Modified Vertical layout functions to use nested loops to minimize condition test failures
--HG-- branch : develop_5.3pull/413/head
parent
909589e544
commit
66cbf0da23
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@ -148,30 +148,28 @@ namespace UnityEngine.UI.Extensions
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float maxMinimumHeightInRow = 0;
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float maxMinimumHeightInRow = 0;
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float maxPreferredHeightInRow = 0;
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float maxPreferredHeightInRow = 0;
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for (int i = 0; i < rectChildren.Count; i++)
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for (int i = 0; i < rowCount; i++)
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{
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int currentRowIndex = i / columnCount;
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int currentColumnIndex = i % columnCount;
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// If it's the first cell in the row, reset heights for the row
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if (currentColumnIndex == 0)
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{
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{
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maxMinimumHeightInRow = minimumRowHeight;
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maxMinimumHeightInRow = minimumRowHeight;
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maxPreferredHeightInRow = minimumRowHeight;
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maxPreferredHeightInRow = minimumRowHeight;
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for (int j = 0; j < columnCount; j++)
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{
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int childIndex = (i * columnCount) + j;
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// Safeguard against tables with incomplete rows
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if (childIndex == rectChildren.Count)
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break;
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maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[childIndex]), maxPreferredHeightInRow);
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maxMinimumHeightInRow = Mathf.Max(LayoutUtility.GetMinHeight(rectChildren[childIndex]), maxMinimumHeightInRow);
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}
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}
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maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[i]), maxPreferredHeightInRow);
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maxMinimumHeightInRow = Mathf.Max(LayoutUtility.GetMinHeight(rectChildren[i]), maxMinimumHeightInRow);
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// If it's the last cell in the row, or if it's the last cell and the row is incomplete, set calculated heights
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if (currentColumnIndex == columnCount - 1 || (i == rectChildren.Count - 1 && currentRowIndex == rowCount - 1))
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{
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totalMinHeight += maxMinimumHeightInRow;
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totalMinHeight += maxMinimumHeightInRow;
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totalPreferredHeight += maxPreferredHeightInRow;
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totalPreferredHeight += maxPreferredHeightInRow;
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// Add calculated row height to a commonly accessible array for reuse in SetLayoutVertical()
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// Add calculated row height to a commonly accessible array for reuse in SetLayoutVertical()
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preferredRowHeights[currentRowIndex] = maxPreferredHeightInRow;
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preferredRowHeights[i] = maxPreferredHeightInRow;
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}
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}
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}
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}
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}
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else
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else
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@ -249,12 +247,10 @@ namespace UnityEngine.UI.Extensions
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float requiredSizeWithoutPadding = 0;
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float requiredSizeWithoutPadding = 0;
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for (int i = 0; i < rowCount; i++)
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for (int i = 0; i < rowCount; i++)
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{
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requiredSizeWithoutPadding += preferredRowHeights[i];
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requiredSizeWithoutPadding += preferredRowHeights[i];
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requiredSizeWithoutPadding += rowSpacing;
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}
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requiredSizeWithoutPadding -= rowSpacing;
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if (rowCount > 1)
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requiredSizeWithoutPadding += (rowCount - 1) * rowSpacing;
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startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
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startOffset = GetStartOffset(1, requiredSizeWithoutPadding);
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@ -263,25 +259,26 @@ namespace UnityEngine.UI.Extensions
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float positionY = startOffset;
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float positionY = startOffset;
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for (int i = 0; i < rectChildren.Count; i++)
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for (int i = 0; i < rowCount; i++)
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{
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{
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int currentRowIndex = i / columnCount;
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if (cornerY == 1)
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int currentColumnIndex = i % columnCount;
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positionY -= preferredRowHeights[i];
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// If it's the first cell in the row and start corner is one of the bottom corners, then modify positionY appropriately
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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 it's the first last cell in the row, then modify positionY appropriately
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if (currentColumnIndex == columnCount - 1)
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{
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{
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int childIndex = (i * columnCount) + j;
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// Safeguard against tables with incomplete rows
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if (childIndex == rectChildren.Count)
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break;
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SetChildAlongAxis(rectChildren[childIndex], 1, positionY, preferredRowHeights[i]);
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}
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if (cornerY == 1)
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if (cornerY == 1)
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positionY -= rowSpacing;
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positionY -= rowSpacing;
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else
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else
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positionY += preferredRowHeights[currentRowIndex] + rowSpacing;
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positionY += preferredRowHeights[i] + rowSpacing;
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}
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}
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}
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// Set preferredRowHeights to null to free memory
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// Set preferredRowHeights to null to free memory
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