oni-priority-ux/mod/PLibUI/Layouts/BoxLayoutGroup.cs

267 lines
9.6 KiB
C#

/*
* 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.
*/
//#define DEBUG_LAYOUT
using PeterHan.PLib.UI.Layouts;
using System;
using UnityEngine;
using UnityEngine.UI;
namespace PeterHan.PLib.UI {
/// <summary>
/// A freezable, flexible layout manager that fixes the issues I am having with
/// HorizontalLayoutGroup and VerticalLayoutGroup. You get a content size fitter for
/// free too!
///
/// Intended to work something like Java's BoxLayout...
/// </summary>
public sealed class BoxLayoutGroup : AbstractLayoutGroup {
/// <summary>
/// Calculates the size of the box layout container.
/// </summary>
/// <param name="obj">The container to lay out.</param>
/// <param name="args">The parameters to use for layout.</param>
/// <param name="direction">The direction which is being calculated.</param>
/// <returns>The minimum and preferred box layout size.</returns>
private static BoxLayoutResults Calc(GameObject obj, BoxLayoutParams args,
PanelDirection direction) {
var transform = obj.AddOrGet<RectTransform>();
int n = transform.childCount;
var result = new BoxLayoutResults(direction, n);
var components = ListPool<Component, BoxLayoutGroup>.Allocate();
for (int i = 0; i < n; i++) {
var child = transform.GetChild(i)?.gameObject;
if (child != null && child.activeInHierarchy) {
// Only on active game objects
components.Clear();
child.GetComponents(components);
var hc = PUIUtils.CalcSizes(child, direction, components);
if (!hc.ignore) {
if (args.Direction == direction)
result.Accum(hc, args.Spacing);
else
result.Expand(hc);
result.children.Add(hc);
}
}
}
components.Recycle();
return result;
}
/// <summary>
/// Lays out components in the box layout container.
/// </summary>
/// <param name="args">The parameters to use for layout.</param>
/// <param name="required">The calculated minimum and preferred sizes.</param>
/// <param name="size">The total available size in this dimension.</param>
private static void DoLayout(BoxLayoutParams args, BoxLayoutResults required,
float size) {
if (required == null)
throw new ArgumentNullException(nameof(required));
var direction = required.direction;
var status = new BoxLayoutStatus(direction, args.Margin ?? new RectOffset(), size);
if (args.Direction == direction)
DoLayoutLinear(required, args, status);
else
DoLayoutPerp(required, args, status);
}
/// <summary>
/// Lays out components in the box layout container parallel to the layout axis.
/// </summary>
/// <param name="required">The calculated minimum and preferred sizes.</param>
/// <param name="args">The parameters to use for layout.</param>
/// <param name="status">The current status of layout.</param>
private static void DoLayoutLinear(BoxLayoutResults required, BoxLayoutParams args,
BoxLayoutStatus status) {
var total = required.total;
var components = ListPool<ILayoutController, BoxLayoutGroup>.Allocate();
var direction = args.Direction;
// Determine flex size ratio
float size = status.size, prefRatio = 0.0f, minSize = total.min, prefSize =
total.preferred, excess = Math.Max(0.0f, size - prefSize), flexTotal = total.
flexible, offset = status.offset, spacing = args.Spacing;
if (size > minSize && prefSize > minSize)
// Do not divide by 0
prefRatio = Math.Min(1.0f, (size - minSize) / (prefSize - minSize));
if (excess > 0.0f && flexTotal == 0.0f)
// If no components can be expanded, offset all
offset += PUIUtils.GetOffset(args.Alignment, status.direction, excess);
foreach (var child in required.children) {
var obj = child.source;
// Active objects only
if (obj != null && obj.activeInHierarchy) {
float compSize = child.min;
if (prefRatio > 0.0f)
compSize += (child.preferred - child.min) * prefRatio;
if (excess > 0.0f && flexTotal > 0.0f)
compSize += excess * child.flexible / flexTotal;
// Place and size component
obj.AddOrGet<RectTransform>().SetInsetAndSizeFromParentEdge(status.edge,
offset, compSize);
offset += compSize + ((compSize > 0.0f) ? spacing : 0.0f);
// Invoke SetLayout on dependents
components.Clear();
obj.GetComponents(components);
foreach (var component in components)
if (direction == PanelDirection.Horizontal)
component.SetLayoutHorizontal();
else // if (direction == PanelDirection.Vertical)
component.SetLayoutVertical();
}
}
components.Recycle();
}
/// <summary>
/// Lays out components in the box layout container against the layout axis.
/// </summary>
/// <param name="required">The calculated minimum and preferred sizes.</param>
/// <param name="args">The parameters to use for layout.</param>
/// <param name="status">The current status of layout.</param>
private static void DoLayoutPerp(BoxLayoutResults required, BoxLayoutParams args,
BoxLayoutStatus status) {
var components = ListPool<ILayoutController, BoxLayoutGroup>.Allocate();
var direction = args.Direction;
float size = status.size;
foreach (var child in required.children) {
var obj = child.source;
// Active objects only
if (obj != null && obj.activeInHierarchy) {
float compSize = size;
if (child.flexible <= 0.0f)
// Does not expand to all
compSize = Math.Min(compSize, child.preferred);
float offset = (size > compSize) ? PUIUtils.GetOffset(args.Alignment,
status.direction, size - compSize) : 0.0f;
// Place and size component
obj.AddOrGet<RectTransform>().SetInsetAndSizeFromParentEdge(status.edge,
offset + status.offset, compSize);
// Invoke SetLayout on dependents
components.Clear();
obj.GetComponents(components);
foreach (var component in components)
if (direction == PanelDirection.Horizontal)
component.SetLayoutVertical();
else // if (direction == PanelDirection.Vertical)
component.SetLayoutHorizontal();
}
}
components.Recycle();
}
/// <summary>
/// The parameters used to set up this box layout.
/// </summary>
public BoxLayoutParams Params {
get {
return parameters;
}
set {
parameters = value ?? throw new ArgumentNullException(nameof(Params));
}
}
/// <summary>
/// Results from the horizontal calculation pass.
/// </summary>
private BoxLayoutResults horizontal;
/// <summary>
/// The parameters used to set up this box layout.
/// </summary>
[SerializeField]
private BoxLayoutParams parameters;
/// <summary>
/// Results from the vertical calculation pass.
/// </summary>
private BoxLayoutResults vertical;
internal BoxLayoutGroup() {
horizontal = null;
layoutPriority = 1;
parameters = new BoxLayoutParams();
vertical = null;
}
public override void CalculateLayoutInputHorizontal() {
if (!locked) {
var margin = parameters.Margin;
float gap = (margin == null) ? 0.0f : margin.left + margin.right;
horizontal = Calc(gameObject, parameters, PanelDirection.Horizontal);
var hTotal = horizontal.total;
minWidth = hTotal.min + gap;
preferredWidth = hTotal.preferred + gap;
#if DEBUG_LAYOUT
PUIUtils.LogUIDebug("CalculateLayoutInputHorizontal for {0} preferred {1:F2}".
F(gameObject.name, preferredWidth));
#endif
}
}
public override void CalculateLayoutInputVertical() {
if (!locked) {
var margin = parameters.Margin;
float gap = (margin == null) ? 0.0f : margin.top + margin.bottom;
vertical = Calc(gameObject, parameters, PanelDirection.Vertical);
var vTotal = vertical.total;
minHeight = vTotal.min + gap;
preferredHeight = vTotal.preferred + gap;
#if DEBUG_LAYOUT
PUIUtils.LogUIDebug("CalculateLayoutInputVertical for {0} preferred {1:F2}".F(
gameObject.name, preferredHeight));
#endif
}
}
protected override void OnDisable() {
base.OnDisable();
horizontal = null;
vertical = null;
}
protected override void OnEnable() {
base.OnEnable();
horizontal = null;
vertical = null;
}
public override void SetLayoutHorizontal() {
if (horizontal != null && !locked) {
#if DEBUG_LAYOUT
PUIUtils.LogUIDebug("SetLayoutHorizontal for {0} resolved width to {1:F2}".F(
gameObject.name, rectTransform.rect.width));
#endif
DoLayout(parameters, horizontal, rectTransform.rect.width);
}
}
public override void SetLayoutVertical() {
if (vertical != null && !locked) {
#if DEBUG_LAYOUT
PUIUtils.LogUIDebug("SetLayoutVertical for {0} resolved height to {1:F2}".F(
gameObject.name, rectTransform.rect.height));
#endif
DoLayout(parameters, vertical, rectTransform.rect.height);
}
}
}
}