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189 lines
9.9 KiB
189 lines
9.9 KiB
using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace UnityEngine.UI
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{
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/// <summary>
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/// Utility functions for querying layout elements for their minimum, preferred, and flexible sizes.
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/// </summary>
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public static class LayoutUtility
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{
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/// <summary>
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/// Returns the minimum size of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <param name="axis">The axis to query. This can be 0 or 1.</param>
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/// <remarks>All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.</remarks>
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public static float GetMinSize(RectTransform rect, int axis)
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{
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return axis == 0 ? GetMinWidth(rect) : GetMinHeight(rect);
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}
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/// <summary>
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/// Returns the preferred size of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <param name="axis">The axis to query. This can be 0 or 1.</param>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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public static float GetPreferredSize(RectTransform rect, int axis)
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{
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return axis == 0 ? GetPreferredWidth(rect) : GetPreferredHeight(rect);
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}
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/// <summary>
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/// Returns the flexible size of the layout element.
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/// </summary>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <param name="axis">The axis to query. This can be 0 or 1.</param>
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public static float GetFlexibleSize(RectTransform rect, int axis)
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{
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return axis == 0 ? GetFlexibleWidth(rect) : GetFlexibleHeight(rect);
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}
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/// <summary>
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/// Returns the minimum width of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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public static float GetMinWidth(RectTransform rect)
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{
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return GetLayoutProperty(rect, e => e.minWidth, 0);
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}
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/// <summary>
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/// Returns the preferred width of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <returns>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </returns>
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public static float GetPreferredWidth(RectTransform rect)
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{
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return Mathf.Max(GetLayoutProperty(rect, e => e.minWidth, 0), GetLayoutProperty(rect, e => e.preferredWidth, 0));
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}
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/// <summary>
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/// Returns the flexible width of the layout element.
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/// </summary>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used
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/// </remarks>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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public static float GetFlexibleWidth(RectTransform rect)
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{
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return GetLayoutProperty(rect, e => e.flexibleWidth, 0);
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}
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/// <summary>
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/// Returns the minimum height of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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public static float GetMinHeight(RectTransform rect)
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{
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return GetLayoutProperty(rect, e => e.minHeight, 0);
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}
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/// <summary>
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/// Returns the preferred height of the layout element.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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public static float GetPreferredHeight(RectTransform rect)
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{
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return Mathf.Max(GetLayoutProperty(rect, e => e.minHeight, 0), GetLayoutProperty(rect, e => e.preferredHeight, 0));
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}
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/// <summary>
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/// Returns the flexible height of the layout element.
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/// </summary>
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/// <remarks>
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/// All components on the GameObject that implement the ILayoutElement are queried. The one with the highest priority which has a value for this setting is used. If multiple componets have this setting and have the same priority, the maximum value out of those is used.
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/// </remarks>
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/// <param name="rect">The RectTransform of the layout element to query.</param>
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public static float GetFlexibleHeight(RectTransform rect)
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{
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return GetLayoutProperty(rect, e => e.flexibleHeight, 0);
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}
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/// <summary>
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/// Gets a calculated layout property for the layout element with the given RectTransform.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to get a property for.</param>
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/// <param name="property">The property to calculate.</param>
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/// <param name="defaultValue">The default value to use if no component on the layout element supplies the given property</param>
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/// <returns>The calculated value of the layout property.</returns>
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public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue)
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{
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ILayoutElement dummy;
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return GetLayoutProperty(rect, property, defaultValue, out dummy);
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}
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/// <summary>
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/// Gets a calculated layout property for the layout element with the given RectTransform.
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/// </summary>
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/// <param name="rect">The RectTransform of the layout element to get a property for.</param>
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/// <param name="property">The property to calculate.</param>
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/// <param name="defaultValue">The default value to use if no component on the layout element supplies the given property</param>
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/// <param name="source">Optional out parameter to get the component that supplied the calculated value.</param>
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/// <returns>The calculated value of the layout property.</returns>
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public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue, out ILayoutElement source)
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{
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source = null;
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if (rect == null)
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return 0;
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float min = defaultValue;
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int maxPriority = System.Int32.MinValue;
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var components = ListPool<Component>.Get();
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rect.GetComponents(typeof(ILayoutElement), components);
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var componentsCount = components.Count;
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for (int i = 0; i < componentsCount; i++)
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{
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var layoutComp = components[i] as ILayoutElement;
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if (layoutComp is Behaviour && !((Behaviour)layoutComp).isActiveAndEnabled)
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continue;
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int priority = layoutComp.layoutPriority;
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// If this layout components has lower priority than a previously used, ignore it.
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if (priority < maxPriority)
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continue;
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float prop = property(layoutComp);
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// If this layout property is set to a negative value, it means it should be ignored.
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if (prop < 0)
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continue;
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// If this layout component has higher priority than all previous ones,
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// overwrite with this one's value.
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if (priority > maxPriority)
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{
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min = prop;
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maxPriority = priority;
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source = layoutComp;
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}
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// If the layout component has the same priority as a previously used,
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// use the largest of the values with the same priority.
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else if (prop > min)
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{
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min = prop;
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source = layoutComp;
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}
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}
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ListPool<Component>.Release(components);
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return min;
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}
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}
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}
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