using System; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.UI; namespace Rokid.UXR.Interaction { /// /// Override By UGUI ScrollRect /// [AddComponentMenu("UI/RKScroll Rect", 37)] [SelectionBase] [ExecuteAlways] [DisallowMultipleComponent] [RequireComponent(typeof(RectTransform))] /// /// A component for making a child RectTransform scroll. /// /// /// ScrollRect will not do any clipping on its own. Combined with a Mask component, it can be turned into a scroll view. /// public class UGUIScrollRect : UIBehaviour, IInitializePotentialDragHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IScrollHandler, ICanvasElement, ILayoutElement, ILayoutGroup { /// /// A setting for which behavior to use when content moves beyond the confines of its container. /// /// /// /// /// /// public enum MovementType { /// /// Unrestricted movement. The content can move forever. /// Unrestricted, /// /// Elastic movement. The content is allowed to temporarily move beyond the container, but is pulled back elastically. /// Elastic, /// /// Clamped movement. The content can not be moved beyond its container. /// Clamped, } /// /// Enum for which behavior to use for scrollbar visibility. /// public enum ScrollbarVisibility { /// /// Always show the scrollbar. /// Permanent, /// /// Automatically hide the scrollbar when no scrolling is needed on this axis. The viewport rect will not be changed. /// AutoHide, /// /// Automatically hide the scrollbar when no scrolling is needed on this axis, and expand the viewport rect accordingly. /// /// /// When this setting is used, the scrollbar and the viewport rect become driven, meaning that values in the RectTransform are calculated automatically and can't be manually edited. /// AutoHideAndExpandViewport, } [Serializable] /// /// Event type used by the ScrollRect. /// public class ScrollRectEvent : UnityEvent { } [SerializeField] protected RectTransform m_Content; /// /// The content that can be scrolled. It should be a child of the GameObject with ScrollRect on it. /// /// /// /// /// /// public RectTransform content { get { return m_Content; } set { m_Content = value; } } [SerializeField] private bool m_Horizontal = true; /// /// Should horizontal scrolling be enabled? /// /// /// /// /// /// public bool horizontal { get { return m_Horizontal; } set { m_Horizontal = value; } } [SerializeField] private bool m_Vertical = true; /// /// Should vertical scrolling be enabled? /// /// /// /// /// /// public bool vertical { get { return m_Vertical; } set { m_Vertical = value; } } [SerializeField] protected MovementType m_MovementType = MovementType.Elastic; /// /// The behavior to use when the content moves beyond the scroll rect. /// public MovementType movementType { get { return m_MovementType; } set { m_MovementType = value; } } [SerializeField] private float m_Elasticity = 0.1f; /// /// The amount of elasticity to use when the content moves beyond the scroll rect. /// /// /// /// /// /// public float elasticity { get { return m_Elasticity; } set { m_Elasticity = value; } } [SerializeField] private bool m_Inertia = true; /// /// Should movement inertia be enabled? /// /// /// Inertia means that the scrollrect content will keep scrolling for a while after being dragged. It gradually slows down according to the decelerationRate. /// public bool inertia { get { return m_Inertia; } set { m_Inertia = value; } } [SerializeField] private float m_DecelerationRate = 0.135f; // Only used when inertia is enabled /// /// The rate at which movement slows down. /// /// /// The deceleration rate is the speed reduction per second. A value of 0.5 halves the speed each second. The default is 0.135. The deceleration rate is only used when inertia is enabled. /// /// /// /// /// /// public float decelerationRate { get { return m_DecelerationRate; } set { m_DecelerationRate = value; } } [SerializeField] private float m_ScrollSensitivity = 1.0f; /// /// The sensitivity to scroll wheel and track pad scroll events. /// /// /// Higher values indicate higher sensitivity. /// public float scrollSensitivity { get { return m_ScrollSensitivity; } set { m_ScrollSensitivity = value; } } [SerializeField] private RectTransform m_Viewport; /// /// Reference to the viewport RectTransform that is the parent of the content RectTransform. /// public RectTransform viewport { get { return m_Viewport; } set { m_Viewport = value; SetDirtyCaching(); } } [SerializeField] private Scrollbar m_HorizontalScrollbar; /// /// Optional Scrollbar object linked to the horizontal scrolling of the ScrollRect. /// /// /// /// /// /// public Scrollbar horizontalScrollbar { get { return m_HorizontalScrollbar; } set { if (m_HorizontalScrollbar) m_HorizontalScrollbar.onValueChanged.RemoveListener(SetHorizontalNormalizedPosition); m_HorizontalScrollbar = value; if (m_HorizontalScrollbar) m_HorizontalScrollbar.onValueChanged.AddListener(SetHorizontalNormalizedPosition); SetDirtyCaching(); } } [SerializeField] private Scrollbar m_VerticalScrollbar; /// /// Optional Scrollbar object linked to the vertical scrolling of the ScrollRect. /// /// /// /// /// /// public Scrollbar verticalScrollbar { get { return m_VerticalScrollbar; } set { if (m_VerticalScrollbar) m_VerticalScrollbar.onValueChanged.RemoveListener(SetVerticalNormalizedPosition); m_VerticalScrollbar = value; if (m_VerticalScrollbar) m_VerticalScrollbar.onValueChanged.AddListener(SetVerticalNormalizedPosition); SetDirtyCaching(); } } [SerializeField] private ScrollbarVisibility m_HorizontalScrollbarVisibility; /// /// The mode of visibility for the horizontal scrollbar. /// public ScrollbarVisibility horizontalScrollbarVisibility { get { return m_HorizontalScrollbarVisibility; } set { m_HorizontalScrollbarVisibility = value; SetDirtyCaching(); } } [SerializeField] private ScrollbarVisibility m_VerticalScrollbarVisibility; /// /// The mode of visibility for the vertical scrollbar. /// public ScrollbarVisibility verticalScrollbarVisibility { get { return m_VerticalScrollbarVisibility; } set { m_VerticalScrollbarVisibility = value; SetDirtyCaching(); } } [SerializeField] private float m_HorizontalScrollbarSpacing; /// /// The space between the scrollbar and the viewport. /// public float horizontalScrollbarSpacing { get { return m_HorizontalScrollbarSpacing; } set { m_HorizontalScrollbarSpacing = value; SetDirty(); } } [SerializeField] private float m_VerticalScrollbarSpacing; /// /// The space between the scrollbar and the viewport. /// public float verticalScrollbarSpacing { get { return m_VerticalScrollbarSpacing; } set { m_VerticalScrollbarSpacing = value; SetDirty(); } } [SerializeField] private ScrollRectEvent m_OnValueChanged = new ScrollRectEvent(); /// /// Callback executed when the position of the child changes. /// /// /// onValueChanged is used to watch for changes in the ScrollRect object. /// The onValueChanged call will use the UnityEvent.AddListener API to watch for /// changes. When changes happen script code provided by the user will be called. /// The UnityEvent.AddListener API for UI.ScrollRect._onValueChanged takes a Vector2. /// /// Note: The editor allows the onValueChanged value to be set up manually.For example the /// value can be set to run only a runtime. The object and script function to call are also /// provided here. /// /// The onValueChanged variable can be alternatively set-up at runtime.The script example below /// shows how this can be done.The script is attached to the ScrollRect object. /// /// /// /// (); /// scrollRect.onValueChanged.AddListener(ListenerMethod); /// } /// /// public void ListenerMethod(Vector2 value) /// { /// Debug.Log("ListenerMethod: " + value); /// } /// } /// ]]> /// /// public ScrollRectEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } } // The offset from handle position to mouse down position protected Vector2 m_PointerStartLocalCursor = Vector2.zero; protected Vector2 m_ContentStartPosition = Vector2.zero; private RectTransform m_ViewRect; protected RectTransform viewRect { get { if (m_ViewRect == null) m_ViewRect = m_Viewport; if (m_ViewRect == null) m_ViewRect = (RectTransform)transform; return m_ViewRect; } } protected Bounds m_ContentBounds; protected Bounds m_ViewBounds; private Vector2 m_Velocity; /// /// The current velocity of the content. /// /// /// The velocity is defined in units per second. /// public Vector2 velocity { get { return m_Velocity; } set { m_Velocity = value; } } protected bool m_Dragging; private bool m_Scrolling; private Vector2 m_PrevPosition = Vector2.zero; private Bounds m_PrevContentBounds; private Bounds m_PrevViewBounds; [NonSerialized] private bool m_HasRebuiltLayout = false; private bool m_HSliderExpand; private bool m_VSliderExpand; private float m_HSliderHeight; private float m_VSliderWidth; [System.NonSerialized] private RectTransform m_Rect; private RectTransform rectTransform { get { if (m_Rect == null) m_Rect = GetComponent(); return m_Rect; } } private RectTransform m_HorizontalScrollbarRect; private RectTransform m_VerticalScrollbarRect; // field is never assigned warning #pragma warning disable 649 private DrivenRectTransformTracker m_Tracker; #pragma warning restore 649 protected UGUIScrollRect() { } /// /// Rebuilds the scroll rect data after initialization. /// /// The current step in the rendering CanvasUpdate cycle. public virtual void Rebuild(CanvasUpdate executing) { if (executing == CanvasUpdate.Prelayout) { UpdateCachedData(); } if (executing == CanvasUpdate.PostLayout) { UpdateBounds(); UpdateScrollbars(Vector2.zero); UpdatePrevData(); m_HasRebuiltLayout = true; } } public virtual void LayoutComplete() { } public virtual void GraphicUpdateComplete() { } void UpdateCachedData() { Transform transform = this.transform; m_HorizontalScrollbarRect = m_HorizontalScrollbar == null ? null : m_HorizontalScrollbar.transform as RectTransform; m_VerticalScrollbarRect = m_VerticalScrollbar == null ? null : m_VerticalScrollbar.transform as RectTransform; // These are true if either the elements are children, or they don't exist at all. bool viewIsChild = (viewRect.parent == transform); bool hScrollbarIsChild = (!m_HorizontalScrollbarRect || m_HorizontalScrollbarRect.parent == transform); bool vScrollbarIsChild = (!m_VerticalScrollbarRect || m_VerticalScrollbarRect.parent == transform); bool allAreChildren = (viewIsChild && hScrollbarIsChild && vScrollbarIsChild); m_HSliderExpand = allAreChildren && m_HorizontalScrollbarRect && horizontalScrollbarVisibility == ScrollbarVisibility.AutoHideAndExpandViewport; m_VSliderExpand = allAreChildren && m_VerticalScrollbarRect && verticalScrollbarVisibility == ScrollbarVisibility.AutoHideAndExpandViewport; m_HSliderHeight = (m_HorizontalScrollbarRect == null ? 0 : m_HorizontalScrollbarRect.rect.height); m_VSliderWidth = (m_VerticalScrollbarRect == null ? 0 : m_VerticalScrollbarRect.rect.width); } protected override void OnEnable() { base.OnEnable(); if (m_HorizontalScrollbar) m_HorizontalScrollbar.onValueChanged.AddListener(SetHorizontalNormalizedPosition); if (m_VerticalScrollbar) m_VerticalScrollbar.onValueChanged.AddListener(SetVerticalNormalizedPosition); CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); SetDirty(); } protected override void OnDisable() { CanvasUpdateRegistry.UnRegisterCanvasElementForRebuild(this); if (m_HorizontalScrollbar) m_HorizontalScrollbar.onValueChanged.RemoveListener(SetHorizontalNormalizedPosition); if (m_VerticalScrollbar) m_VerticalScrollbar.onValueChanged.RemoveListener(SetVerticalNormalizedPosition); m_Dragging = false; m_Scrolling = false; m_HasRebuiltLayout = false; m_Tracker.Clear(); m_Velocity = Vector2.zero; LayoutRebuilder.MarkLayoutForRebuild(rectTransform); base.OnDisable(); } /// /// See member in base class. /// /// /// /// /// /// public override bool IsActive() { return base.IsActive() && m_Content != null; } private void EnsureLayoutHasRebuilt() { if (!m_HasRebuiltLayout && !CanvasUpdateRegistry.IsRebuildingLayout()) Canvas.ForceUpdateCanvases(); } /// /// Sets the velocity to zero on both axes so the content stops moving. /// public virtual void StopMovement() { m_Velocity = Vector2.zero; } public virtual void OnScroll(PointerEventData data) { if (!IsActive()) return; EnsureLayoutHasRebuilt(); UpdateBounds(); Vector2 delta = data.scrollDelta; // Down is positive for scroll events, while in UI system up is positive. delta.y *= -1; if (vertical && !horizontal) { if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y)) delta.y = delta.x; delta.x = 0; } if (horizontal && !vertical) { if (Mathf.Abs(delta.y) > Mathf.Abs(delta.x)) delta.x = delta.y; delta.y = 0; } if (data.IsScrolling()) m_Scrolling = true; Vector2 position = m_Content.anchoredPosition; position += delta * m_ScrollSensitivity; if (m_MovementType == MovementType.Clamped) position += CalculateOffset(position - m_Content.anchoredPosition); SetContentAnchoredPosition(position); UpdateBounds(); } public virtual void OnInitializePotentialDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; m_Velocity = Vector2.zero; } /// /// Handling for when the content is beging being dragged. /// /// /// /// /// /// public virtual void OnBeginDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; if (!IsActive()) return; UpdateBounds(); m_PointerStartLocalCursor = Vector2.zero; RectTransformUtility.ScreenPointToLocalPointInRectangle(viewRect, eventData.position, eventData.pressEventCamera, out m_PointerStartLocalCursor); m_ContentStartPosition = m_Content.anchoredPosition; m_Dragging = true; } /// /// Handling for when the content has finished being dragged. /// /// /// /// /// /// public virtual void OnEndDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; m_Dragging = false; } /// /// Handling for when the content is dragged. /// /// /// /// /// /// public virtual void OnDrag(PointerEventData eventData) { if (!m_Dragging) return; if (eventData.button != PointerEventData.InputButton.Left) return; if (!IsActive()) return; Vector2 localCursor; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(viewRect, eventData.position, eventData.pressEventCamera, out localCursor)) return; RKLog.Debug($"====UGUIScrollRect====: {eventData.pressEventCamera.name},{eventData.position},{localCursor}"); UpdateBounds(); var pointerDelta = localCursor - m_PointerStartLocalCursor; Vector2 position = m_ContentStartPosition + pointerDelta; // Offset to get content into place in the view. Vector2 offset = CalculateOffset(position - m_Content.anchoredPosition); position += offset; if (m_MovementType == MovementType.Elastic) { if (offset.x != 0) position.x = position.x - RubberDelta(offset.x, m_ViewBounds.size.x); if (offset.y != 0) position.y = position.y - RubberDelta(offset.y, m_ViewBounds.size.y); } SetContentAnchoredPosition(position); } /// /// Sets the anchored position of the content. /// protected virtual void SetContentAnchoredPosition(Vector2 position) { if (!m_Horizontal) position.x = m_Content.anchoredPosition.x; if (!m_Vertical) position.y = m_Content.anchoredPosition.y; if (position != m_Content.anchoredPosition) { m_Content.anchoredPosition = position; UpdateBounds(); } } protected virtual void LateUpdate() { if (!m_Content) return; EnsureLayoutHasRebuilt(); UpdateBounds(); float deltaTime = Time.unscaledDeltaTime; Vector2 offset = CalculateOffset(Vector2.zero); if (deltaTime > 0.0f) { if (!m_Dragging && (offset != Vector2.zero || m_Velocity != Vector2.zero)) { Vector2 position = m_Content.anchoredPosition; for (int axis = 0; axis < 2; axis++) { // Apply spring physics if movement is elastic and content has an offset from the view. if (m_MovementType == MovementType.Elastic && offset[axis] != 0) { float speed = m_Velocity[axis]; float smoothTime = m_Elasticity; if (m_Scrolling) smoothTime *= 3.0f; position[axis] = Mathf.SmoothDamp(m_Content.anchoredPosition[axis], m_Content.anchoredPosition[axis] + offset[axis], ref speed, smoothTime, Mathf.Infinity, deltaTime); if (Mathf.Abs(speed) < 1) speed = 0; m_Velocity[axis] = speed; } // Else move content according to velocity with deceleration applied. else if (m_Inertia) { m_Velocity[axis] *= Mathf.Pow(m_DecelerationRate, deltaTime); if (Mathf.Abs(m_Velocity[axis]) < 1) m_Velocity[axis] = 0; position[axis] += m_Velocity[axis] * deltaTime; } // If we have neither elaticity or friction, there shouldn't be any velocity. else { m_Velocity[axis] = 0; } } if (m_MovementType == MovementType.Clamped) { offset = CalculateOffset(position - m_Content.anchoredPosition); position += offset; } SetContentAnchoredPosition(position); } if (m_Dragging && m_Inertia) { Vector3 newVelocity = (m_Content.anchoredPosition - m_PrevPosition) / deltaTime; m_Velocity = Vector3.Lerp(m_Velocity, newVelocity, deltaTime * 10); } } if (m_ViewBounds != m_PrevViewBounds || m_ContentBounds != m_PrevContentBounds || m_Content.anchoredPosition != m_PrevPosition) { UpdateScrollbars(offset); UISystemProfilerApi.AddMarker("ScrollRect.value", this); m_OnValueChanged.Invoke(normalizedPosition); UpdatePrevData(); } UpdateScrollbarVisibility(); m_Scrolling = false; } /// /// Helper function to update the previous data fields on a ScrollRect. Call this before you change data in the ScrollRect. /// protected void UpdatePrevData() { if (m_Content == null) m_PrevPosition = Vector2.zero; else m_PrevPosition = m_Content.anchoredPosition; m_PrevViewBounds = m_ViewBounds; m_PrevContentBounds = m_ContentBounds; } private void UpdateScrollbars(Vector2 offset) { if (m_HorizontalScrollbar) { if (m_ContentBounds.size.x > 0) m_HorizontalScrollbar.size = Mathf.Clamp01((m_ViewBounds.size.x - Mathf.Abs(offset.x)) / m_ContentBounds.size.x); else m_HorizontalScrollbar.size = 1; m_HorizontalScrollbar.value = horizontalNormalizedPosition; } if (m_VerticalScrollbar) { if (m_ContentBounds.size.y > 0) m_VerticalScrollbar.size = Mathf.Clamp01((m_ViewBounds.size.y - Mathf.Abs(offset.y)) / m_ContentBounds.size.y); else m_VerticalScrollbar.size = 1; m_VerticalScrollbar.value = verticalNormalizedPosition; } } /// /// The scroll position as a Vector2 between (0,0) and (1,1) with (0,0) being the lower left corner. /// /// /// /// /// /// public Vector2 normalizedPosition { get { return new Vector2(horizontalNormalizedPosition, verticalNormalizedPosition); } set { SetNormalizedPosition(value.x, 0); SetNormalizedPosition(value.y, 1); } } /// /// The horizontal scroll position as a value between 0 and 1, with 0 being at the left. /// /// /// /// /// /// public float horizontalNormalizedPosition { get { UpdateBounds(); if ((m_ContentBounds.size.x <= m_ViewBounds.size.x) || Mathf.Approximately(m_ContentBounds.size.x, m_ViewBounds.size.x)) return (m_ViewBounds.min.x > m_ContentBounds.min.x) ? 1 : 0; return (m_ViewBounds.min.x - m_ContentBounds.min.x) / (m_ContentBounds.size.x - m_ViewBounds.size.x); } set { SetNormalizedPosition(value, 0); } } /// /// The vertical scroll position as a value between 0 and 1, with 0 being at the bottom. /// /// /// /// /// /// public float verticalNormalizedPosition { get { UpdateBounds(); if ((m_ContentBounds.size.y <= m_ViewBounds.size.y) || Mathf.Approximately(m_ContentBounds.size.y, m_ViewBounds.size.y)) return (m_ViewBounds.min.y > m_ContentBounds.min.y) ? 1 : 0; return (m_ViewBounds.min.y - m_ContentBounds.min.y) / (m_ContentBounds.size.y - m_ViewBounds.size.y); } set { SetNormalizedPosition(value, 1); } } private void SetHorizontalNormalizedPosition(float value) { SetNormalizedPosition(value, 0); } private void SetVerticalNormalizedPosition(float value) { SetNormalizedPosition(value, 1); } /// /// >Set the horizontal or vertical scroll position as a value between 0 and 1, with 0 being at the left or at the bottom. /// /// The position to set, between 0 and 1. /// The axis to set: 0 for horizontal, 1 for vertical. protected virtual void SetNormalizedPosition(float value, int axis) { EnsureLayoutHasRebuilt(); UpdateBounds(); // How much the content is larger than the view. float hiddenLength = m_ContentBounds.size[axis] - m_ViewBounds.size[axis]; // Where the position of the lower left corner of the content bounds should be, in the space of the view. float contentBoundsMinPosition = m_ViewBounds.min[axis] - value * hiddenLength; // The new content localPosition, in the space of the view. float newAnchoredPosition = m_Content.anchoredPosition[axis] + contentBoundsMinPosition - m_ContentBounds.min[axis]; Vector3 anchoredPosition = m_Content.anchoredPosition; if (Mathf.Abs(anchoredPosition[axis] - newAnchoredPosition) > 0.01f) { anchoredPosition[axis] = newAnchoredPosition; m_Content.anchoredPosition = anchoredPosition; m_Velocity[axis] = 0; UpdateBounds(); } } protected static float RubberDelta(float overStretching, float viewSize) { return (1 - (1 / ((Mathf.Abs(overStretching) * 0.55f / viewSize) + 1))) * viewSize * Mathf.Sign(overStretching); } protected override void OnRectTransformDimensionsChange() { SetDirty(); } private bool hScrollingNeeded { get { if (Application.isPlaying) return m_ContentBounds.size.x > m_ViewBounds.size.x + 0.01f; return true; } } private bool vScrollingNeeded { get { if (Application.isPlaying) return m_ContentBounds.size.y > m_ViewBounds.size.y + 0.01f; return true; } } /// /// Called by the layout system. /// public virtual void CalculateLayoutInputHorizontal() { } /// /// Called by the layout system. /// public virtual void CalculateLayoutInputVertical() { } /// /// Called by the layout system. /// public virtual float minWidth { get { return -1; } } /// /// Called by the layout system. /// public virtual float preferredWidth { get { return -1; } } /// /// Called by the layout system. /// public virtual float flexibleWidth { get { return -1; } } /// /// Called by the layout system. /// public virtual float minHeight { get { return -1; } } /// /// Called by the layout system. /// public virtual float preferredHeight { get { return -1; } } /// /// Called by the layout system. /// public virtual float flexibleHeight { get { return -1; } } /// /// Called by the layout system. /// public virtual int layoutPriority { get { return -1; } } /// /// Called by the layout system. /// public virtual void SetLayoutHorizontal() { m_Tracker.Clear(); UpdateCachedData(); if (m_HSliderExpand || m_VSliderExpand) { m_Tracker.Add(this, viewRect, DrivenTransformProperties.Anchors | DrivenTransformProperties.SizeDelta | DrivenTransformProperties.AnchoredPosition); // Make view full size to see if content fits. viewRect.anchorMin = Vector2.zero; viewRect.anchorMax = Vector2.one; viewRect.sizeDelta = Vector2.zero; viewRect.anchoredPosition = Vector2.zero; // Recalculate content layout with this size to see if it fits when there are no scrollbars. LayoutRebuilder.ForceRebuildLayoutImmediate(content); m_ViewBounds = new Bounds(viewRect.rect.center, viewRect.rect.size); m_ContentBounds = GetBounds(); } // If it doesn't fit vertically, enable vertical scrollbar and shrink view horizontally to make room for it. if (m_VSliderExpand && vScrollingNeeded) { viewRect.sizeDelta = new Vector2(-(m_VSliderWidth + m_VerticalScrollbarSpacing), viewRect.sizeDelta.y); // Recalculate content layout with this size to see if it fits vertically // when there is a vertical scrollbar (which may reflowed the content to make it taller). LayoutRebuilder.ForceRebuildLayoutImmediate(content); m_ViewBounds = new Bounds(viewRect.rect.center, viewRect.rect.size); m_ContentBounds = GetBounds(); } // If it doesn't fit horizontally, enable horizontal scrollbar and shrink view vertically to make room for it. if (m_HSliderExpand && hScrollingNeeded) { viewRect.sizeDelta = new Vector2(viewRect.sizeDelta.x, -(m_HSliderHeight + m_HorizontalScrollbarSpacing)); m_ViewBounds = new Bounds(viewRect.rect.center, viewRect.rect.size); m_ContentBounds = GetBounds(); } // If the vertical slider didn't kick in the first time, and the horizontal one did, // we need to check again if the vertical slider now needs to kick in. // If it doesn't fit vertically, enable vertical scrollbar and shrink view horizontally to make room for it. if (m_VSliderExpand && vScrollingNeeded && viewRect.sizeDelta.x == 0 && viewRect.sizeDelta.y < 0) { viewRect.sizeDelta = new Vector2(-(m_VSliderWidth + m_VerticalScrollbarSpacing), viewRect.sizeDelta.y); } } /// /// Called by the layout system. /// public virtual void SetLayoutVertical() { UpdateScrollbarLayout(); m_ViewBounds = new Bounds(viewRect.rect.center, viewRect.rect.size); m_ContentBounds = GetBounds(); } void UpdateScrollbarVisibility() { UpdateOneScrollbarVisibility(vScrollingNeeded, m_Vertical, m_VerticalScrollbarVisibility, m_VerticalScrollbar); UpdateOneScrollbarVisibility(hScrollingNeeded, m_Horizontal, m_HorizontalScrollbarVisibility, m_HorizontalScrollbar); } private static void UpdateOneScrollbarVisibility(bool xScrollingNeeded, bool xAxisEnabled, ScrollbarVisibility scrollbarVisibility, Scrollbar scrollbar) { if (scrollbar) { if (scrollbarVisibility == ScrollbarVisibility.Permanent) { if (scrollbar.gameObject.activeSelf != xAxisEnabled) scrollbar.gameObject.SetActive(xAxisEnabled); } else { if (scrollbar.gameObject.activeSelf != xScrollingNeeded) scrollbar.gameObject.SetActive(xScrollingNeeded); } } } void UpdateScrollbarLayout() { if (m_VSliderExpand && m_HorizontalScrollbar) { m_Tracker.Add(this, m_HorizontalScrollbarRect, DrivenTransformProperties.AnchorMinX | DrivenTransformProperties.AnchorMaxX | DrivenTransformProperties.SizeDeltaX | DrivenTransformProperties.AnchoredPositionX); m_HorizontalScrollbarRect.anchorMin = new Vector2(0, m_HorizontalScrollbarRect.anchorMin.y); m_HorizontalScrollbarRect.anchorMax = new Vector2(1, m_HorizontalScrollbarRect.anchorMax.y); m_HorizontalScrollbarRect.anchoredPosition = new Vector2(0, m_HorizontalScrollbarRect.anchoredPosition.y); if (vScrollingNeeded) m_HorizontalScrollbarRect.sizeDelta = new Vector2(-(m_VSliderWidth + m_VerticalScrollbarSpacing), m_HorizontalScrollbarRect.sizeDelta.y); else m_HorizontalScrollbarRect.sizeDelta = new Vector2(0, m_HorizontalScrollbarRect.sizeDelta.y); } if (m_HSliderExpand && m_VerticalScrollbar) { m_Tracker.Add(this, m_VerticalScrollbarRect, DrivenTransformProperties.AnchorMinY | DrivenTransformProperties.AnchorMaxY | DrivenTransformProperties.SizeDeltaY | DrivenTransformProperties.AnchoredPositionY); m_VerticalScrollbarRect.anchorMin = new Vector2(m_VerticalScrollbarRect.anchorMin.x, 0); m_VerticalScrollbarRect.anchorMax = new Vector2(m_VerticalScrollbarRect.anchorMax.x, 1); m_VerticalScrollbarRect.anchoredPosition = new Vector2(m_VerticalScrollbarRect.anchoredPosition.x, 0); if (hScrollingNeeded) m_VerticalScrollbarRect.sizeDelta = new Vector2(m_VerticalScrollbarRect.sizeDelta.x, -(m_HSliderHeight + m_HorizontalScrollbarSpacing)); else m_VerticalScrollbarRect.sizeDelta = new Vector2(m_VerticalScrollbarRect.sizeDelta.x, 0); } } /// /// Calculate the bounds the ScrollRect should be using. /// protected void UpdateBounds() { m_ViewBounds = new Bounds(viewRect.rect.center, viewRect.rect.size); m_ContentBounds = GetBounds(); if (m_Content == null) return; Vector3 contentSize = m_ContentBounds.size; Vector3 contentPos = m_ContentBounds.center; var contentPivot = m_Content.pivot; AdjustBounds(ref m_ViewBounds, ref contentPivot, ref contentSize, ref contentPos); m_ContentBounds.size = contentSize; m_ContentBounds.center = contentPos; if (movementType == MovementType.Clamped) { // Adjust content so that content bounds bottom (right side) is never higher (to the left) than the view bounds bottom (right side). // top (left side) is never lower (to the right) than the view bounds top (left side). // All this can happen if content has shrunk. // This works because content size is at least as big as view size (because of the call to InternalUpdateBounds above). Vector2 delta = Vector2.zero; if (m_ViewBounds.max.x > m_ContentBounds.max.x) { delta.x = Math.Min(m_ViewBounds.min.x - m_ContentBounds.min.x, m_ViewBounds.max.x - m_ContentBounds.max.x); } else if (m_ViewBounds.min.x < m_ContentBounds.min.x) { delta.x = Math.Max(m_ViewBounds.min.x - m_ContentBounds.min.x, m_ViewBounds.max.x - m_ContentBounds.max.x); } if (m_ViewBounds.min.y < m_ContentBounds.min.y) { delta.y = Math.Max(m_ViewBounds.min.y - m_ContentBounds.min.y, m_ViewBounds.max.y - m_ContentBounds.max.y); } else if (m_ViewBounds.max.y > m_ContentBounds.max.y) { delta.y = Math.Min(m_ViewBounds.min.y - m_ContentBounds.min.y, m_ViewBounds.max.y - m_ContentBounds.max.y); } if (delta.sqrMagnitude > float.Epsilon) { contentPos = m_Content.anchoredPosition + delta; if (!m_Horizontal) contentPos.x = m_Content.anchoredPosition.x; if (!m_Vertical) contentPos.y = m_Content.anchoredPosition.y; AdjustBounds(ref m_ViewBounds, ref contentPivot, ref contentSize, ref contentPos); } } } internal static void AdjustBounds(ref Bounds viewBounds, ref Vector2 contentPivot, ref Vector3 contentSize, ref Vector3 contentPos) { // Make sure content bounds are at least as large as view by adding padding if not. // One might think at first that if the content is smaller than the view, scrolling should be allowed. // However, that's not how scroll views normally work. // Scrolling is *only* possible when content is *larger* than view. // We use the pivot of the content rect to decide in which directions the content bounds should be expanded. // E.g. if pivot is at top, bounds are expanded downwards. // This also works nicely when ContentSizeFitter is used on the content. Vector3 excess = viewBounds.size - contentSize; if (excess.x > 0) { contentPos.x -= excess.x * (contentPivot.x - 0.5f); contentSize.x = viewBounds.size.x; } if (excess.y > 0) { contentPos.y -= excess.y * (contentPivot.y - 0.5f); contentSize.y = viewBounds.size.y; } } private readonly Vector3[] m_Corners = new Vector3[4]; private Bounds GetBounds() { if (m_Content == null) return new Bounds(); m_Content.GetWorldCorners(m_Corners); var viewWorldToLocalMatrix = viewRect.worldToLocalMatrix; return InternalGetBounds(m_Corners, ref viewWorldToLocalMatrix); } internal static Bounds InternalGetBounds(Vector3[] corners, ref Matrix4x4 viewWorldToLocalMatrix) { var vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); var vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue); for (int j = 0; j < 4; j++) { Vector3 v = viewWorldToLocalMatrix.MultiplyPoint3x4(corners[j]); vMin = Vector3.Min(v, vMin); vMax = Vector3.Max(v, vMax); } var bounds = new Bounds(vMin, Vector3.zero); bounds.Encapsulate(vMax); return bounds; } protected Vector2 CalculateOffset(Vector2 delta) { return InternalCalculateOffset(ref m_ViewBounds, ref m_ContentBounds, m_Horizontal, m_Vertical, m_MovementType, ref delta); } internal static Vector2 InternalCalculateOffset(ref Bounds viewBounds, ref Bounds contentBounds, bool horizontal, bool vertical, MovementType movementType, ref Vector2 delta) { Vector2 offset = Vector2.zero; if (movementType == MovementType.Unrestricted) return offset; Vector2 min = contentBounds.min; Vector2 max = contentBounds.max; // min/max offset extracted to check if approximately 0 and avoid recalculating layout every frame (case 1010178) if (horizontal) { min.x += delta.x; max.x += delta.x; float maxOffset = viewBounds.max.x - max.x; float minOffset = viewBounds.min.x - min.x; if (minOffset < -0.001f) offset.x = minOffset; else if (maxOffset > 0.001f) offset.x = maxOffset; } if (vertical) { min.y += delta.y; max.y += delta.y; float maxOffset = viewBounds.max.y - max.y; float minOffset = viewBounds.min.y - min.y; if (maxOffset > 0.001f) offset.y = maxOffset; else if (minOffset < -0.001f) offset.y = minOffset; } return offset; } /// /// Override to alter or add to the code that keeps the appearance of the scroll rect synced with its data. /// protected void SetDirty() { if (!IsActive()) return; LayoutRebuilder.MarkLayoutForRebuild(rectTransform); } /// /// Override to alter or add to the code that caches data to avoid repeated heavy operations. /// protected void SetDirtyCaching() { if (!IsActive()) return; CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); LayoutRebuilder.MarkLayoutForRebuild(rectTransform); m_ViewRect = null; } #if UNITY_EDITOR protected override void OnValidate() { SetDirtyCaching(); } #endif } }