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225 lines
9.2 KiB
225 lines
9.2 KiB
using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Collections;
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using EnhancedUI;
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using EnhancedUI.EnhancedScroller;
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namespace EnhancedScrollerDemos.PullDownRefresh
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{
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/// <summary>
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/// This example shows one way you can implement a pull down to refresh feature.
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///
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/// When you are near the top of the scroller, the instructions to pull down appear.
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/// As you drag the scroller down, the release to refresh instructions appear.
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/// When you release, new data is inserted into the dataset and the scroller is reloaded.
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///
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/// Note that this example requires the controller to be on the same game object
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/// as the EnhancedScroller component for the OnBeginDrag and OnEndDrag functions to work.
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/// </summary>
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public class Controller : MonoBehaviour, IEnhancedScrollerDelegate, IBeginDragHandler, IEndDragHandler
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{
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/// <summary>
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/// Internal representation of our data. Note that the scroller will never see
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/// this, so it separates the data from the layout using MVC principles.
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/// </summary>
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private SmallList<Data> _data;
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/// <summary>
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/// Whether the scroller is being dragged
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/// </summary>
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private bool _dragging = false;
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/// <summary>
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/// Whether we should refresh after releasing the drag
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/// </summary>
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private bool _pullToRefresh = false;
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/// <summary>
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/// This is our scroller we will be a delegate for
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/// </summary>
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public EnhancedScroller scroller;
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/// <summary>
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/// This will be the prefab of each cell in our scroller. Note that you can use more
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/// than one kind of cell, but this example just has the one type.
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/// </summary>
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public EnhancedScrollerCellView cellViewPrefab;
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/// <summary>
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/// The higher the number here, the more we have to pull down to refresh
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/// </summary>
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public float pullDownThreshold;
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/// <summary>
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/// Some text to show that the user can pull down to refresh.
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/// Only shows up when near the top of the scroller in this example.
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/// </summary>
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public UnityEngine.UI.Text pullDownToRefreshText;
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/// <summary>
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/// Some text to show that the user can release to refresh.
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/// </summary>
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public UnityEngine.UI.Text releaseToRefreshText;
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/// <summary>
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/// Be sure to set up your references to the scroller after the Awake function. The
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/// scroller does some internal configuration in its own Awake function. If you need to
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/// do this in the Awake function, you can set up the script order through the Unity editor.
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/// In this case, be sure to set the EnhancedScroller's script before your delegate.
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///
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/// In this example, we are calling our initializations in the delegate's Start function,
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/// but it could have been done later, perhaps in the Update function.
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/// </summary>
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void Start()
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{
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// set the application frame rate.
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// this improves smoothness on some devices
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Application.targetFrameRate = 60;
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// tell the scroller that this script will be its delegate
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scroller.Delegate = this;
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// tell our controller to monitor the scroller's scrolled event.
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scroller.scrollerScrolled = ScrollerScrolled;
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// load in a large set of data
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LoadLargeData();
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}
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/// <summary>
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/// Populates the data with a lot of records
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/// </summary>
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private void LoadLargeData()
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{
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// set up some simple data
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_data = new SmallList<Data>();
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for (var i = 0; i < 100; i++)
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_data.Add(new Data() { someText = "Cell Data Index " + i.ToString() });
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// tell the scroller to reload now that we have the data
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scroller.ReloadData();
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}
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#region EnhancedScroller Handlers
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/// <summary>
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/// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array.
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/// </summary>
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/// <param name="scroller">The scroller that is requesting the data size</param>
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/// <returns>The number of cells</returns>
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public int GetNumberOfCells(EnhancedScroller scroller)
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{
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// in this example, we just pass the number of our data elements
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return _data.Count;
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}
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/// <summary>
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/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
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/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
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/// cell size will be the width.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell size</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <returns>The size of the cell</returns>
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public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
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{
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// in this example, even numbered cells are 30 pixels tall, odd numbered cells are 100 pixels tall
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return (dataIndex % 2 == 0 ? 30f : 100f);
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}
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/// <summary>
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/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
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/// Some examples of this would be headers, footers, and other grouping cells.
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/// </summary>
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/// <param name="scroller">The scroller requesting the cell</param>
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/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
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/// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param>
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/// <returns>The cell for the scroller to use</returns>
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public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
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{
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// first, we get a cell from the scroller by passing a prefab.
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// if the scroller finds one it can recycle it will do so, otherwise
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// it will create a new cell.
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CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
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// set the name of the game object to the cell's data index.
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// this is optional, but it helps up debug the objects in
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// the scene hierarchy.
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cellView.name = "Cell " + dataIndex.ToString();
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// in this example, we just pass the data to our cell's view which will update its UI
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cellView.SetData(_data[dataIndex]);
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// return the cell to the scroller
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return cellView;
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}
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#endregion
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/// <summary>
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/// This delegate will fire when the scroller is scrolled
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/// </summary>
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/// <param name="scroller"></param>
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/// <param name="val"></param>
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/// <param name="scrollPosition"></param>
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private void ScrollerScrolled(EnhancedScroller scroller, Vector2 val, float scrollPosition)
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{
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var scrollMoved = (scroller.ScrollRect.content.anchoredPosition.y <= -pullDownThreshold);
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if (_dragging && scrollMoved)
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{
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// we are dragging and the scroll position is beyond the scroll threshold.
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// we should flag that a refresh is needed when the dragging is released.
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_pullToRefresh = true;
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// show the release text if the scroller is down beyond the threshold
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releaseToRefreshText.gameObject.SetActive(true);
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}
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// show the pull to refresh text if the scroller position is at the top
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pullDownToRefreshText.gameObject.SetActive(scrollPosition <= 0);
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}
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/// <summary>
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/// Fired by the ScrollRect
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/// </summary>
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/// <param name="data"></param>
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public void OnBeginDrag(PointerEventData data)
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{
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// we are now dragging.
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// we flag this so that refreshing won't occur if the scroller
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// is scrolling due to inertia.
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// the user must drag manually in this example.
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_dragging = true;
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}
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/// <summary>
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/// Fired by the ScrollRect
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/// </summary>
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/// <param name="data"></param>
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public void OnEndDrag(PointerEventData data)
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{
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// no longer dragging
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_dragging = false;
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if (_pullToRefresh)
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{
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// we reached the scroll pull down threshold, so now we insert new data
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for (var i = 0; i < 3; i++)
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{
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_data.Insert(new Data() { someText = "Brand New Data " + i.ToString() + "!!!" }, 0);
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}
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// reload the scroller to show the new data
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scroller.ReloadData();
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// take off the refresh now that it is handled
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_pullToRefresh = false;
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// hide the release text if the scroller is down beyond the threshold
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releaseToRefreshText.gameObject.SetActive(false);
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}
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}
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}
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}
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