com.unity.uiextensions/Scripts/Layout/TableLayoutGroup.cs

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/// Credit RahulOfTheRamanEffect
/// Sourced from - https://forum.unity3d.com/members/rahuloftheramaneffect.773241/
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// Arranges child objects into a non-uniform grid, with fixed column widths and flexible row heights
/// </summary>
public class TableLayoutGroup : LayoutGroup
{
public enum Corner
{
UpperLeft = 0,
UpperRight = 1,
LowerLeft = 2,
LowerRight = 3
}
[SerializeField]
protected Corner startCorner = Corner.UpperLeft;
/// <summary>
/// The corner starting from which the cells should be arranged
/// </summary>
public Corner StartCorner
{
get { return startCorner; }
set
{
SetProperty(ref startCorner, value);
}
}
[SerializeField]
protected float[] columnWidths = new float[1] { 96f };
/// <summary>
/// The widths of all the columns in the table
/// </summary>
public float[] ColumnWidths
{
get { return columnWidths; }
set
{
SetProperty(ref columnWidths, value);
}
}
[SerializeField]
protected float minimumRowHeight = 32f;
/// <summary>
/// The minimum height for any row in the table
/// </summary>
public float MinimumRowHeight
{
get { return minimumRowHeight; }
set
{
SetProperty(ref minimumRowHeight, value);
}
}
[SerializeField]
protected bool flexibleRowHeight = true;
/// <summary>
/// Expand rows to fit the cell with the highest preferred height?
/// </summary>
public bool FlexibleRowHeight
{
get { return flexibleRowHeight; }
set
{
SetProperty(ref flexibleRowHeight, value);
}
}
[SerializeField]
protected float columnSpacing = 0f;
/// <summary>
/// The horizontal spacing between each cell in the table
/// </summary>
public float ColumnSpacing
{
get { return columnSpacing; }
set
{
SetProperty(ref columnSpacing, value);
}
}
[SerializeField]
protected float rowSpacing = 0;
/// <summary>
/// The vertical spacing between each row in the table
/// </summary>
public float RowSpacing
{
get { return rowSpacing; }
set
{
SetProperty(ref rowSpacing, value);
}
}
private float[] preferredRowHeights;
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
float horizontalSize = padding.horizontal;
// We calculate the actual cell count for cases where the number of children is lesser than the number of columns
int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length);
for (int i = 0; i < actualCellCount; i++)
{
horizontalSize += columnWidths[i];
horizontalSize += columnSpacing;
}
horizontalSize -= columnSpacing;
SetLayoutInputForAxis(horizontalSize, horizontalSize, 0, 0);
}
public override void CalculateLayoutInputVertical()
{
int columnCount = columnWidths.Length;
int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount);
preferredRowHeights = new float[rowCount];
float totalMinHeight = padding.vertical;
float totalPreferredHeight = padding.vertical;
if (rowCount > 1)
{
float heightFromSpacing = ((rowCount - 1) * rowSpacing);
totalMinHeight += heightFromSpacing;
totalPreferredHeight += heightFromSpacing;
}
if (flexibleRowHeight)
{
// Find the max value for minimum and preferred heights in each row
for (int i = 0; i < rowCount; i++)
{
float maxMinimumHeightInRow = 0;
float maxPreferredHeightInRow = 0;
for (int j = 0; j < columnCount; j++)
{
int childIndex = (i * columnCount) + j;
if (childIndex >= rectChildren.Count)
break;
maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[childIndex]), maxPreferredHeightInRow);
maxMinimumHeightInRow = Mathf.Max(LayoutUtility.GetMinHeight(rectChildren[childIndex]), maxMinimumHeightInRow);
}
maxMinimumHeightInRow = Mathf.Max(minimumRowHeight, maxMinimumHeightInRow);
totalMinHeight += maxMinimumHeightInRow;
maxPreferredHeightInRow = Mathf.Max(minimumRowHeight, maxPreferredHeightInRow);
preferredRowHeights[i] = maxPreferredHeightInRow;
totalPreferredHeight += maxPreferredHeightInRow;
}
}
else
{
for (int i = 0; i < rowCount; i++)
{
preferredRowHeights[i] = minimumRowHeight;
}
totalMinHeight += rowCount * minimumRowHeight;
totalPreferredHeight = totalMinHeight;
}
totalPreferredHeight = Mathf.Max(totalMinHeight, totalPreferredHeight);
SetLayoutInputForAxis(totalMinHeight, totalPreferredHeight, 1, 1);
}
public override void SetLayoutHorizontal()
{
if (columnWidths.Length == 0)
columnWidths = new float[1] { 0f };
int columnCount = columnWidths.Length;
int cornerX = (int)startCorner % 2;
float startOffset = 0;
float requiredSizeWithoutPadding = 0;
int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length);
for (int i = 0; i < actualCellCount; i++)
{
requiredSizeWithoutPadding += columnWidths[i];
requiredSizeWithoutPadding += columnSpacing;
}
requiredSizeWithoutPadding -= columnSpacing;
startOffset = GetStartOffset(0, requiredSizeWithoutPadding);
if (cornerX == 1)
startOffset += requiredSizeWithoutPadding;
float positionX = startOffset;
for (int i = 0; i < rectChildren.Count; i++)
{
int currentRowIndex = i / columnCount;
int currentColumnIndex = i % columnCount;
if (currentColumnIndex == 0)
positionX = startOffset;
if (cornerX == 1)
positionX -= columnWidths[currentColumnIndex];
SetChildAlongAxis(rectChildren[i], 0, positionX, columnWidths[currentColumnIndex]);
if (cornerX == 1)
positionX -= columnSpacing;
else
positionX += columnWidths[currentColumnIndex] + columnSpacing;
}
}
public override void SetLayoutVertical()
{
int columnCount = columnWidths.Length;
int rowCount = preferredRowHeights.Length;
int cornerY = (int)startCorner / 2;
float startOffset = 0;
float requiredSizeWithoutPadding = 0;
for (int i = 0; i < rowCount; i++)
{
requiredSizeWithoutPadding += preferredRowHeights[i];
requiredSizeWithoutPadding += rowSpacing;
}
requiredSizeWithoutPadding -= rowSpacing;
startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
if (cornerY == 1)
startOffset += requiredSizeWithoutPadding;
float positionY = startOffset;
for (int i = 0; i < rectChildren.Count; i++)
{
int currentRowIndex = i / columnCount;
int currentColumnIndex = i % columnCount;
if (currentColumnIndex == 0 && cornerY == 1)
positionY -= preferredRowHeights[currentRowIndex];
SetChildAlongAxis(rectChildren[i], 1, positionY, preferredRowHeights[currentRowIndex]);
if (currentColumnIndex == columnCount - 1)
{
if (cornerY == 1)
positionY -= rowSpacing;
else
positionY += preferredRowHeights[currentRowIndex] + rowSpacing;
}
}
}
}
}