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A Unity UI Auto expanding grid layout group, that automatically changes column and row count - adapted from collin_patrick's AutoExpandGridLayoutGroup https://forum.unity.com/threads/solved-how-to-make-grid-layout-group-cell-size-x-auto-expand.448534/
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namespace UnityEngine.UI | |
{ | |
[AddComponentMenu("Layout/Auto Expand Grid Layout Group", 152)] | |
public class AutoExpandGridLayoutGroup : LayoutGroup | |
{ | |
public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 } | |
public enum Axis { Horizontal = 0, Vertical = 1 } | |
public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 } | |
[SerializeField] | |
protected Corner m_StartCorner = Corner.UpperLeft; | |
public Corner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value); } } | |
[SerializeField] | |
protected Axis m_StartAxis = Axis.Horizontal; | |
public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } } | |
[SerializeField] | |
protected Vector2 m_CellSize = new Vector2(100, 100); | |
public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } } | |
[SerializeField] | |
protected Vector2 m_Spacing = Vector2.zero; | |
public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } } | |
[SerializeField] | |
protected Constraint m_Constraint = Constraint.Flexible; | |
public Constraint constraint { get { return m_Constraint; } set { SetProperty(ref m_Constraint, value); } } | |
[SerializeField] | |
protected bool FlexibleSize = true; | |
[SerializeField] | |
protected int m_ConstraintCount = 2; | |
public int constraintCount { get { return m_ConstraintCount; } set { SetProperty(ref m_ConstraintCount, Mathf.Max(1, value)); } } | |
#if UNITY_EDITOR | |
protected override void OnValidate() | |
{ | |
base.OnValidate(); | |
constraintCount = constraintCount; | |
} | |
void Update() | |
{ | |
if (constraint == Constraint.Flexible && FlexibleSize) | |
{ | |
constraintCount = Mathf.RoundToInt(Mathf.Max(1, Mathf.Sqrt(rectChildren.Count))); | |
m_CellSize = new Vector2(rectTransform.rect.width / m_ConstraintCount - 0.001f, rectTransform.rect.height / (float)m_ConstraintCount - 0.001f); | |
} | |
} | |
#endif | |
public override void CalculateLayoutInputHorizontal() | |
{ | |
base.CalculateLayoutInputHorizontal(); | |
int minColumns = 0; | |
int preferredColumns = 0; | |
if (m_Constraint == Constraint.FixedColumnCount) | |
{ | |
minColumns = preferredColumns = m_ConstraintCount; | |
} | |
else if (m_Constraint == Constraint.FixedRowCount) | |
{ | |
minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f); | |
} | |
else | |
{ | |
if (FlexibleSize) | |
{ | |
minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f); | |
} | |
else | |
{ | |
minColumns = 1; | |
preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count)); | |
} | |
} | |
SetLayoutInputForAxis( | |
padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x, | |
padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x, | |
-1, 0); | |
} | |
public override void CalculateLayoutInputVertical() | |
{ | |
int minRows = 0; | |
if (m_Constraint == Constraint.FixedColumnCount) | |
{ | |
minRows = Mathf.CeilToInt(rectChildren.Count / (float)m_ConstraintCount - 0.001f); | |
} | |
else if (m_Constraint == Constraint.FixedRowCount) | |
{ | |
minRows = m_ConstraintCount; | |
} | |
else | |
{ | |
if (FlexibleSize) | |
{ | |
minRows = m_ConstraintCount; | |
} | |
else | |
{ | |
float width = rectTransform.rect.size.x; | |
int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x))); | |
minRows = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX); | |
} | |
} | |
float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y; | |
SetLayoutInputForAxis(minSpace, minSpace, -1, 1); | |
} | |
public override void SetLayoutHorizontal() | |
{ | |
SetCellsAlongAxis(0); | |
} | |
public override void SetLayoutVertical() | |
{ | |
SetCellsAlongAxis(1); | |
} | |
private void SetCellsAlongAxis(int axis) | |
{ | |
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis | |
// and only vertical values when invoked for the vertical axis. | |
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis. | |
// Since we only set the horizontal position and not the size, it shouldn't affect children's layout, | |
// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout. | |
if (axis == 0) | |
{ | |
// Only set the sizes when invoked for horizontal axis, not the positions. | |
for (int i = 0; i < rectChildren.Count; i++) | |
{ | |
RectTransform rect = rectChildren[i]; | |
m_Tracker.Add(this, rect, | |
DrivenTransformProperties.Anchors | | |
DrivenTransformProperties.AnchoredPosition | | |
DrivenTransformProperties.SizeDelta); | |
rect.anchorMin = Vector2.up; | |
rect.anchorMax = Vector2.up; | |
rect.sizeDelta = cellSize; | |
} | |
return; | |
} | |
float width = rectTransform.rect.size.x; | |
float height = rectTransform.rect.size.y; | |
int cellCountX = 1; | |
int cellCountY = 1; | |
if (m_Constraint == Constraint.FixedColumnCount) | |
{ | |
cellCountX = m_ConstraintCount; | |
cellCountY = Mathf.CeilToInt(rectChildren.Count / (float)cellCountX - 0.001f); | |
} | |
else if (m_Constraint == Constraint.FixedRowCount) | |
{ | |
cellCountY = m_ConstraintCount; | |
cellCountX = Mathf.CeilToInt(rectChildren.Count / (float)cellCountY - 0.001f); | |
} | |
else | |
{ | |
if (FlexibleSize) | |
{ | |
cellCountY = m_ConstraintCount; | |
cellCountX = Mathf.CeilToInt(rectChildren.Count / (float)cellCountY - 0.001f); | |
} | |
else | |
{ | |
if (cellSize.x + spacing.x <= 0) | |
cellCountX = int.MaxValue; | |
else | |
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x))); | |
if (cellSize.y + spacing.y <= 0) | |
cellCountY = int.MaxValue; | |
else | |
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y))); | |
} | |
} | |
int cornerX = (int)startCorner % 2; | |
int cornerY = (int)startCorner / 2; | |
int cellsPerMainAxis, actualCellCountX, actualCellCountY; | |
if (startAxis == Axis.Horizontal) | |
{ | |
cellsPerMainAxis = cellCountX; | |
actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count); | |
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis)); | |
} | |
else | |
{ | |
cellsPerMainAxis = cellCountY; | |
actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildren.Count); | |
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildren.Count / (float)cellsPerMainAxis)); | |
} | |
Vector2 requiredSpace = new Vector2( | |
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x, | |
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y | |
); | |
Vector2 startOffset = new Vector2( | |
GetStartOffset(0, requiredSpace.x), | |
GetStartOffset(1, requiredSpace.y) | |
); | |
for (int i = 0; i < rectChildren.Count; i++) | |
{ | |
int positionX; | |
int positionY; | |
if (startAxis == Axis.Horizontal) | |
{ | |
positionX = i % cellsPerMainAxis; | |
positionY = i / cellsPerMainAxis; | |
} | |
else | |
{ | |
positionX = i / cellsPerMainAxis; | |
positionY = i % cellsPerMainAxis; | |
} | |
if (cornerX == 1) | |
positionX = actualCellCountX - 1 - positionX; | |
if (cornerY == 1) | |
positionY = actualCellCountY - 1 - positionY; | |
float realsize = ((width - (spacing[0] * (actualCellCountX - 1))) / actualCellCountX); | |
SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (realsize + spacing[0]) * positionX, realsize); | |
if (FlexibleSize) | |
{ | |
realsize = ((height - (spacing[1] * (actualCellCountY - 1))) / actualCellCountY); | |
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (realsize + spacing[1]) * positionY, realsize); | |
} | |
else | |
{ | |
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (cellSize[1] + spacing[1]) * positionY, cellSize[1]); | |
} | |
} | |
} | |
} | |
} |
Hey @pyjamads, I'm trying to use this component, but I can't seem to get it to work. When the constraint is set to flexible, I get weird behavior. For example, if I change cell size, it snaps to some random value. If I change the constraint count, it's stuck at 4. Also, the grid begins to grow infinitely in width when the constraint is set to flexible.
I'm trying to use this as a drop-in replacement layout group for the content of a scroll view.
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Hi, this little component is meant to be used instead of a normal GridLayout component, in case you don't know the size of your grid. But if I understand your purpose correctly, you know the size of your chess board, so why not just use the UnityEngine.UI.GridLayout and specify the rows and columns to be 8x8 ?