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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Events;
namespace UnityEngine.UI
{
public static class LayoutUtility
{
public static float GetMinSize(RectTransform rect, int axis)
{
if (axis == 0)
return GetMinWidth(rect);
return GetMinHeight(rect);
}
public static float GetPreferredSize(RectTransform rect, int axis)
{
if (axis == 0)
return GetPreferredWidth(rect);
return GetPreferredHeight(rect);
}
public static float GetFlexibleSize(RectTransform rect, int axis)
{
if (axis == 0)
return GetFlexibleWidth(rect);
return GetFlexibleHeight(rect);
}
public static float GetMinWidth(RectTransform rect)
{
return GetLayoutProperty(rect, e => e.minWidth, 0);
}
public static float GetPreferredWidth(RectTransform rect)
{
return Mathf.Max(GetLayoutProperty(rect, e => e.minWidth, 0), GetLayoutProperty(rect, e => e.preferredWidth, 0));
}
public static float GetFlexibleWidth(RectTransform rect)
{
return GetLayoutProperty(rect, e => e.flexibleWidth, 0);
}
public static float GetMinHeight(RectTransform rect)
{
return GetLayoutProperty(rect, e => e.minHeight, 0);
}
public static float GetPreferredHeight(RectTransform rect)
{
return Mathf.Max(GetLayoutProperty(rect, e => e.minHeight, 0), GetLayoutProperty(rect, e => e.preferredHeight, 0));
}
public static float GetFlexibleHeight(RectTransform rect)
{
return GetLayoutProperty(rect, e => e.flexibleHeight, 0);
}
public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue)
{
ILayoutElement dummy;
return GetLayoutProperty(rect, property, defaultValue, out dummy);
}
public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue, out ILayoutElement source)
{
source = null;
if (rect == null)
return 0;
float min = defaultValue;
int maxPriority = System.Int32.MinValue;
var components = ListPool<Component>.Get();
rect.GetComponents(typeof(ILayoutElement), components);
for (int i = 0; i < components.Count; i++)
{
var layoutComp = components[i] as ILayoutElement; //
if (layoutComp is Behaviour && !((Behaviour)layoutComp).isActiveAndEnabled)
continue;
int priority = layoutComp.layoutPriority;
// If this layout components has lower priority than a previously used, ignore it.
if (priority < maxPriority)
continue;
float prop = property(layoutComp);
// If this layout property is set to a negative value, it means it should be ignored.
if (prop < 0)
continue;
// If this layout component has higher priority than all previous ones,
// overwrite with this one's value.
if (priority > maxPriority)
{
min = prop;
maxPriority = priority;
source = layoutComp;
}
// If the layout component has the same priority as a previously used,
// use the largest of the values with the same priority.
else if (prop > min)
{
min = prop;
source = layoutComp;
}
}
ListPool<Component>.Release(components);
return min;
}
}
}
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