/// 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;
}
}
}