/// Credit RahulOfTheRamanEffect /// Sourced from - https://forum.unity3d.com/members/rahuloftheramaneffect.773241/ namespace UnityEngine.UI.Extensions { /// /// Arranges child objects into a non-uniform grid, with fixed column widths and flexible row heights /// public class TableLayoutGroup : LayoutGroup { public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 } [SerializeField] protected Corner startCorner = Corner.UpperLeft; /// /// The corner starting from which the cells should be arranged /// public Corner StartCorner { get { return startCorner; } set { SetProperty(ref startCorner, value); } } [SerializeField] protected float[] columnWidths = new float[0]; /// /// The widths of all the columns in the table /// public float[] ColumnWidths { get { return columnWidths; } set { SetProperty(ref columnWidths, value); } } [SerializeField] protected float minimumRowHeight = 32f; /// /// The minimum height for any row in the table /// public float MinimumRowHeight { get { return minimumRowHeight; } set { SetProperty(ref minimumRowHeight, value); } } [SerializeField] protected float cellSpacing = 0f; /// /// The horizontal spacing between each cell in the table /// public float CellSpacing { get { return cellSpacing; } set { SetProperty(ref cellSpacing, value); } } [SerializeField] protected float rowSpacing = 0; /// /// The vertical spacing between each row in the table /// public float RowSpacing { get { return rowSpacing; } set { SetProperty(ref rowSpacing, value); } } public override void CalculateLayoutInputHorizontal() { base.CalculateLayoutInputHorizontal(); float horizontalSize = padding.horizontal; if (columnWidths.Length > 1) horizontalSize += ((columnWidths.Length - 1) * cellSpacing); // 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]; SetLayoutInputForAxis(horizontalSize, horizontalSize, 0, 0); } public override void CalculateLayoutInputVertical() { int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnWidths.Length); float totalMinHeight = padding.vertical; float totalPreferredHeight = padding.vertical; if (rowCount > 1) { float heightFromSpacing = ((rowCount - 1) * rowSpacing); totalMinHeight += heightFromSpacing; totalPreferredHeight += heightFromSpacing; } // 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 < columnWidths.Length; j++) { int childIndex = (i * columnWidths.Length) + 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); totalPreferredHeight += maxPreferredHeightInRow; } totalPreferredHeight = Mathf.Max(totalMinHeight, totalPreferredHeight); SetLayoutInputForAxis(totalMinHeight, totalPreferredHeight, 1, 1); } public override void SetLayoutHorizontal() { int columnCount = columnWidths.Length; for (int i = 0; i < rectChildren.Count; i++) { RectTransform child = rectChildren[i]; m_Tracker.Add(this, child, DrivenTransformProperties.Anchors | DrivenTransformProperties.AnchoredPosition | DrivenTransformProperties.SizeDelta); child.anchorMin = Vector2.up; child.anchorMax = Vector2.up; Vector2 childSizeDelta = child.sizeDelta; childSizeDelta.x = columnWidths[i % columnCount]; child.sizeDelta = childSizeDelta; } } public override void SetLayoutVertical() { float tableLayoutHeight = rectTransform.rect.height; int columnCount = columnWidths.Length; int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount); int cornerX = (int)startCorner % 2; int cornerY = (int)startCorner / 2; Vector2 startOffset = new Vector2(); float requiredWidthWithoutPadding = 0; for (int i = 0; i < columnWidths.Length; i++) { requiredWidthWithoutPadding += columnWidths[i]; requiredWidthWithoutPadding += cellSpacing; } requiredWidthWithoutPadding -= cellSpacing; startOffset.x = GetStartOffset(0, requiredWidthWithoutPadding); float requiredHeightWithoutPadding = 0; float[] maxPreferredHeightInRows = new float[rowCount]; for (int i = 0; i < rowCount; i++) { 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); } maxPreferredHeightInRow = Mathf.Max(minimumRowHeight, maxPreferredHeightInRow); maxPreferredHeightInRows[i] = maxPreferredHeightInRow; requiredHeightWithoutPadding += maxPreferredHeightInRow; requiredHeightWithoutPadding += rowSpacing; } requiredHeightWithoutPadding -= rowSpacing; startOffset.y = GetStartOffset(1, requiredHeightWithoutPadding); if (cornerX == 1) startOffset.x += requiredWidthWithoutPadding; if (cornerY == 1) startOffset.y += requiredHeightWithoutPadding; float positionY = startOffset.y; for (int i = 0; i < rowCount; i++) { float positionX = startOffset.x; float sizeYOfRect = maxPreferredHeightInRows[i] + rowSpacing; if (cornerY == 1) positionY -= sizeYOfRect; for (int j = 0; j < columnCount; j++) { int childIndex = (i * columnCount) + j; if (childIndex >= rectChildren.Count) break; float sizeXOfRect = columnWidths[j] + cellSpacing; if (cornerX == 1) positionX -= sizeXOfRect; SetChildAlongAxis(rectChildren[childIndex], 0, positionX, columnWidths[j]); SetChildAlongAxis(rectChildren[childIndex], 1, positionY, maxPreferredHeightInRows[i]); if (cornerX != 1) positionX += sizeXOfRect; } if (cornerY != 1) positionY += sizeYOfRect; } } } }