Druid-Extension/druid/extended/infinity_list.lua
Insality 90d8e6c57f Merge branch 'develop' into 43-infinity-scroll
# Conflicts:
#	druid/base/grid.lua
#	druid/const.lua
#	druid/system/druid_instance.lua
2020-11-03 23:25:02 +03:00

118 lines
2.7 KiB
Lua

--- Manage data for huge dataset in scroll
--- It requires basic druid scroll and druid grid components
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("infinity_list", { const.ON_UPDATE })
function M:init(data_list, scroll, grid, create_function)
self.view_size = gui.get_size(scroll.view_node)
self.prefab_size = grid.node_size
self.druid = self:get_druid()
self.scroll = scroll
self.grid = grid
self.data = data_list
self.top_index = 1
self.create_function = create_function
self.nodes = {}
self.components = {}
self.elements_view_count = vmath.vector3(
math.min(math.ceil(self.view_size.x / self.prefab_size.x), self.grid.in_row),
math.ceil(self.view_size.y / self.prefab_size.y),
0)
self:_refresh()
self.scroll.on_scroll:subscribe(function() self._check_elements(self) end)
end
function M:on_remove()
-- TODO: make this work
-- self.scroll.on_scroll:unsubscribe(self._check_elements)
end
function M:update(dt)
if self.scroll.animate then
self:_check_elements()
end
end
function M:set_data(data_list)
self.data = data_list
self:_refresh()
end
function M:_add_at(index)
if self.nodes[index] then
self:_remove_at(index)
end
local node, instance = self.create_function(self.data[index], index)
self.grid:add(node, index)
self.nodes[index] = node
self.components[index] = instance
end
function M:_remove_at(index)
self.grid:remove(index)
local node = self.nodes[index]
gui.delete_node(node)
self.nodes[index] = nil
if self.components[index] then
self.druid:remove(self.components[index])
self.components[index] = nil
end
end
function M:_refresh()
for index, _ in pairs(self.nodes) do
self:_remove_at(index)
end
self:_check_elements()
self:_recalc_scroll_size()
end
function M:_check_elements()
local pos = gui.get_position(self.scroll.content_node)
pos.y = -pos.y
local top_index = self.grid:get_index(pos)
local last_index = top_index + (self.elements_view_count.x * self.elements_view_count.y) + self.grid.in_row - 1
-- Clear outside elements
for index, _ in pairs(self.nodes) do
if index < top_index or index > last_index then
self:_remove_at(index)
end
end
-- Spawn current elements
for index = top_index, last_index do
if self.data[index] and not self.nodes[index] then
self:_add_at(index)
end
end
end
function M:_recalc_scroll_size()
local element_size = self.grid:get_size_for_elements_count(#self.data)
self.scroll:set_size(element_size)
end
return M