using UnityEngine;
using System.Collections;
using EnhancedUI;
using EnhancedUI.EnhancedScroller;
namespace EnhancedScrollerDemos.RefreshDemo
{
///
/// Set up our demo script as a delegate for the scroller by inheriting from the IEnhancedScrollerDelegate interface
///
/// EnhancedScroller delegates will handle telling the scroller:
/// - How many cells it should allocate room for (GetNumberOfCells)
/// - What each cell size is (GetCellSize)
/// - What the cell at a given index should be (GetCell)
///
public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
{
///
/// Internal representation of our data. Note that the scroller will never see
/// this, so it separates the data from the layout using MVC principles.
///
private SmallList _data;
///
/// This is our scroller we will be a delegate for
///
public EnhancedScroller scroller;
///
/// This will be the prefab of each cell in our scroller. Note that you can use more
/// than one kind of cell, but this example just has the one type.
///
public EnhancedScrollerCellView cellViewPrefab;
///
/// Be sure to set up your references to the scroller after the Awake function. The
/// scroller does some internal configuration in its own Awake function. If you need to
/// do this in the Awake function, you can set up the script order through the Unity editor.
/// In this case, be sure to set the EnhancedScroller's script before your delegate.
///
/// In this example, we are calling our initializations in the delegate's Start function,
/// but it could have been done later, perhaps in the Update function.
///
void Start()
{
// tell the scroller that this script will be its delegate
scroller.Delegate = this;
// load in a large set of data
LoadLargeData();
}
void Update()
{
// update the data and refresh the active cells
if (Input.GetKeyDown(KeyCode.R))
{
// set up some new data for cells zero through five
_data[0].someText = "This cell was updated";
_data[1].someText = "---";
_data[2].someText = "---";
_data[3].someText = "---";
_data[4].someText = "---";
_data[5].someText = "This cell was also updated";
// refresh the active cells
scroller.RefreshActiveCellViews();
}
}
///
/// Populates the data with a lot of records
///
private void LoadLargeData()
{
// set up some simple data
_data = new SmallList();
for (var i = 0; i < 1000; i++)
_data.Add(new Data() { someText = "Cell Data Index " + i.ToString() });
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
///
/// Populates the data with a small set of records
///
private void LoadSmallData()
{
// set up some simple data
_data = new SmallList();
_data.Add(new Data() { someText = "A" });
_data.Add(new Data() { someText = "B" });
_data.Add(new Data() { someText = "C" });
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
#region UI Handlers
///
/// Button handler for the large data loader
///
public void LoadLargeDataButton_OnClick()
{
LoadLargeData();
}
///
/// Button handler for the small data loader
///
public void LoadSmallDataButton_OnClick()
{
LoadSmallData();
}
#endregion
#region EnhancedScroller Handlers
///
/// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array.
///
/// The scroller that is requesting the data size
/// The number of cells
public int GetNumberOfCells(EnhancedScroller scroller)
{
// in this example, we just pass the number of our data elements
return _data.Count;
}
///
/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
/// cell size will be the width.
///
/// The scroller requesting the cell size
/// The index of the data that the scroller is requesting
/// The size of the cell
public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
{
// in this example, even numbered cells are 30 pixels tall, odd numbered cells are 100 pixels tall
return (dataIndex % 2 == 0 ? 30f : 100f);
}
///
/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
/// Some examples of this would be headers, footers, and other grouping cells.
///
/// The scroller requesting the cell
/// The index of the data that the scroller is requesting
/// The index of the list. This will likely be different from the dataIndex if the scroller is looping
/// The cell for the scroller to use
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
{
// first, we get a cell from the scroller by passing a prefab.
// if the scroller finds one it can recycle it will do so, otherwise
// it will create a new cell.
CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
// set the name of the game object to the cell's data index.
// this is optional, but it helps up debug the objects in
// the scene hierarchy.
cellView.name = "Cell " + dataIndex.ToString();
// in this example, we just pass the data to our cell's view which will update its UI
cellView.SetData(_data[dataIndex]);
// return the cell to the scroller
return cellView;
}
#endregion
}
}