
}
public void OnLogEntriesRemoved( int removedLogCount )
{
if( selectedLogEntry != null )
{
bool isSelectedLogEntryRemoved = isCollapseOn ? ( selectedLogEntry.count == 0 ) : ( indexOfSelectedLogEntry < removedLogCount );
if( isSelectedLogEntryRemoved )
DeselectSelectedLogItem();
else
indexOfSelectedLogEntry = isCollapseOn ? FindIndexOfLogEntryInReverseDirection( selectedLogEntry, indexOfSelectedLogEntry ) : ( indexOfSelectedLogEntry - removedLogCount );
}
if( !manager.IsLogWindowVisible && manager.SnapToBottom )
{
// When log window becomes visible, it refreshes all logs. So unless snap to bottom is disabled, we don't need to
// keep track of either the scroll position or the visible log items' positions.
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
}
else if( !isCollapseOn )
visibleLogItems.TrimStart( Mathf.Clamp( removedLogCount - currentTopIndex, 0, visibleLogItems.Count ), poolLogItemAction );
else
{
visibleLogItems.RemoveAll( shouldRemoveLogItemPredicate );
if( visibleLogItems.Count > 0 )
removedLogCount = currentTopIndex - FindIndexOfLogEntryInReverseDirection( visibleLogItems[0].Entry, visibleLogItems[0].Index );
}
if( visibleLogItems.Count == 0 )
{
currentTopIndex = -1;
if( !manager.SnapToBottom )
transformComponent.anchoredPosition = Vector2.zero;
}
else
{
currentTopIndex = Mathf.Max( 0, currentTopIndex - removedLogCount );
currentBottomIndex = currentTopIndex + visibleLogItems.Count - 1;
float firstVisibleLogItemInitialYPos = visibleLogItems[0].Transform.anchoredPosition.y;
for( int i = 0; i < visibleLogItems.Count; i++ )
{
DebugLogItem logItem = visibleLogItems[i];
logItem.Index = currentTopIndex + i;
// If log window is visible, we need to manually refresh the visible items' visual properties. Otherwise, all log items will be refreshed when log window is opened
if( manager.IsLogWindowVisible )
{
RepositionLogItem( logItem );
ColorLogItem( logItem );
// Update collapsed count of the log items in collapsed mode
if( isCollapseOn )
logItem.ShowCount();
}
}
// Shift the ScrollRect
if( !manager.SnapToBottom )
transformComponent.anchoredPosition = new Vector2( 0f, Mathf.Max( 0f, transformComponent.anchoredPosition.y - ( visibleLogItems[0].Transform.anchoredPosition.y - firstVisibleLogItemInitialYPos ) ) );
}
}
private bool ShouldRemoveLogItem( DebugLogItem logItem )
{
if( logItem.Entry.count == 0 )
{
poolLogItemAction( logItem );
return true;
}
return false;
}
private int FindIndexOfLogEntryInReverseDirection( DebugLogEntry logEntry, int startIndex )
{
for( int i = Mathf.Min( startIndex, entriesToShow.Count - 1 ); i >= 0; i-- )
{
if( entriesToShow[i] == logEntry )
return i;
}
return -1;
}
// Log window's width has changed, update the expanded (currently selected) log's height
public void OnViewportWidthChanged()
{
if( indexOfSelectedLogEntry >= entriesToShow.Count )
return;
CalculateSelectedLogEntryHeight();
CalculateContentHeight();
UpdateItemsInTheList( true );
manager.ValidateScrollPosition();
}
// Log window's height has changed, update the list
public void OnViewportHeightChanged()
{
UpdateItemsInTheList( false );
}
private void CalculateContentHeight()
{
float newHeight = Mathf.Max( 1f, entriesToShow.Count * logItemHeight );
if( selectedLogEntry != null )
newHeight += DeltaHeightOfSelectedLogEntry;
transformComponent.sizeDelta = new Vector2( 0f, newHeight );
}
private void CalculateSelectedLogEntryHeight( DebugLogItem referenceItem = null )
{
if( !referenceItem )
{
if( visibleLogItems.Count == 0 )
{
UpdateItemsInTheList( false ); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
if( visibleLogItems.Count == 0 ) // No DebugLogItems are generated, weird
return;
}
referenceItem = visibleLogItems[0];
}
heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( selectedLogEntry, ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[indexOfSelectedLogEntry] : (DebugLogEntryTimestamp?) null );
}
// Calculate the indices of log entries to show
// and handle log items accordingly
private void UpdateItemsInTheList( bool updateAllVisibleItemContents )
{
if( entriesToShow.Count > 0 )
{
float contentPosTop = transformComponent.anchoredPosition.y - 1f;
float contentPosBottom = contentPosTop + viewportTransform.rect.height + 2f;
float positionOfSelectedLogEntry = indexOfSelectedLogEntry * logItemHeight;
if( positionOfSelectedLogEntry <= contentPosBottom )
{
if( positionOfSelectedLogEntry <= contentPosTop )
{
contentPosTop = Mathf.Max( contentPosTop - DeltaHeightOfSelectedLogEntry, positionOfSelectedLogEntry - 1f );
contentPosBottom = Mathf.Max( contentPosBottom - DeltaHeightOfSelectedLogEntry, contentPosTop + 2f );
}
else
contentPosBottom = Mathf.Max( contentPosBottom - DeltaHeightOfSelectedLogEntry, positionOfSelectedLogEntry + 1f );
}
int newBottomIndex = Mathf.Min( (int) ( contentPosBottom / logItemHeight ), entriesToShow.Count - 1 );
int newTopIndex = Mathf.Clamp( (int) ( contentPosTop / logItemHeight ), 0, newBottomIndex );
if( currentTopIndex == -1 )
{
// There are no log items visible on screen,
// just create the new log items
updateAllVisibleItemContents = true;
for( int i = 0, count = newBottomIndex - newTopIndex + 1; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
}
else
{
// There are some log items visible on screen
if( newBottomIndex < currentTopIndex || newTopIndex > currentBottomIndex )
{
// If user scrolled a lot such that, none of the log items are now within
// the bounds of the scroll view, pool all the previous log items and create
// new log items for the new list of visible debug entries
updateAllVisibleItemContents = true;
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
for( int i = 0, count = newBottomIndex - newTopIndex + 1; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
}
else
{
// User did not scroll a lot such that, there are still some log items within
// the bounds of the scroll view. Don't destroy them but update their content,
// if necessary
if( newTopIndex > currentTopIndex )
visibleLogItems.TrimStart( newTopIndex - currentTopIndex, poolLogItemAction );
if( newBottomIndex < currentBottomIndex )
visibleLogItems.TrimEnd( currentBottomIndex - newBottomIndex, poolLogItemAction );
if( newTopIndex < currentTopIndex )
{
for( int i = 0, count = currentTopIndex - newTopIndex; i < count; i++ )
visibleLogItems.AddFirst( manager.PopLogItem() );
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if( !updateAllVisibleItemContents )
UpdateLogItemContentsBetweenIndices( newTopIndex, currentTopIndex - 1, newTopIndex );
}
if( newBottomIndex > currentBottomIndex )
{
for( int i = 0, count = newBottomIndex - currentBottomIndex; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if( !updateAllVisibleItemContents )
UpdateLogItemContentsBetweenIndices( currentBottomIndex + 1, newBottomIndex, newTopIndex );
}
}
}
currentTopIndex = newTopIndex;
currentBottomIndex = newBottomIndex;
if( updateAllVisibleItemContents )
{
// Update all the log items
UpdateLogItemContentsBetweenIndices( currentTopIndex, currentBottomIndex, newTopIndex );
}
}
else if( currentTopIndex != -1 )
{
// There is nothing to show but some log items are still visible; pool them
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
currentTopIndex = -1;
}
}
private DebugLogItem GetLogItemAtIndex( int index )
{
return visibleLogItems[index - currentTopIndex];
}
private void UpdateLogItemContentsBetweenIndices( int topIndex, int bottomIndex, int logItemOffset )
{
for( int i = topIndex; i <= bottomIndex; i++ )
{
DebugLogItem logItem = visibleLogItems[i - logItemOffset];
logItem.SetContent( entriesToShow[i], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[i] : (DebugLogEntryTimestamp?) null, i, i == indexOfSelectedLogEntry );
RepositionLogItem( logItem );
ColorLogItem( logItem );
if( isCollapseOn )
logItem.ShowCount();
else
logItem.HideCount();
}
}
private void RepositionLogItem( DebugLogItem logItem )
{
int index = logItem.Index;
Vector2 anchoredPosition = new Vector2( 1f, -index * logItemHeight );
if( index > indexOfSelectedLogEntry )
anchoredPosition.y -= DeltaHeightOfSelectedLogEntry;
logItem.Transform.anchoredPosition = anchoredPosition;
}
private void ColorLogItem( DebugLogItem logItem )
{
int index = logItem.Index;
if( index == indexOfSelectedLogEntry )
logItem.Image.color = logItemSelectedColor;
else if( index % 2 == 0 )
logItem.Image.color = logItemNormalColor1;
else
logItem.Image.color = logItemNormalColor2;
}
}
}