/// Credit RahulOfTheRamanEffect /// Sourced from - https://forum.unity3d.com/members/rahuloftheramaneffect.773241/ namespace UnityEngine.UI.Extensions { /// /// Arranges child objects into a non-uniform grid, with fixed column widths and flexible row heights /// [AddComponentMenu("Layout/Extensions/Table Layout Group")] public class TableLayoutGroup : LayoutGroup { public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 } [SerializeField] protected Corner startCorner = Corner.UpperLeft; /// /// The corner starting from which the cells should be arranged /// public Corner StartCorner { get { return startCorner; } set { SetProperty(ref startCorner, value); } } [SerializeField] protected float[] columnWidths = new float[1] { 96f }; /// /// The widths of all the columns in the table /// public float[] ColumnWidths { get { return columnWidths; } set { SetProperty(ref columnWidths, value); } } [SerializeField] protected float minimumRowHeight = 32f; /// /// The minimum height for any row in the table /// public float MinimumRowHeight { get { return minimumRowHeight; } set { SetProperty(ref minimumRowHeight, value); } } [SerializeField] protected bool flexibleRowHeight = true; /// /// Expand rows to fit the cell with the highest preferred height? /// public bool FlexibleRowHeight { get { return flexibleRowHeight; } set { SetProperty(ref flexibleRowHeight, value); } } [SerializeField] protected float columnSpacing = 0f; /// /// The horizontal spacing between each cell in the table /// public float ColumnSpacing { get { return columnSpacing; } set { SetProperty(ref columnSpacing, value); } } [SerializeField] protected float rowSpacing = 0; /// /// The vertical spacing between each row in the table /// public float RowSpacing { get { return rowSpacing; } set { SetProperty(ref rowSpacing, value); } } // Temporarily stores data generated during the execution CalculateLayoutInputVertical for use in SetLayoutVertical private float[] preferredRowHeights; public override void CalculateLayoutInputHorizontal() { base.CalculateLayoutInputHorizontal(); float horizontalSize = padding.horizontal; // We calculate the actual cell count for cases where the number of children is lesser than the number of columns int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length); for (int i = 0; i < actualCellCount; i++) { horizontalSize += columnWidths[i]; horizontalSize += columnSpacing; } horizontalSize -= columnSpacing; SetLayoutInputForAxis(horizontalSize, horizontalSize, 0, 0); } public override void CalculateLayoutInputVertical() { int columnCount = columnWidths.Length; int rowCount = Mathf.CeilToInt(rectChildren.Count / (float)columnCount); preferredRowHeights = new float[rowCount]; float totalMinHeight = padding.vertical; float totalPreferredHeight = padding.vertical; if (rowCount > 1) { float heightFromSpacing = ((rowCount - 1) * rowSpacing); totalMinHeight += heightFromSpacing; totalPreferredHeight += heightFromSpacing; } if (flexibleRowHeight) { // If flexibleRowHeight is enabled, find the max value for minimum and preferred heights in each row float maxMinimumHeightInRow = 0; float maxPreferredHeightInRow = 0; for (int i = 0; i < rowCount; i++) { maxMinimumHeightInRow = minimumRowHeight; maxPreferredHeightInRow = minimumRowHeight; for (int j = 0; j < columnCount; j++) { int childIndex = (i * columnCount) + j; // Safeguard against tables with incomplete rows if (childIndex == rectChildren.Count) break; maxPreferredHeightInRow = Mathf.Max(LayoutUtility.GetPreferredHeight(rectChildren[childIndex]), maxPreferredHeightInRow); maxMinimumHeightInRow = Mathf.Max(LayoutUtility.GetMinHeight(rectChildren[childIndex]), maxMinimumHeightInRow); } totalMinHeight += maxMinimumHeightInRow; totalPreferredHeight += maxPreferredHeightInRow; // Add calculated row height to a commonly accessible array for reuse in SetLayoutVertical() preferredRowHeights[i] = maxPreferredHeightInRow; } } else { // If flexibleRowHeight is disabled, then use the minimumRowHeight to calculate vertical layout information for (int i = 0; i < rowCount; i++) preferredRowHeights[i] = minimumRowHeight; totalMinHeight += rowCount * minimumRowHeight; totalPreferredHeight = totalMinHeight; } totalPreferredHeight = Mathf.Max(totalMinHeight, totalPreferredHeight); SetLayoutInputForAxis(totalMinHeight, totalPreferredHeight, 1, 1); } public override void SetLayoutHorizontal() { // If no column width is defined, then assign a reasonable default if (columnWidths.Length == 0) columnWidths = new float[1] { 0f }; int columnCount = columnWidths.Length; int cornerX = (int)startCorner % 2; float startOffset = 0; float requiredSizeWithoutPadding = 0; // We calculate the actual cell count for cases where the number of children is lesser than the number of columns int actualCellCount = Mathf.Min(rectChildren.Count, columnWidths.Length); for (int i = 0; i < actualCellCount; i++) { requiredSizeWithoutPadding += columnWidths[i]; requiredSizeWithoutPadding += columnSpacing; } requiredSizeWithoutPadding -= columnSpacing; startOffset = GetStartOffset(0, requiredSizeWithoutPadding); if (cornerX == 1) startOffset += requiredSizeWithoutPadding; float positionX = startOffset; for (int i = 0; i < rectChildren.Count; i++) { int currentColumnIndex = i % columnCount; // If it's the first cell in the row, reset positionX if (currentColumnIndex == 0) positionX = startOffset; if (cornerX == 1) positionX -= columnWidths[currentColumnIndex]; SetChildAlongAxis(rectChildren[i], 0, positionX, columnWidths[currentColumnIndex]); if (cornerX == 1) positionX -= columnSpacing; else positionX += columnWidths[currentColumnIndex] + columnSpacing; } } public override void SetLayoutVertical() { int columnCount = columnWidths.Length; int rowCount = preferredRowHeights.Length; int cornerY = (int)startCorner / 2; float startOffset = 0; float requiredSizeWithoutPadding = 0; for (int i = 0; i < rowCount; i++) requiredSizeWithoutPadding += preferredRowHeights[i]; if (rowCount > 1) requiredSizeWithoutPadding += (rowCount - 1) * rowSpacing; startOffset = GetStartOffset(1, requiredSizeWithoutPadding); if (cornerY == 1) startOffset += requiredSizeWithoutPadding; float positionY = startOffset; for (int i = 0; i < rowCount; i++) { if (cornerY == 1) positionY -= preferredRowHeights[i]; for (int j = 0; j < columnCount; j++) { int childIndex = (i * columnCount) + j; // Safeguard against tables with incomplete rows if (childIndex == rectChildren.Count) break; SetChildAlongAxis(rectChildren[childIndex], 1, positionY, preferredRowHeights[i]); } if (cornerY == 1) positionY -= rowSpacing; else positionY += preferredRowHeights[i] + rowSpacing; } // Set preferredRowHeights to null to free memory preferredRowHeights = null; } } }