Improved calculation of SetLayoutHorizontal and SetLayoutVertical; Renamed certain variables, removed certain others and refactored code to be more sensible; Fixed behaviour for a specific configuration of TableLayoutGroup and ContentSizeFitter
--HG-- branch : develop_5.3release
parent
5a64abfa80
commit
1d251301eb
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@ -100,31 +100,34 @@ namespace UnityEngine.UI.Extensions
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}
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}
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private float[] maxPreferredHeightInRows;
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private float[] preferredRowHeights;
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public override void CalculateLayoutInputHorizontal()
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{
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base.CalculateLayoutInputHorizontal();
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float horizontalSize = padding.horizontal;
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if (columnWidths.Length > 1)
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horizontalSize += ((columnWidths.Length - 1) * columnSpacing);
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// We calculate the actual cell count for cases where the number of children is lesser than the number of columns
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int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length);
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for (int i = 0; i < actualCellCount; i++)
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{
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horizontalSize += columnWidths[i];
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horizontalSize += columnSpacing;
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}
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horizontalSize -= columnSpacing;
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SetLayoutInputForAxis(horizontalSize, horizontalSize, 0, 0);
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}
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public override void CalculateLayoutInputVertical()
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{
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int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnWidths.Length);
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int columnCount = columnWidths.Length;
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int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount);
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maxPreferredHeightInRows = new float[rowCount];
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preferredRowHeights = new float[rowCount];
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float totalMinHeight = padding.vertical;
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float totalPreferredHeight = padding.vertical;
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@ -144,9 +147,9 @@ namespace UnityEngine.UI.Extensions
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float maxMinimumHeightInRow = 0;
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float maxPreferredHeightInRow = 0;
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for (int j = 0; j < columnWidths.Length; j++)
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for (int j = 0; j < columnCount; j++)
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{
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int childIndex = (i * columnWidths.Length) + j;
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int childIndex = (i * columnCount) + j;
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if (childIndex >= rectChildren.Count)
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break;
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@ -159,7 +162,7 @@ namespace UnityEngine.UI.Extensions
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totalMinHeight += maxMinimumHeightInRow;
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maxPreferredHeightInRow = Mathf.Max(minimumRowHeight, maxPreferredHeightInRow);
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maxPreferredHeightInRows[i] = maxPreferredHeightInRow;
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preferredRowHeights[i] = maxPreferredHeightInRow;
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totalPreferredHeight += maxPreferredHeightInRow;
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}
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}
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@ -167,7 +170,7 @@ namespace UnityEngine.UI.Extensions
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{
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for (int i = 0; i < rowCount; i++)
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{
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maxPreferredHeightInRows[i] = minimumRowHeight;
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preferredRowHeights[i] = minimumRowHeight;
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}
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totalMinHeight += rowCount * minimumRowHeight;
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@ -184,93 +187,89 @@ namespace UnityEngine.UI.Extensions
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columnWidths = new float[1] { 0f };
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int columnCount = columnWidths.Length;
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int cornerX = (int)startCorner % 2;
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float startOffset = 0;
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float requiredSizeWithoutPadding = 0;
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int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length);
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for (int i = 0; i < actualCellCount; i++)
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{
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requiredSizeWithoutPadding += columnWidths[i];
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requiredSizeWithoutPadding += columnSpacing;
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}
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requiredSizeWithoutPadding -= columnSpacing;
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startOffset = GetStartOffset(0, requiredSizeWithoutPadding);
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if (cornerX == 1)
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startOffset += requiredSizeWithoutPadding;
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float positionX = startOffset;
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for (int i = 0; i < rectChildren.Count; i++)
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{
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RectTransform child = rectChildren[i];
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m_Tracker.Add(this, child,
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DrivenTransformProperties.Anchors |
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DrivenTransformProperties.AnchoredPosition |
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DrivenTransformProperties.SizeDelta);
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child.anchorMin = Vector2.up;
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child.anchorMax = Vector2.up;
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Vector2 childSizeDelta = child.sizeDelta;
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childSizeDelta.x = columnWidths[i % columnCount];
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child.sizeDelta = childSizeDelta;
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int currentRowIndex = i / columnCount;
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int currentColumnIndex = i % columnCount;
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if (currentColumnIndex == 0)
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positionX = startOffset;
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if (cornerX == 1)
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positionX -= columnWidths[currentColumnIndex];
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SetChildAlongAxis(rectChildren[i], 0, positionX, columnWidths[currentColumnIndex]);
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if (cornerX == 1)
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positionX -= columnSpacing;
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else
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positionX += columnWidths[currentColumnIndex] + columnSpacing;
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}
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}
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public override void SetLayoutVertical()
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{
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int columnCount = columnWidths.Length;
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int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount);
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float tableLayoutHeight = rectTransform.rect.height;
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int cornerX = (int)startCorner % 2;
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int rowCount = preferredRowHeights.Length;
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int cornerY = (int)startCorner / 2;
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Vector2 startOffset = new Vector2();
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Vector2 requiredSizeWithoutPadding = new Vector2();
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for (int i = 0; i < columnCount; i++)
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{
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requiredSizeWithoutPadding.x += columnWidths[i];
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requiredSizeWithoutPadding.x += columnSpacing;
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}
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requiredSizeWithoutPadding.x -= columnSpacing;
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startOffset.x = GetStartOffset(0, requiredSizeWithoutPadding.x);
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float startOffset = 0;
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float requiredSizeWithoutPadding = 0;
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for (int i = 0; i < rowCount; i++)
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{
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requiredSizeWithoutPadding.y += maxPreferredHeightInRows[i];
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requiredSizeWithoutPadding.y += rowSpacing;
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requiredSizeWithoutPadding += preferredRowHeights[i];
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requiredSizeWithoutPadding += rowSpacing;
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}
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requiredSizeWithoutPadding.y -= rowSpacing;
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startOffset.y = GetStartOffset(1, requiredSizeWithoutPadding.y);
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if (cornerX == 1)
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startOffset.x += requiredSizeWithoutPadding.x;
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requiredSizeWithoutPadding -= rowSpacing;
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startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
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if (cornerY == 1)
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startOffset.y += requiredSizeWithoutPadding.y;
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startOffset += requiredSizeWithoutPadding;
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float positionY = startOffset.y;
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float positionY = startOffset;
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for (int i = 0; i < rowCount; i++)
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for (int i = 0; i < rectChildren.Count; i++)
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{
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float positionX = startOffset.x;
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int currentRowIndex = i / columnCount;
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int currentColumnIndex = i % columnCount;
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if (cornerY == 1)
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positionY -= maxPreferredHeightInRows[i];
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for (int j = 0; j < columnCount; j++)
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if (currentColumnIndex == 0 && cornerY == 1)
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positionY -= preferredRowHeights[currentRowIndex];
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SetChildAlongAxis(rectChildren[i], 1, positionY, preferredRowHeights[currentRowIndex]);
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if (currentColumnIndex == columnCount - 1)
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{
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int childIndex = (i * columnCount) + j;
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if (childIndex >= rectChildren.Count)
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break;
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if (cornerX == 1)
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positionX -= columnWidths[j];
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SetChildAlongAxis(rectChildren[childIndex], 0, positionX, columnWidths[j]);
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SetChildAlongAxis(rectChildren[childIndex], 1, positionY, maxPreferredHeightInRows[i]);
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if (cornerX == 1)
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positionX -= columnSpacing;
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if (cornerY == 1)
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positionY -= rowSpacing;
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else
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positionX += columnWidths[j] + columnSpacing;
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positionY += preferredRowHeights[currentRowIndex] + rowSpacing;
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}
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if (cornerY == 1)
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positionY -= rowSpacing;
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else
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positionY += maxPreferredHeightInRows[i] + rowSpacing;
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}
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}
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}
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