PGRData/Script/matrix/xcommon/XDynamicList.lua

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XDynamicList = XClass(nil, "XDynamicList")
DLDelegateEvent = {
DYNAMIC_GRID_TOUCHED = 5,
DYNAMIC_GRID_ATINDEX = 6,
DYNAMIC_GRID_RECYCLE = 7,
}
DLInsertDataDir = {
None = 0,
Head = 1,
Tail = 2,
}
DLScrollDataDir = {
None = 0,
Head = 1,
Tail = 2
}
function XDynamicList:DebugLog(...)
if self.showLog then
XLog.Error(...)
end
end
function XDynamicList:Ctor(ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.ItemCache = {}
self.showLog = false
self:ResetData()
self:InitView()
end
function XDynamicList:ResetData()--重置数据
self.Data = {}
self.curDataMaxIndex = 0--当前数据最大的索引
self.dataHeadIndex = -1 --当前数据头索引
self.dataTailIndex = -1--当前数据尾索引
self.NodeListData = {}
self.curShowHeadIndex = -1--当前展示的头索引
self.curShowTailIndex = -1--当前展示的尾索引
end
function XDynamicList:InitView()
self.DynamicList = self.Transform:GetComponent("XVerticalDynamicList")
self.DynamicListBar = self.DynamicList.verticalScrollbar
if self.DynamicList == nil then
XLog.Error("Not Find XVerticalDynamicList Component!")
return
end
self.DynamicList:SetViewSize(self.Transform:GetComponent("RectTransform").rect.size)
end
function XDynamicList:SetData(data, cb, scrollCb)--设置数据
self:DebugLog("------数据初始化----", data)
self:ResetData()
self.CallBack = cb
self.ScrollCallBack = scrollCb --滑动回调
self.DynamicList.tableViewGridDelegate = function(evt, index, dir)
return self:GenerateItem(evt, dir, index)
end
self:FormatData(data)
end
function XDynamicList:FormatData(data)--格式化数据
if data == nil then
XLog.Error("------FormatData is error!------> data is nil! please check!")
return
end
self.dataHeadIndex = 1
self.dataTailIndex = #data
self.NodeListData = {}
for i = 1, self.dataTailIndex do
self.curDataMaxIndex = self.curDataMaxIndex + 1
local temp = {}
temp.data = data[i]
temp.index = self.curDataMaxIndex
temp.Pre = (i == 1) and -1 or self.curDataMaxIndex - 1
temp.Next = (i == #data) and -1 or self.curDataMaxIndex + 1
self.NodeListData[self.curDataMaxIndex] = temp
end
self:DebugLog("------FormatData------", self.NodeListData)
self:ReloadData()
end
function XDynamicList:ReloadData()
-- if #self.NodeListData <= 0 then
-- return
-- end
self.curShowTailIndex = -1
self.curShowHeadIndex = -1
self.DynamicList.TotalCount = #self.NodeListData
self.DynamicList:ReloadData(true)
self:DebugLog("------ReloadData------", self.NodeListData)
end
function XDynamicList:InsertData(insertData, dir, isReload)--插入数据
if #insertData == 0 then
XLog.Error("-----------insertData is null--------------")
return
end
local tempDataHeadIndex = self.dataHeadIndex
local tempDataTailIndex = self.dataTailIndex
for i = 1, #insertData do
self.curDataMaxIndex = self.curDataMaxIndex + 1
local temp = {}
temp.data = insertData[i]
temp.index = self.curDataMaxIndex
if dir == DLInsertDataDir.Head then
temp.Pre = (i == 1) and -1 or self.curDataMaxIndex - 1
if #self.NodeListData == 0 then
temp.Next = -1
else
temp.Next = (i == #insertData) and self.dataHeadIndex or self.curDataMaxIndex + 1
end
if i == 1 then
tempDataHeadIndex = self.curDataMaxIndex
end
if i == #insertData and #self.NodeListData > 0 then
self.NodeListData[self.dataHeadIndex].Pre = self.curDataMaxIndex
end
elseif dir == DLInsertDataDir.Tail then
if #self.NodeListData == 0 then
temp.Pre = -1
else
temp.Pre = (i == 1) and self.dataTailIndex or self.curDataMaxIndex - 1
end
temp.Next = (i == #insertData) and -1 or self.curDataMaxIndex + 1
if i == 1 and #self.NodeListData > 0 then
self.NodeListData[self.dataTailIndex].Next = self.curDataMaxIndex
end
if i == #insertData then
tempDataTailIndex = self.curDataMaxIndex
end
end
self.NodeListData[self.curDataMaxIndex] = temp
end
self.dataHeadIndex = tempDataHeadIndex
self.dataTailIndex = tempDataTailIndex
self:AddTotalCount(#insertData, dir)
if isReload then
self:ReloadData()
end
end
function XDynamicList:AddTotalCount(addCount, dir)
self.DynamicList.TotalCount = self.DynamicList.TotalCount + addCount;
if dir == DLInsertDataDir.Head then
self.DynamicList.StartIndex = self.DynamicList.StartIndex + addCount
-- self.DynamicList.EndIndex = self.DynamicList.EndIndex + addCount
end
end
function XDynamicList:GenerateItem(evt, dir, index)
if self.DynamicListBar then
if self:GetBarValue() <= 0 then--拉到底了
XEventManager.DispatchEvent(XEventId.EVENT_PULL_SCROLLVIEW_END, 0)
-- 添加新事件系统触发
CsXGameEventManager.Instance:Notify(XEventId.EVENT_PULL_SCROLLVIEW_END, 0)
elseif self:GetBarValue() >= 1 then--拉到顶了
XEventManager.DispatchEvent(XEventId.EVENT_PULL_SCROLLVIEW_UP, 0)
-- 添加新事件系统触发
CsXGameEventManager.Instance:Notify(XEventId.EVENT_PULL_SCROLLVIEW_UP, 0)
end
end
if self.ScrollCallBack then
self.ScrollCallBack()
end
if not self.CallBack then
XLog.Error("You must be set callBack......")
return
end
if evt == DLDelegateEvent.DYNAMIC_GRID_ATINDEX then
if #self.NodeListData == 0 then
return true
end
local curShowDataIndex = nil--下一个需要展示的数据index
if dir == DLScrollDataDir.Head then
if not self.NodeListData[self.curShowHeadIndex] then
return true
end
if self.NodeListData[self.curShowHeadIndex].Pre == -1 then
return true
end
self.curShowHeadIndex = self.NodeListData[self.curShowHeadIndex].Pre
curShowDataIndex = self.curShowHeadIndex
elseif dir == DLScrollDataDir.Tail then
if self.curShowTailIndex == -1 and self.curShowHeadIndex == -1 then
self.curShowHeadIndex = self.dataHeadIndex
self.curShowTailIndex = self.dataHeadIndex
else
if not self.NodeListData[self.curShowTailIndex] then
return true
end
if self.NodeListData[self.curShowTailIndex].Next == -1 then
return true
end
self.curShowTailIndex = self.NodeListData[self.curShowTailIndex].Next
end
curShowDataIndex = self.curShowTailIndex
end
self.CallBack(self.NodeListData[curShowDataIndex].data, function(poolName, ctor)
local item = self.DynamicList:PreDequeueGrid(poolName, index)
local xlayoutNode = item:GetComponent("XLayoutNode")
if self.DynamicList and xlayoutNode then
xlayoutNode.minSize = CS.UnityEngine.Vector2(self.DynamicList.transform:GetComponent("RectTransform").rect.width, 0)
end
if item == nil then
XLog.Error("GenerateItem is Fail......index = ", index)
return false
end
local key = item.gameObject:GetHashCode()
local itemScript = self.ItemCache[key]
if itemScript ~= nil then
return itemScript
else
local newItemScript = ctor(item.gameObject)
self.ItemCache[key] = newItemScript
return newItemScript
end
end)
return false
elseif evt == DLDelegateEvent.DYNAMIC_GRID_RECYCLE then
if dir == DLScrollDataDir.Head then
self.curShowHeadIndex = self.NodeListData[self.curShowHeadIndex].Next
elseif dir == DLScrollDataDir.Tail then
self.curShowTailIndex = self.NodeListData[self.curShowTailIndex].Pre
end
end
end
--------------------------Set-------------------
function XDynamicList:SetReverse(code)
self.DynamicList.Reverse = code
end
function XDynamicList:SetBarValue(value)
self.DynamicListBar.value = value
end
function XDynamicList:SetViewSize(rectSize, isReload)
self.DynamicList:SetViewSize(rectSize)
if isReload then
self:ReloadData()
end
end
---------------------------Get-----------------
function XDynamicList:GetBarValue()
if self.DynamicListBar then
return self.DynamicListBar.value
else
XLog.Error("------DynamicList Not ScrollBar Component!------")
return nil
end
end
function XDynamicList:GetCurDataCount()
return #self.NodeListData
end
function XDynamicList:AddObjectPools(poolName, prefab)
self.DynamicList.ObjectPool:Add(poolName, prefab)
end