293 lines
9.2 KiB
C#
293 lines
9.2 KiB
C#
/*
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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 PeterHan.PLib.UI.Layouts;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace PeterHan.PLib.UI {
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/// <summary>
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/// A layout group based on the constraints defined in RelativeLayout. Allows the same
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/// fast relative positioning that RelativeLayout does, but can respond to changes in the
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/// size of its containing components.
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/// </summary>
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public sealed class RelativeLayoutGroup : AbstractLayoutGroup,
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ISerializationCallbackReceiver {
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/// <summary>
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/// The margin added around all components in the layout. This is in addition to any
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/// margins around the components.
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///
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/// Note that this margin is not taken into account with percentage based anchors.
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/// Items anchored to the extremes will always work fine. Items anchored in the middle
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/// will use the middle <b>before</b> margins are effective.
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/// </summary>
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public RectOffset Margin {
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get {
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return margin;
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}
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set {
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margin = value;
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}
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}
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/// <summary>
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/// Constraints for each object are stored here.
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/// </summary>
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private readonly IDictionary<GameObject, RelativeLayoutParams> locConstraints;
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/// <summary>
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/// The serialized constraints.
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/// </summary>
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[SerializeField]
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private IList<KeyValuePair<GameObject, RelativeLayoutParams>> serialConstraints;
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/// <summary>
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/// The margin around the components as a whole.
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/// </summary>
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[SerializeField]
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private RectOffset margin;
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/// <summary>
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/// The results of the layout in progress.
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/// </summary>
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private readonly IList<RelativeLayoutResults> results;
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internal RelativeLayoutGroup() {
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layoutPriority = 1;
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locConstraints = new Dictionary<GameObject, RelativeLayoutParams>(32);
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results = new List<RelativeLayoutResults>(32);
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serialConstraints = null;
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}
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/// <summary>
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/// Retrieves the parameters for a child game object. Creates an entry if none exists
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/// for this component.
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/// </summary>
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/// <param name="item">The item to look up.</param>
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/// <returns>The parameters for that object.</returns>
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private RelativeLayoutParams AddOrGet(GameObject item) {
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if (!locConstraints.TryGetValue(item, out RelativeLayoutParams param))
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locConstraints[item] = param = new RelativeLayoutParams();
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return param;
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}
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public RelativeLayoutGroup AnchorXAxis(GameObject item, float anchor = 0.5f) {
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SetLeftEdge(item, fraction: anchor);
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return SetRightEdge(item, fraction: anchor);
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}
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public RelativeLayoutGroup AnchorYAxis(GameObject item, float anchor = 0.5f) {
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SetTopEdge(item, fraction: anchor);
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return SetBottomEdge(item, fraction: anchor);
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}
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public override void CalculateLayoutInputHorizontal() {
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var all = gameObject?.rectTransform();
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if (all != null && !locked) {
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int ml, mr, passes, limit;
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if (Margin == null)
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ml = mr = 0;
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else {
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ml = Margin.left;
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mr = Margin.right;
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}
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// X layout
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results.CalcX(all, locConstraints);
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if (results.Count > 0) {
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limit = 2 * results.Count;
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for (passes = 0; passes < limit && !results.RunPassX(); passes++) ;
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if (passes >= limit)
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results.ThrowUnresolvable(passes, PanelDirection.Horizontal);
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}
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minWidth = preferredWidth = results.GetMinSizeX() + ml + mr;
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}
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}
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public override void CalculateLayoutInputVertical() {
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var all = gameObject?.rectTransform();
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if (all != null && !locked) {
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int passes, limit = 2 * results.Count, mt, mb;
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if (Margin == null)
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mt = mb = 0;
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else {
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mt = Margin.top;
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mb = Margin.bottom;
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}
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// Y layout
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if (results.Count > 0) {
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results.CalcY();
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for (passes = 0; passes < limit && !results.RunPassY(); passes++) ;
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if (passes >= limit)
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results.ThrowUnresolvable(passes, PanelDirection.Vertical);
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}
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minHeight = preferredHeight = results.GetMinSizeY() + mt + mb;
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}
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}
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/// <summary>
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/// Imports the data from RelativeLayout for compatibility.
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/// </summary>
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/// <param name="values">The raw data to import.</param>
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internal void Import(IDictionary<GameObject, RelativeLayoutParams> values) {
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locConstraints.Clear();
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foreach (var pair in values)
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locConstraints[pair.Key] = pair.Value;
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}
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public void OnBeforeSerialize() {
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int n = locConstraints.Count;
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if (n > 0) {
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serialConstraints = new List<KeyValuePair<GameObject, RelativeLayoutParams>>(n);
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foreach (var pair in locConstraints)
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serialConstraints.Add(pair);
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}
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}
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public void OnAfterDeserialize() {
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if (serialConstraints != null) {
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locConstraints.Clear();
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foreach (var pair in serialConstraints)
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locConstraints[pair.Key] = pair.Value;
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serialConstraints = null;
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}
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}
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public RelativeLayoutGroup OverrideSize(GameObject item, Vector2 size) {
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if (item != null)
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AddOrGet(item).OverrideSize = size;
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return this;
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}
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public RelativeLayoutGroup SetBottomEdge(GameObject item, float fraction = -1.0f,
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GameObject above = null) {
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if (item != null) {
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if (above == item)
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throw new ArgumentException("Component cannot refer directly to itself");
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SetEdge(AddOrGet(item).BottomEdge, fraction, above);
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}
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return this;
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}
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protected override void SetDirty() {
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if (!locked)
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base.SetDirty();
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}
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/// <summary>
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/// Sets a component's edge constraint.
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/// </summary>
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/// <param name="edge">The edge to set.</param>
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/// <param name="fraction">The fraction of the parent to anchor.</param>
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/// <param name="child">The other component to anchor.</param>
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private void SetEdge(RelativeLayoutParams.EdgeStatus edge, float fraction,
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GameObject child) {
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if (fraction >= 0.0f && fraction <= 1.0f) {
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edge.Constraint = RelativeConstraintType.ToAnchor;
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edge.FromAnchor = fraction;
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edge.FromComponent = null;
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} else if (child != null) {
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edge.Constraint = RelativeConstraintType.ToComponent;
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edge.FromComponent = child;
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} else {
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edge.Constraint = RelativeConstraintType.Unconstrained;
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edge.FromComponent = null;
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}
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}
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public override void SetLayoutHorizontal() {
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if (!locked && results.Count > 0) {
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var components = ListPool<ILayoutController, RelativeLayoutGroup>.Allocate();
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int ml, mr;
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if (Margin == null)
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ml = mr = 0;
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else {
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ml = Margin.left;
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mr = Margin.right;
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}
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// Lay out children
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results.ExecuteX(components, ml, mr);
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components.Recycle();
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}
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}
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public override void SetLayoutVertical() {
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if (!locked && results.Count > 0) {
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var components = ListPool<ILayoutController, RelativeLayoutGroup>.Allocate();
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int mt, mb;
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if (Margin == null)
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mt = mb = 0;
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else {
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mt = Margin.top;
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mb = Margin.bottom;
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}
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// Lay out children
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results.ExecuteY(components, mt, mb);
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components.Recycle();
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}
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}
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public RelativeLayoutGroup SetLeftEdge(GameObject item, float fraction = -1.0f,
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GameObject toRight = null) {
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if (item != null) {
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if (toRight == item)
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throw new ArgumentException("Component cannot refer directly to itself");
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SetEdge(AddOrGet(item).LeftEdge, fraction, toRight);
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}
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return this;
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}
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public RelativeLayoutGroup SetMargin(GameObject item, RectOffset insets) {
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if (item != null)
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AddOrGet(item).Insets = insets;
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return this;
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}
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/// <summary>
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/// Sets all layout parameters of an object at once.
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/// </summary>
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/// <param name="item">The item to configure.</param>
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/// <param name="rawParams">The raw parameters to use.</param>
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internal void SetRaw(GameObject item, RelativeLayoutParams rawParams) {
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if (item != null && rawParams != null)
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locConstraints[item] = rawParams;
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}
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public RelativeLayoutGroup SetRightEdge(GameObject item, float fraction = -1.0f,
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GameObject toLeft = null) {
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if (item != null) {
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if (toLeft == item)
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throw new ArgumentException("Component cannot refer directly to itself");
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SetEdge(AddOrGet(item).RightEdge, fraction, toLeft);
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}
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return this;
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}
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public RelativeLayoutGroup SetTopEdge(GameObject item, float fraction = -1.0f,
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GameObject below = null) {
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if (item != null) {
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if (below == item)
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throw new ArgumentException("Component cannot refer directly to itself");
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SetEdge(AddOrGet(item).TopEdge, fraction, below);
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}
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return this;
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}
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}
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}
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