/// 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 TableLayout : 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;
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);
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 maxPreferredHeightInRow = 0;
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]);
if (cornerX != 1)
positionX += sizeXOfRect;
maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[childIndex]), maxPreferredHeightInRow);
}
maxPreferredHeightInRow = Mathf.Max(minimumRowHeight, maxPreferredHeightInRow);
float sizeYOfRect = maxPreferredHeightInRow + rowSpacing;
if (cornerY == 1)
positionY -= sizeYOfRect;
for (int j = 0; j < columnCount; j++)
{
int childIndex = (i * columnCount) + j;
if (childIndex >= rectChildren.Count)
break;
SetChildAlongAxis(rectChildren[childIndex], 1, positionY, maxPreferredHeightInRow);
}
if (cornerY != 1)
positionY += sizeYOfRect;
}
}
}
}