/*
* 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 System.Collections.Generic;
using UnityEngine;
namespace PeterHan.PLib.UI.Layouts {
///
/// A class which stores the results of a single box layout calculation pass.
///
internal sealed class BoxLayoutResults {
///
/// The components which were laid out.
///
public readonly ICollection children;
///
/// The current direction of flow.
///
public readonly PanelDirection direction;
///
/// Whether any spaces have been added yet for minimum size.
///
private bool haveMinSpace;
///
/// Whether any spaces have been added yet for preferred size.
///
private bool havePrefSpace;
///
/// The total sizes.
///
public LayoutSizes total;
internal BoxLayoutResults(PanelDirection direction, int presize) {
children = new List(presize);
this.direction = direction;
haveMinSpace = false;
havePrefSpace = false;
total = new LayoutSizes();
}
///
/// Accumulates another component into the results.
///
/// The size of the component to add.
/// The component spacing.
public void Accum(LayoutSizes sizes, float spacing) {
float newMin = sizes.min, newPreferred = sizes.preferred;
if (newMin > 0.0f) {
// Skip one space
if (haveMinSpace)
newMin += spacing;
haveMinSpace = true;
}
total.min += newMin;
if (newPreferred > 0.0f) {
// Skip one space
if (havePrefSpace)
newPreferred += spacing;
havePrefSpace = true;
}
total.preferred += newPreferred;
total.flexible += sizes.flexible;
}
///
/// Expands the results around another component.
///
/// The size of the component to expand to.
public void Expand(LayoutSizes sizes) {
float newMin = sizes.min, newPreferred = sizes.preferred, newFlexible = sizes.
flexible;
if (newMin > total.min)
total.min = newMin;
if (newPreferred > total.preferred)
total.preferred = newPreferred;
if (newFlexible > total.flexible)
total.flexible = newFlexible;
}
public override string ToString() {
return direction + " " + total;
}
}
///
/// Maintains the status of a layout in progress.
///
internal sealed class BoxLayoutStatus {
///
/// The current direction of flow.
///
public readonly PanelDirection direction;
///
/// The edge from where layout started.
///
public readonly RectTransform.Edge edge;
///
/// The next component's offset.
///
public readonly float offset;
///
/// The component size in that direction minus margins.
///
public readonly float size;
internal BoxLayoutStatus(PanelDirection direction, RectOffset margins, float size) {
this.direction = direction;
switch (direction) {
case PanelDirection.Horizontal:
edge = RectTransform.Edge.Left;
offset = margins.left;
this.size = size - offset - margins.right;
break;
case PanelDirection.Vertical:
edge = RectTransform.Edge.Top;
offset = margins.top;
this.size = size - offset - margins.bottom;
break;
default:
throw new ArgumentException("direction");
}
}
}
}