186 lines
5.5 KiB
C#
186 lines
5.5 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 System;
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using UnityEngine;
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namespace PeterHan.PLib.UI.Layouts {
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/// <summary>
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/// Stores constraints applied to a game object in a relative layout.
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/// </summary>
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[Serializable]
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internal sealed class RelativeLayoutParams : RelativeLayoutParamsBase<GameObject> { }
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/// <summary>
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/// Stores constraints applied to an object in a relative layout.
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/// </summary>
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/// <typeparam name="T">The type of the target object.</typeparam>
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internal class RelativeLayoutParamsBase<T> {
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/// <summary>
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/// The anchored position of the bottom edge.
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/// </summary>
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internal EdgeStatus BottomEdge { get; }
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/// <summary>
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/// The insets. If null, insets are all zero.
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/// </summary>
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internal RectOffset Insets { get; set; }
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/// <summary>
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/// The anchored position of the left edge.
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/// </summary>
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internal EdgeStatus LeftEdge { get; }
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/// <summary>
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/// Overrides the size of the component if set.
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/// </summary>
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internal Vector2 OverrideSize { get; set; }
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/// <summary>
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/// The anchored position of the right edge.
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/// </summary>
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internal EdgeStatus RightEdge { get; }
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/// <summary>
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/// The anchored position of the top edge.
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/// </summary>
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internal EdgeStatus TopEdge { get; }
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internal RelativeLayoutParamsBase() {
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Insets = null;
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BottomEdge = new EdgeStatus();
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LeftEdge = new EdgeStatus();
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RightEdge = new EdgeStatus();
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TopEdge = new EdgeStatus();
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OverrideSize = Vector2.zero;
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}
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/// <summary>
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/// The edge position determined for a component.
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/// </summary>
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[Serializable]
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internal sealed class EdgeStatus {
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/// <summary>
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/// The type of constraint to use for this relative layout.
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/// </summary>
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internal RelativeConstraintType Constraint;
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/// <summary>
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/// The anchor position in the component that sets the relative anchor.
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///
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/// 0.0f is the bottom/left, 1.0f is the top/right.
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/// </summary>
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internal float FromAnchor;
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/// <summary>
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/// The component to which this edge is anchored.
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/// </summary>
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internal T FromComponent;
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/// <summary>
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/// The offset in pixels from the anchor. + is upwards/rightwards, - is downwards/
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/// leftwards.
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/// </summary>
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internal float Offset;
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/// <summary>
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/// True if the position has been locked down in the code.
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/// Locked should only be set by the layout manager, crashes may occur otherwise.
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/// </summary>
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public bool Locked {
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get {
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return Constraint == RelativeConstraintType.Locked;
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}
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}
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/// <summary>
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/// True if the position is not constrained to anything.
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/// </summary>
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public bool Unconstrained {
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get {
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return Constraint == RelativeConstraintType.Unconstrained;
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}
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}
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internal EdgeStatus() {
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FromAnchor = 0.0f;
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FromComponent = default;
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Offset = 0.0f;
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Constraint = RelativeConstraintType.Unconstrained;
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}
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/// <summary>
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/// Copies data from another edge status object.
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/// </summary>
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/// <param name="other">The object to copy.</param>
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internal void CopyFrom(EdgeStatus other) {
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if (other == null)
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throw new ArgumentNullException(nameof(other));
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switch (Constraint = other.Constraint) {
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case RelativeConstraintType.ToComponent:
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FromComponent = other.FromComponent;
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break;
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case RelativeConstraintType.ToAnchor:
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FromAnchor = other.FromAnchor;
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break;
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case RelativeConstraintType.Locked:
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FromAnchor = other.FromAnchor;
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Offset = other.Offset;
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break;
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case RelativeConstraintType.Unconstrained:
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default:
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break;
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}
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}
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public override bool Equals(object obj) {
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// Caution: floats are imprecise
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return obj is EdgeStatus other && other.FromAnchor == FromAnchor && other.
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Offset == Offset && Constraint == other.Constraint;
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}
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public override int GetHashCode() {
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return 37 * (37 * FromAnchor.GetHashCode() + Offset.GetHashCode()) +
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Constraint.GetHashCode();
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}
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/// <summary>
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/// Resets these offsets to unlocked.
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/// </summary>
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public void Reset() {
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Constraint = RelativeConstraintType.Unconstrained;
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Offset = 0.0f;
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FromAnchor = 0.0f;
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FromComponent = default;
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}
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public override string ToString() {
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return string.Format("EdgeStatus[Constraints={2},Anchor={0:F2},Offset={1:F2}]",
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FromAnchor, Offset, Constraint);
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}
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}
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}
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/// <summary>
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/// The types of constraints which can be applied to components in a relative layout.
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/// </summary>
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internal enum RelativeConstraintType {
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Unconstrained, ToComponent, ToAnchor, Locked
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}
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}
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