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EleBoxSizer.cs
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EleBoxSizer.cs
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// <copyright file="EleBoxSizer.cs" company="Pixel Precision LLC">
// Copyright (c) 2020 All Rights Reserved
// </copyright>
// <author>William Leu</author>
// <date>09/25/2020</date>
// <summary></summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace PxPre.UIL
{
public class EleBoxSizer : EleBaseSizer
{
public struct PairedLayoutData
{
public Ele ele;
public float prop;
public LFlag style;
public PairedLayoutData(Ele ele, float p, LFlag s)
{
this.ele = ele;
this.prop = p;
this.style = s;
}
}
Direction direction = Direction.Vert;
List<PairedLayoutData> entries = new List<PairedLayoutData>();
public float padding = 0.0f;
public PadRect border = new PadRect();
public EleBoxSizer(EleBaseRect parent, Direction direction, string name)
: base(parent,name)
{
this.direction = direction;
}
public EleBoxSizer(EleBaseSizer parent, Direction direction, float proportion, LFlag flags, string name = "")
: base(parent, proportion, flags, name)
{
this.direction = direction;
}
public EleBoxSizer(Direction direction, string name = "")
: base(name)
{
this.direction = direction;
}
public override void Add(Ele ele, float proportion, LFlag flags)
{
this.entries.Add(
new PairedLayoutData(ele, proportion, flags));
}
public override bool Remove(Ele child)
{
for(int i = 0; i < this.entries.Count; ++i)
{
if(this.entries[i].ele == child)
{
this.entries.RemoveAt(i);
return true;
}
}
return false;
}
public override bool HasEntry(Ele child)
{
for(int i = 0; i < this.entries.Count; ++i)
{
if(this.entries[i].ele == child)
return true;
}
return false;
}
protected override float ImplCalcMinSizeWidth(
Dictionary<Ele, float> cached)
{
if(this.direction == Direction.Horiz)
return this.ImplCalcMinSize_HorizWidth(cached);
return this.ImplCalcMinSize_VertWidth(cached);
}
protected override Vector2 ImplCalcMinSize(
Dictionary<Ele, Vector2> cache,
Dictionary<Ele, float> widths,
float width,
bool collapsable = true)
{
if (this.direction == Direction.Horiz)
return this.ImplCalcMinSize_Horiz(cache, widths, width, collapsable);
return this.ImplCalcMinSize_Vert(cache, widths, width, collapsable);
}
public override Vector2 Layout(
Dictionary<Ele, Vector2> cached,
Dictionary<Ele, float> widths,
Vector2 rectOffset,
Vector2 offset,
Vector2 size,
bool collapsable = true)
{
if(this.direction == Direction.Horiz)
return this.Layout_Horiz(cached, widths, rectOffset, offset, size, collapsable);
return this.Layout_Vert(cached, widths, rectOffset, offset, size, collapsable);
}
float ImplCalcMinSize_VertWidth(Dictionary<Ele, float> cache)
{
float xMax = 0.0f;
bool atLeastOne = false;
foreach (PairedLayoutData pld in this.entries)
{
atLeastOne = true;
float w = pld.ele.GetMinWidth(cache);
xMax = Mathf.Max(xMax, w);
}
if(atLeastOne == true)
xMax += this.border.width;
return xMax;
}
Vector2 ImplCalcMinSize_Vert(
Dictionary<Ele, Vector2> cache,
Dictionary<Ele, float> widths,
float width,
bool collapsable)
{
Vector2 ret = Vector2.zero;
width -= this.border.width;
bool atleastOne = false;
foreach(PairedLayoutData pld in this.entries)
{
if(atleastOne == false)
ret.y += this.padding;
Vector2 sz;
LFlag pldFlag = GetFinalFlags(pld.style, collapsable);
if ((pldFlag & LFlag.GrowHoriz) != 0)
sz = pld.ele.GetMinSize(cache, widths, width, collapsable);
else
sz = pld.ele.GetMinSize(cache, widths, pld.ele.GetMinWidth(widths), collapsable);
ret.x = Mathf.Max(sz.x, ret.x);
ret.y += sz.y;
}
ret.y += this.border.height;
ret.x += this.border.width;
return ret;
}
Vector2 Layout_Vert(
Dictionary<Ele, Vector2> cached,
Dictionary<Ele, float> widths,
Vector2 rectOffset,
Vector2 offset,
Vector2 size,
bool collapsable)
{
size.x -= this.border.width;
size.y -= this.border.height;
float maxX = 0.0f;
List<PairedLayoutData> proportions = new List<PairedLayoutData>();
float totalMinY = 0.0f;
float totalProp = 0.0f;
bool atleastone = false;
foreach (PairedLayoutData pld in this.entries)
{
totalProp += pld.prop;
if(atleastone == false)
atleastone = true;
else
totalMinY += this.padding;
Vector2 v2 = pld.ele.GetMinSize(cached, widths, size.x, collapsable);
maxX = Mathf.Max(maxX, size.x);
totalMinY += v2.y;
}
maxX = Mathf.Max(maxX, size.x - this.border.width);
// The free space to be distributed amongst the proportions
float freeSpace = Mathf.Max(0.0f, size.y - totalMinY);
atleastone = false;
float fx = this.border.left;
float fy = this.border.top;
foreach (PairedLayoutData pld in this.entries)
{
if (atleastone == false)
atleastone = true;
else
fy += this.padding;
Vector2 m = pld.ele.GetMinSize(cached, widths, size.x, collapsable);
float eleHeight = m.y;
if(pld.prop != 0.0f)
eleHeight += pld.prop / totalProp * freeSpace;
else if(totalProp == 0.0f)
eleHeight += freeSpace / (float)this.entries.Count;
float feleX = fx;
float feleY = fy;
float feleSzX = m.x;
float feleSzY = m.y;
LFlag pldFlag = GetFinalFlags(pld.style, collapsable);
if ((pldFlag & LFlag.GrowHoriz) != 0)
feleSzX = maxX;
else if((pldFlag & LFlag.AlignHorizCenter) != 0)
feleX += (maxX - m.x) * 0.5f;
else if((pldFlag & LFlag.AlignRight) != 0)
feleX += maxX - m.x;
if((pldFlag & LFlag.GrowVert) != 0)
feleSzY = eleHeight;
else if((pldFlag & LFlag.AlignVertCenter) != 0)
feleY += (eleHeight - m.y) * 0.5f;
else if((pldFlag & LFlag.AlignBot) != 0)
feleY += eleHeight - m.y;
Vector2 losz =
pld.ele.Layout(
cached,
widths,
rectOffset + new Vector2(feleX, feleY),
offset + new Vector2(feleX, feleY),
new Vector2(feleSzX, feleSzY),
collapsable);
maxX = Mathf.Max(maxX, losz.x);
fy += eleHeight;
}
maxX += this.border.width;
fy += this.border.bot;
return new Vector2(maxX, fy);
}
float ImplCalcMinSize_HorizWidth(Dictionary<Ele, float> cache)
{
float fx = 0.0f;
bool atLeastOne = false;
foreach (PairedLayoutData pld in this.entries)
{
if(atLeastOne == false)
atLeastOne = true;
else
fx += this.padding;
float w = pld.ele.GetMinWidth(cache);
fx += Mathf.Max(w);
}
if (atLeastOne == true)
fx += this.border.width;
return fx;
}
Vector2 ImplCalcMinSize_Horiz(Dictionary<Ele, Vector2> cache, Dictionary<Ele, float> widths, float width, bool collapsable)
{
float xBuild = 0.0f; // The total width of everything before allocating proportions
float yMax = 0.0f; // The total height calculated.
float usableWidth = width - this.border.width;
float totalProportions = 0.0f;
bool atleastone = false;
// First pass, accumulate xBuild
foreach (PairedLayoutData pld in this.entries)
{
if(atleastone == false)
atleastone = true;
else
xBuild += this.padding;
xBuild += pld.ele.GetMinWidth(widths);
totalProportions += pld.prop;
}
float distrSpace = Mathf.Max(0.0f, usableWidth - xBuild);
bool atLeastOne = false;
float accumW = 0.0f;
foreach(PairedLayoutData pld in this.entries)
{
if(atLeastOne == false)
atLeastOne = true;
else
accumW += this.padding;
float fx = pld.ele.GetMinWidth(widths);
if(totalProportions == 0.0f)
fx += distrSpace / (float)this.entries.Count;
else
fx += pld.prop / totalProportions * distrSpace;
Vector2 sz = pld.ele.GetMinSize(cache, widths, fx, collapsable);
yMax = Mathf.Max(yMax, sz.y);
accumW += sz.x;
}
yMax += this.border.height;
accumW += this.border.width;
return new Vector2(accumW, yMax);
}
Vector2 Layout_Horiz(
Dictionary<Ele, Vector2> cached,
Dictionary<Ele, float> widths,
Vector2 rectOffset,
Vector2 offset,
Vector2 size,
bool collapsable)
{
// TODO: The entire implementation!
size.x -= this.border.width;
size.y -= this.border.height;
float maxY = 0.0f;
List<PairedLayoutData> proportions = new List<PairedLayoutData>();
float totalMinX = 0.0f;
float totalProp = 0.0f;
bool atleastone = false;
foreach (PairedLayoutData pld in this.entries)
{
totalProp += pld.prop;
if (atleastone == false)
atleastone = true;
else
totalMinX += this.padding;
Vector2 v2 = pld.ele.GetMinSize(cached, widths, size.x, collapsable);
maxY = Mathf.Max(maxY, size.y);
totalMinX += v2.x;
}
maxY = Mathf.Max(maxY, size.y);
// The free space to be distributed amongst the proportions
float freeSpace = Mathf.Max(0.0f, size.x - totalMinX);
atleastone = false;
float fx = this.border.left;
float fy = this.border.top;
foreach (PairedLayoutData pld in this.entries)
{
if (atleastone == false)
atleastone = true;
else
fx += this.padding;
Vector2 m = pld.ele.GetMinSize(cached, widths, size.x, collapsable);
float eleWidth = m.x;
if (pld.prop != 0.0f)
eleWidth += pld.prop / totalProp * freeSpace;
else if (totalProp == 0.0f)
eleWidth += freeSpace / (float)this.entries.Count;
float feleX = fx;
float feleY = fy;
float feleSzX = m.x;
float feleSzY = m.y;
LFlag pldFlag = GetFinalFlags(pld.style, collapsable);
if ((pldFlag & LFlag.GrowHoriz) != 0)
feleSzX = eleWidth;
else if ((pldFlag & LFlag.AlignHorizCenter) != 0)
feleX += (eleWidth - m.x) * 0.5f;
else if ((pldFlag & LFlag.AlignRight) != 0)
feleX += eleWidth - m.x;
if ((pldFlag & LFlag.GrowVert) != 0)
feleSzY = maxY;
else if ((pldFlag & LFlag.AlignVertCenter) != 0)
feleY += (maxY - m.y) * 0.5f;
else if ((pldFlag & LFlag.AlignBot) != 0)
feleY += maxY - m.y;
pld.ele.Layout(
cached,
widths,
rectOffset + new Vector2(feleX, feleY),
offset + new Vector2(feleX, feleY),
new Vector2(feleSzX, feleSzY),
collapsable);
fx += eleWidth;
}
fy += maxY;
fx += this.border.right;
fy += this.border.bot;
return new Vector2(fx, fy);
}
public override bool Destroy()
{
foreach(PairedLayoutData e in this.entries)
e.ele.Destroy();
this.entries.Clear();
return true;
}
public void DestroyChildren()
{
// The implementation is just Destory() (for now), but its different
// function and name is to signify that we still want EeleBoxSizer to
// be a valid entry in the LayoutHierarchy - but we want it to be
// emptied.
this.Destroy();
}
}
}