Updated Table Layout Group component for release and added docs
--HG-- branch : develop_5.3pull/413/head
parent
473c0f3757
commit
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@ -1,290 +1,291 @@
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/// Credit RahulOfTheRamanEffect
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/// Sourced from - https://forum.unity3d.com/members/rahuloftheramaneffect.773241/
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Arranges child objects into a non-uniform grid, with fixed column widths and flexible row heights
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/// </summary>
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public class TableLayoutGroup : LayoutGroup
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{
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public enum Corner
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{
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UpperLeft = 0,
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UpperRight = 1,
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LowerLeft = 2,
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LowerRight = 3
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}
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[SerializeField]
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protected Corner startCorner = Corner.UpperLeft;
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/// <summary>
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/// The corner starting from which the cells should be arranged
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/// </summary>
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public Corner StartCorner
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{
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get { return startCorner; }
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set
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{
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SetProperty(ref startCorner, value);
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}
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}
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[SerializeField]
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protected float[] columnWidths = new float[1] { 96f };
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/// <summary>
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/// The widths of all the columns in the table
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/// </summary>
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public float[] ColumnWidths
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{
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get { return columnWidths; }
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set
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{
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SetProperty(ref columnWidths, value);
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}
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}
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[SerializeField]
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protected float minimumRowHeight = 32f;
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/// <summary>
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/// The minimum height for any row in the table
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/// </summary>
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public float MinimumRowHeight
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{
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get { return minimumRowHeight; }
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set
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{
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SetProperty(ref minimumRowHeight, value);
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}
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}
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[SerializeField]
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protected bool flexibleRowHeight = true;
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/// <summary>
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/// Expand rows to fit the cell with the highest preferred height?
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/// </summary>
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public bool FlexibleRowHeight
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{
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get { return flexibleRowHeight; }
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set
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{
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SetProperty(ref flexibleRowHeight, value);
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}
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}
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[SerializeField]
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protected float columnSpacing = 0f;
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/// <summary>
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/// The horizontal spacing between each cell in the table
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/// </summary>
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public float ColumnSpacing
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{
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get { return columnSpacing; }
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set
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{
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SetProperty(ref columnSpacing, value);
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}
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}
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[SerializeField]
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protected float rowSpacing = 0;
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/// <summary>
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/// The vertical spacing between each row in the table
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/// </summary>
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public float RowSpacing
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{
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get { return rowSpacing; }
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set
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{
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SetProperty(ref rowSpacing, value);
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}
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}
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// Temporarily stores data generated during the execution CalculateLayoutInputVertical for use in SetLayoutVertical
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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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// 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 columnCount = columnWidths.Length;
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int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount);
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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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if (rowCount > 1)
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{
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float heightFromSpacing = ((rowCount - 1) * rowSpacing);
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totalMinHeight += heightFromSpacing;
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totalPreferredHeight += heightFromSpacing;
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}
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if (flexibleRowHeight)
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{
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// If flexibleRowHeight is enabled, find the max value for minimum and preferred heights in each row
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float maxMinimumHeightInRow = 0;
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float maxPreferredHeightInRow = 0;
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for (int i = 0; i < rectChildren.Count; 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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maxMinimumHeightInRow = minimumRowHeight;
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maxPreferredHeightInRow = minimumRowHeight;
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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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totalPreferredHeight += maxPreferredHeightInRow;
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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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}
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}
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}
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else
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{
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// If flexibleRowHeight is disabled, then use the minimumRowHeight to calculate vertical layout information
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for (int i = 0; i < rowCount; i++)
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preferredRowHeights[i] = minimumRowHeight;
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totalMinHeight += rowCount * minimumRowHeight;
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totalPreferredHeight = totalMinHeight;
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}
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totalPreferredHeight = Mathf.Max(totalMinHeight, totalPreferredHeight);
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SetLayoutInputForAxis(totalMinHeight, totalPreferredHeight, 1, 1);
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}
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public override void SetLayoutHorizontal()
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{
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// If no column width is defined, then assign a reasonable default
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if (columnWidths.Length == 0)
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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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// 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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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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int currentColumnIndex = i % columnCount;
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// If it's the first cell in the row, reset positionX
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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 = preferredRowHeights.Length;
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int cornerY = (int)startCorner / 2;
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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 += preferredRowHeights[i];
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requiredSizeWithoutPadding += rowSpacing;
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}
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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 += requiredSizeWithoutPadding;
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float positionY = startOffset;
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for (int i = 0; i < rectChildren.Count; 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 and start corner is one of the bottom corners, then modify positionY appropriately
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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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if (cornerY == 1)
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positionY -= rowSpacing;
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else
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positionY += preferredRowHeights[currentRowIndex] + rowSpacing;
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}
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}
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// Set preferredRowHeights to null to free memory
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preferredRowHeights = null;
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}
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}
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/// Credit RahulOfTheRamanEffect
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/// Sourced from - https://forum.unity3d.com/members/rahuloftheramaneffect.773241/
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// Arranges child objects into a non-uniform grid, with fixed column widths and flexible row heights
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/// </summary>
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[AddComponentMenu("Layout/Extensions/Table Layout Group")]
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public class TableLayoutGroup : LayoutGroup
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{
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public enum Corner
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{
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UpperLeft = 0,
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UpperRight = 1,
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LowerLeft = 2,
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LowerRight = 3
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}
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[SerializeField]
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protected Corner startCorner = Corner.UpperLeft;
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/// <summary>
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/// The corner starting from which the cells should be arranged
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/// </summary>
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public Corner StartCorner
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{
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get { return startCorner; }
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set
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{
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SetProperty(ref startCorner, value);
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}
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}
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[SerializeField]
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protected float[] columnWidths = new float[1] { 96f };
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/// <summary>
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/// The widths of all the columns in the table
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/// </summary>
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public float[] ColumnWidths
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{
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get { return columnWidths; }
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set
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{
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SetProperty(ref columnWidths, value);
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}
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}
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[SerializeField]
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protected float minimumRowHeight = 32f;
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/// <summary>
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/// The minimum height for any row in the table
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/// </summary>
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public float MinimumRowHeight
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{
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get { return minimumRowHeight; }
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set
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{
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SetProperty(ref minimumRowHeight, value);
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}
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}
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[SerializeField]
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protected bool flexibleRowHeight = true;
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/// <summary>
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/// Expand rows to fit the cell with the highest preferred height?
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/// </summary>
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public bool FlexibleRowHeight
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{
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get { return flexibleRowHeight; }
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set
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{
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SetProperty(ref flexibleRowHeight, value);
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}
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}
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[SerializeField]
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protected float columnSpacing = 0f;
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/// <summary>
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/// The horizontal spacing between each cell in the table
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/// </summary>
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public float ColumnSpacing
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{
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get { return columnSpacing; }
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set
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{
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SetProperty(ref columnSpacing, value);
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}
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}
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[SerializeField]
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protected float rowSpacing = 0;
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/// <summary>
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/// The vertical spacing between each row in the table
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/// </summary>
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public float RowSpacing
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{
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get { return rowSpacing; }
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set
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{
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SetProperty(ref rowSpacing, value);
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}
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}
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// Temporarily stores data generated during the execution CalculateLayoutInputVertical for use in SetLayoutVertical
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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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// 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 columnCount = columnWidths.Length;
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int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount);
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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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if (rowCount > 1)
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{
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float heightFromSpacing = ((rowCount - 1) * rowSpacing);
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totalMinHeight += heightFromSpacing;
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totalPreferredHeight += heightFromSpacing;
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}
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if (flexibleRowHeight)
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{
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// If flexibleRowHeight is enabled, find the max value for minimum and preferred heights in each row
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float maxMinimumHeightInRow = 0;
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float maxPreferredHeightInRow = 0;
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for (int i = 0; i < rectChildren.Count; 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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maxMinimumHeightInRow = minimumRowHeight;
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maxPreferredHeightInRow = minimumRowHeight;
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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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totalPreferredHeight += maxPreferredHeightInRow;
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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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}
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}
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}
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else
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{
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// If flexibleRowHeight is disabled, then use the minimumRowHeight to calculate vertical layout information
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for (int i = 0; i < rowCount; i++)
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preferredRowHeights[i] = minimumRowHeight;
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totalMinHeight += rowCount * minimumRowHeight;
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totalPreferredHeight = totalMinHeight;
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}
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totalPreferredHeight = Mathf.Max(totalMinHeight, totalPreferredHeight);
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SetLayoutInputForAxis(totalMinHeight, totalPreferredHeight, 1, 1);
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}
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public override void SetLayoutHorizontal()
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{
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// If no column width is defined, then assign a reasonable default
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if (columnWidths.Length == 0)
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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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// 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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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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int currentColumnIndex = i % columnCount;
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// If it's the first cell in the row, reset positionX
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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 = preferredRowHeights.Length;
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int cornerY = (int)startCorner / 2;
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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 += 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 it's the first cell in the row and start corner is one of the bottom corners, then modify positionY appropriately
|
||||
if (currentColumnIndex == 0 && cornerY == 1)
|
||||
positionY -= preferredRowHeights[currentRowIndex];
|
||||
|
||||
SetChildAlongAxis(rectChildren[i], 1, positionY, preferredRowHeights[currentRowIndex]);
|
||||
|
||||
// If it's the first last cell in the row, then modify positionY appropriately
|
||||
if (currentColumnIndex == columnCount - 1)
|
||||
{
|
||||
if (cornerY == 1)
|
||||
positionY -= rowSpacing;
|
||||
else
|
||||
positionY += preferredRowHeights[currentRowIndex] + rowSpacing;
|
||||
}
|
||||
}
|
||||
|
||||
// Set preferredRowHeights to null to free memory
|
||||
preferredRowHeights = null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6cee1f3bb43ca9c4c9e00b54a998d9ce
|
||||
timeCreated: 1483117134
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue