Extension-Druid/druid/extended/infinity_list.lua

168 lines
3.5 KiB
Lua

--- Manage data for huge dataset in scroll
--- It requires basic druid scroll and druid grid components
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("infinity_list")
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.scroll:bind_grid(grid)
self.data = data_list
self.top_index = 1
self.last_index = 1
self.create_function = create_function
self.nodes = {}
self.components = {}
self:_refresh()
self.scroll.on_scroll:subscribe(self._check_elements, self)
end
function M:on_remove()
self.scroll.on_scroll:unsubscribe(self._check_elements, self)
end
function M:set_data(data_list)
self.data = data_list
self:_refresh()
end
function M:add(data, index)
table.insert(self.data, index, data)
self:_refresh()
end
function M:remove(index, shift_policy)
table.remove(self.data, index)
self:_refresh()
end
function M:clear()
self.data = {}
self:_refresh()
end
function M:get_first_index()
return self.top_index
end
function M:get_last_index()
return self.last_index
end
function M:get_index(data)
for index, value in pairs(self.data) do
if value == data then
return index
end
end
return nil
end
function M:scroll_to_index(index)
self.top_index = helper.clamp(index, 1, #self.data)
self:_refresh()
self.scroll.on_scroll:trigger(self:get_context(), self)
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, const.SHIFT.NO_SHIFT)
self.nodes[index] = node
self.components[index] = instance
end
function M:_remove_at(index)
self.grid:remove(index, const.SHIFT.NO_SHIFT)
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()
end
function M:_check_elements()
for index, node in pairs(self.nodes) do
if self.scroll:is_node_in_view(node) then
self.top_index = index
self.last_index = index
end
end
self:_check_elements_from(self.top_index - 1, -1)
self:_check_elements_from(self.top_index, 1)
for index, node in pairs(self.nodes) do
self.top_index = math.min(self.top_index or index, index)
self.last_index = math.max(self.last_index or index, index)
end
end
function M:_check_elements_from(index, step)
local is_outside = false
while not is_outside do
if not self.data[index] then
break
end
if not self.nodes[index] then
self:_add_at(index)
end
if not self.scroll:is_node_in_view(self.nodes[index]) then
is_outside = true
-- remove nexts:
local remove_index = index + step
while self.nodes[remove_index] do
self:_remove_at(remove_index)
remove_index = remove_index + step
end
end
index = index + step
end
end
return M