Add infinity list component

This commit is contained in:
Insality 2020-09-16 00:34:00 +03:00
parent 04c39f1ce2
commit f0a9d5818f
4 changed files with 253 additions and 26 deletions

View File

@ -37,6 +37,7 @@ function M.init(self, parent, element, in_row)
self.nodes = {}
self.offset = vmath.vector3(0)
self.grid_mode = const.GRID_MODE.DYNAMIC
local pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
self.anchor = vmath.vector3(0.5 + pivot.x, 0.5 - pivot.y, 0)
@ -50,22 +51,29 @@ function M.init(self, parent, element, in_row)
self.on_remove_item = Event()
self.on_clear = Event()
self.on_update_positions = Event()
self._set_position_function = gui.set_position
end
local function check_border(self, pos)
local border = self.border
local function _update_border(self, pos, border)
local size = self.node_size
local W = pos.x - size.x/2 + self.border_offset.x
local E = pos.x + size.x/2 + self.border_offset.x
local N = pos.y + size.y/2 + self.border_offset.y
local S = pos.y - size.y/2 + self.border_offset.y
local left = pos.x - size.x/2 + self.border_offset.x
local right = pos.x + size.x/2 + self.border_offset.x
local top = pos.y + size.y/2 + self.border_offset.y
local bottom = pos.y - size.y/2 + self.border_offset.y
border.x = math.min(border.x, W)
border.y = math.max(border.y, N)
border.z = math.max(border.z, E)
border.w = math.min(border.w, S)
border.x = math.min(border.x, left)
border.y = math.max(border.y, top)
border.z = math.max(border.z, right)
border.w = math.min(border.w, bottom)
end
local function update_border_offset(self, pos)
local border = self.border
_update_border(self, pos, border)
self.border_offset = vmath.vector3(
(border.x + (border.z - border.x) * self.anchor.x),
@ -75,8 +83,25 @@ local function check_border(self, pos)
end
local function update_pos(self, is_instant)
for i, node in pairs(self.nodes) do
if is_instant then
gui.set_position(node, self:get_pos(i))
else
self._set_position_function(node, self:get_pos(i))
end
end
self.on_update_positions:trigger(self:get_context())
end
local temp_pos = vmath.vector3(0)
local function get_pos(self, index)
--- Return pos for grid node index
-- @function grid:get_pos
-- @tparam number index The grid element index
-- @treturn vector3 Node position
function M.get_pos(self, index)
local row = math.ceil(index / self.in_row) - 1
local col = (index - row * self.in_row) - 1
@ -88,13 +113,16 @@ local function get_pos(self, index)
end
local function update_pos(self, is_instant)
for i = 1, #self.nodes do
local node = self.nodes[i]
gui.set_position(node, get_pos(self, i))
end
--- Return index for grid pos
-- @function grid:get_index
-- @tparam vector3 pos The node position in the grid
-- @treturn number The node index
function M.get_index(self, pos)
local col = (pos.x + self.border_offset.x) / (self.node_size.x + self.offset.x)
local row = -(pos.y + self.border_offset.y) / (self.node_size.y + self.offset.y)
self.on_update_positions:trigger(self:get_context())
local index = col + (row * self.in_row) + 1
return math.floor(index)
end
@ -127,41 +155,99 @@ end
-- @tparam[opt] number index The item position. By default add as last item
function M.add(self, item, index)
index = index or (#self.nodes + 1)
table.insert(self.nodes, index, item)
if self.grid_mode == const.GRID_MODE.DYNAMIC then
table.insert(self.nodes, index, item)
else
self.nodes[index] = item
end
gui.set_parent(item, self.parent)
local pos = get_pos(self, index)
check_border(self, pos)
local pos = self:get_pos(index)
for i, _ in pairs(self.nodes) do
update_border_offset(self, self:get_pos(i))
end
-- Add new item instantly in new pos
gui.set_position(item, pos)
update_pos(self)
self.on_add_item:trigger(self:get_context(), item, index)
end
function M:remove(index, delete_node)
assert(self.nodes[index], "No grid item at given index " .. index)
local parent_node = self.nodes[index]
if delete_node then
gui.delete_node(parent_node)
end
if self.grid_mode == const.GRID_MODE.DYNAMIC then
table.remove(self.nodes, index)
else
self.nodes[index] = nil
end
-- Recalculate borders
self.border = vmath.vector4(0)
update_border_offset(self, self:get_pos(1))
for i, _ in pairs(self.nodes) do
local pos = self:get_pos(i)
update_border_offset(self, pos)
end
update_pos(self)
end
--- Return grid content size
-- @function grid:get_size
-- @treturn vector3 The grid content size
function M.get_size(self)
function M.get_size(self, border)
border = border or self.border
return vmath.vector3(
self.border.z - self.border.x,
self.border.y - self.border.w,
border.z - border.x,
border.y - border.w,
0)
end
function M:get_size_for_elements_count(count)
local border = vmath.vector4(0)
for i = 1, count do
local pos = self:get_pos(i)
_update_border(self, pos, border)
end
return M.get_size(self, border)
end
--- Return array of all node positions
-- @function grid:get_all_pos
-- @treturn vector3[] All grid node positions
function M.get_all_pos(self)
local result = {}
for i = 1, #self.nodes do
table.insert(result, gui.get_position(self.nodes[i]))
for i, node in pairs(self.nodes) do
table.insert(result, gui.get_position(node))
end
return result
end
--- Change set position function for grid nodes. It will call on
-- update poses on grid elements. Default: gui.set_position
-- @function grid:set_position_function
-- @tparam function callback Function on node set position
function M.set_position_function(self, callback)
self._set_position_function = callback or gui.set_position
end
--- Clear grid nodes array. GUI nodes will be not deleted!
-- If you want to delete GUI nodes, use grid.nodes array before grid:clear
-- @function grid:clear
@ -175,4 +261,11 @@ function M.clear(self)
end
function M:set_grid_mode(grid_mode)
assert(grid_mode == const.GRID_MODE.STATIC or grid_mode == const.GRID_MODE.DYNAMIC)
self.grid_mode = grid_mode
end
return M

View File

@ -0,0 +1,117 @@
--- 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.grid:set_grid_mode(const.GRID_MODE.STATIC)
self.data = data_list
self.top_index = 1
self.create_function = create_function
self.nodes = {}
self.components = {}
self.elements_view_count = vmath.vector3(
math.ceil(self.view_size.x / self.prefab_size.x),
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) + 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

View File

@ -102,6 +102,12 @@ M.SWIPE = {
}
M.GRID_MODE = {
STATIC = "static",
DYNAMIC = "dynamic",
}
M.EMPTY_FUNCTION = function() end
M.EMPTY_STRING = ""
M.SPACE_STRING = " "

View File

@ -17,6 +17,7 @@
-- @see druid.radio_group
-- @see druid.swipe
-- @see druid.drag
-- @see druid.infinity_list
local const = require("druid.const")
local druid_input = require("druid.helper.druid_input")
@ -40,6 +41,7 @@ local radio_group = require("druid.base.radio_group")
local input = require("druid.base.input")
local swipe = require("druid.base.swipe")
local drag = require("druid.base.drag")
local infinity_list = require("druid.base.infinity_list")
-- local infinity_scroll = require("druid.base.infinity_scroll")
-- @classmod Druid
@ -477,10 +479,19 @@ end
--- Create drag basic component
-- @function druid:new_drag
-- @tparam args ... drag init args
-- @treturn Componetn drag component
-- @treturn Component drag component
function Druid.new_drag(self, ...)
return Druid.create(self, drag, ...)
end
--- Create infinity list basic component
-- @function druid:new_infinity_list
-- @tparam args ... drag init args
-- @treturn Component drag component
function Druid.new_infinity_list(self, ...)
return Druid.create(self, infinity_list, ...)
end
return Druid