/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using UnityEngine;
namespace PeterHan.PLib.UI {
///
/// A class representing the size sets of a particular component.
///
internal struct LayoutSizes {
///
/// The flexible dimension value.
///
public float flexible;
///
/// If true, this component should be ignored completely.
///
public bool ignore;
///
/// The minimum dimension value.
///
public float min;
///
/// The preferred dimension value.
///
public float preferred;
///
/// The source of these values.
///
public readonly GameObject source;
internal LayoutSizes(GameObject source) : this(source, 0.0f, 0.0f, 0.0f) { }
internal LayoutSizes(GameObject source, float min, float preferred,
float flexible) {
ignore = false;
this.source = source;
this.flexible = flexible;
this.min = min;
this.preferred = preferred;
}
///
/// Adds another set of layout sizes to this one.
///
/// The size values to add.
public void Add(LayoutSizes other) {
flexible += other.flexible;
min += other.min;
preferred += other.preferred;
}
///
/// Enlarges this layout size, if necessary, using the values from another.
///
/// The minimum size values to enforce.
public void Max(LayoutSizes other) {
flexible = Math.Max(flexible, other.flexible);
min = Math.Max(min, other.min);
preferred = Math.Max(preferred, other.preferred);
}
public override string ToString() {
return string.Format("LayoutSizes[min={0:F2},preferred={1:F2},flexible={2:F2}]",
min, preferred, flexible);
}
}
}