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mod/PLibUI/Layouts/BoxLayoutResults.cs
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147
mod/PLibUI/Layouts/BoxLayoutResults.cs
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/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace PeterHan.PLib.UI.Layouts {
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/// <summary>
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/// A class which stores the results of a single box layout calculation pass.
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/// </summary>
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internal sealed class BoxLayoutResults {
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/// <summary>
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/// The components which were laid out.
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/// </summary>
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public readonly ICollection<LayoutSizes> children;
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/// <summary>
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/// The current direction of flow.
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/// </summary>
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public readonly PanelDirection direction;
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/// <summary>
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/// Whether any spaces have been added yet for minimum size.
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/// </summary>
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private bool haveMinSpace;
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/// <summary>
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/// Whether any spaces have been added yet for preferred size.
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/// </summary>
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private bool havePrefSpace;
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/// <summary>
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/// The total sizes.
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/// </summary>
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public LayoutSizes total;
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internal BoxLayoutResults(PanelDirection direction, int presize) {
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children = new List<LayoutSizes>(presize);
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this.direction = direction;
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haveMinSpace = false;
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havePrefSpace = false;
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total = new LayoutSizes();
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}
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/// <summary>
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/// Accumulates another component into the results.
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/// </summary>
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/// <param name="sizes">The size of the component to add.</param>
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/// <param name="spacing">The component spacing.</param>
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public void Accum(LayoutSizes sizes, float spacing) {
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float newMin = sizes.min, newPreferred = sizes.preferred;
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if (newMin > 0.0f) {
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// Skip one space
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if (haveMinSpace)
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newMin += spacing;
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haveMinSpace = true;
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}
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total.min += newMin;
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if (newPreferred > 0.0f) {
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// Skip one space
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if (havePrefSpace)
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newPreferred += spacing;
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havePrefSpace = true;
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}
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total.preferred += newPreferred;
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total.flexible += sizes.flexible;
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}
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/// <summary>
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/// Expands the results around another component.
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/// </summary>
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/// <param name="sizes">The size of the component to expand to.</param>
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public void Expand(LayoutSizes sizes) {
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float newMin = sizes.min, newPreferred = sizes.preferred, newFlexible = sizes.
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flexible;
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if (newMin > total.min)
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total.min = newMin;
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if (newPreferred > total.preferred)
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total.preferred = newPreferred;
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if (newFlexible > total.flexible)
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total.flexible = newFlexible;
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}
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public override string ToString() {
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return direction + " " + total;
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}
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}
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/// <summary>
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/// Maintains the status of a layout in progress.
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/// </summary>
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internal sealed class BoxLayoutStatus {
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/// <summary>
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/// The current direction of flow.
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/// </summary>
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public readonly PanelDirection direction;
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/// <summary>
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/// The edge from where layout started.
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/// </summary>
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public readonly RectTransform.Edge edge;
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/// <summary>
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/// The next component's offset.
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/// </summary>
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public readonly float offset;
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/// <summary>
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/// The component size in that direction minus margins.
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/// </summary>
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public readonly float size;
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internal BoxLayoutStatus(PanelDirection direction, RectOffset margins, float size) {
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this.direction = direction;
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switch (direction) {
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case PanelDirection.Horizontal:
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edge = RectTransform.Edge.Left;
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offset = margins.left;
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this.size = size - offset - margins.right;
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break;
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case PanelDirection.Vertical:
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edge = RectTransform.Edge.Top;
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offset = margins.top;
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this.size = size - offset - margins.bottom;
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break;
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default:
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throw new ArgumentException("direction");
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}
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}
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}
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}
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