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

294 lines
10 KiB
C#
Raw Normal View History

/// 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>
[AddComponentMenu("Layout/Extensions/Table Layout Group")]
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);
}
}
// Temporarily stores data generated during the execution CalculateLayoutInputVertical for use in SetLayoutVertical
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)
{
// If flexibleRowHeight is enabled, find the max value for minimum and preferred heights in each row
float maxMinimumHeightInRow = 0;
float maxPreferredHeightInRow = 0;
for (int i = 0; i < rowCount; i++)
{
maxMinimumHeightInRow = minimumRowHeight;
maxPreferredHeightInRow = minimumRowHeight;
for (int j = 0; j < columnCount; j++)
{
int childIndex = (i * columnCount) + j;
// Safeguard against tables with incomplete rows
if (childIndex == rectChildren.Count)
break;
maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[childIndex]), maxPreferredHeightInRow);
maxMinimumHeightInRow = Mathf.Max(LayoutUtility.GetMinHeight(rectChildren[childIndex]), maxMinimumHeightInRow);
}
totalMinHeight += maxMinimumHeightInRow;
totalPreferredHeight += maxPreferredHeightInRow;
// Add calculated row height to a commonly accessible array for reuse in SetLayoutVertical()
preferredRowHeights[i] = maxPreferredHeightInRow;
}
}
else
{
// If flexibleRowHeight is disabled, then use the minimumRowHeight to calculate vertical layout information
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 no column width is defined, then assign a reasonable default
if (columnWidths.Length == 0)
columnWidths = new float[1] { 0f };
int columnCount = columnWidths.Length;
int cornerX = (int)startCorner % 2;
float startOffset = 0;
float requiredSizeWithoutPadding = 0;
// 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++)
{
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 currentColumnIndex = i % columnCount;
// If it's the first cell in the row, reset positionX
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];
if (rowCount > 1)
requiredSizeWithoutPadding += (rowCount - 1) * rowSpacing;
startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
if (cornerY == 1)
startOffset += requiredSizeWithoutPadding;
float positionY = startOffset;
for (int i = 0; i < rowCount; i++)
{
if (cornerY == 1)
positionY -= preferredRowHeights[i];
for (int j = 0; j < columnCount; j++)
{
int childIndex = (i * columnCount) + j;
// Safeguard against tables with incomplete rows
if (childIndex == rectChildren.Count)
break;
SetChildAlongAxis(rectChildren[childIndex], 1, positionY, preferredRowHeights[i]);
}
if (cornerY == 1)
positionY -= rowSpacing;
else
positionY += preferredRowHeights[i] + rowSpacing;
}
// Set preferredRowHeights to null to free memory
preferredRowHeights = null;
}
Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
protected override void OnDisable()
{
m_Tracker.Clear(); // key change - do not restore - false
LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
}
}
}