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AdaptiveLayoutMode.cs
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134 lines (116 loc) · 5.31 KB
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using System;
using UnityEngine;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Adaptive layout switcher that toggles between horizontal and vertical layouts based on screen aspect ratio.
* Supports activating different GameObjects for each mode and dynamically copying children across containers.
* Designed for responsive UI layouts where orientation affects structure and placement.
*
* ============= Usage =============
* Attach AdaptiveLayoutMode to a container, assign horizontal/vertical roots, and optionally auto-populate child items.
* Layout transitions automatically based on screen aspect ratio or forced mode.
*/
namespace PiDev.Utilities.UI
{
[ExecuteInEditMode]
[AddComponentMenu("Layout/Adaptive Layout Mode")]
public class AdaptiveLayoutMode : MonoBehaviour
{
public interface IAdaptiveAspectRatioElement
{
void SetView(RectTransform view);
}
public RectTransform view;
public enum LayoutMode { Automatic, Horizontal, Vertical }
public LayoutMode layoutMode = LayoutMode.Automatic;
bool oldIsVertical;
[Tooltip("Reference to the GameObject used in horizontal mode.")]
public GameObject horizontalObject;
[Tooltip("Reference to the GameObject used in vertical mode.")]
public GameObject verticalObject;
[Header("Content settings")]
[Tooltip("Reference to the items collection, it will be filled when orientation is changed")]
public RectTransform ContentContainer;
public RectTransform HorizontalContentRoot, VerticalContentRoot;
private void Awake()
{
view = view != null ? view : GetComponentInParent<RectTransform>();
UpdateLayout();
PopulateItems();
}
private void Update()
{
bool changed = UpdateLayout();
if (changed || !Application.isPlaying) PopulateItems();
}
public void PopulateItems()
{
if (ContentContainer == null || HorizontalContentRoot == null || VerticalContentRoot == null)
return;
RectTransform targetContainerRoot = DetermineLayout() ? VerticalContentRoot : HorizontalContentRoot;
if (targetContainerRoot.childCount > 0)
{
for (int i = targetContainerRoot.childCount - 1; i >= 0; i--)
{
DestroyImmediate(targetContainerRoot.GetChild(i).gameObject);
}
}
string s = "";
for (int i = 0; i < ContentContainer.childCount; i++)
{
var template = ContentContainer.GetChild(i);
if (!template.gameObject.activeSelf) continue;
s += template.name + ", ";
var shadow = Instantiate(template, targetContainerRoot);
shadow.name = $"[inst: {template.name}]";
shadow.gameObject.hideFlags = HideFlags.DontSave;
shadow.gameObject.SetActive(true);
var ars = shadow.GetComponentsInChildren<IAdaptiveAspectRatioElement>();
foreach (var ar in ars) ar.SetView(view);
//shadow.SetParent(targetContainerRoot, false);
}
}
private bool UpdateLayout()
{
bool shouldUseVertical = DetermineLayout();
if (horizontalObject != null)
horizontalObject.SetActive(!shouldUseVertical);
if (verticalObject != null)
verticalObject.SetActive(shouldUseVertical);
bool changed = oldIsVertical != shouldUseVertical;
oldIsVertical = shouldUseVertical;
return changed;
}
private bool DetermineLayout()
{
if (layoutMode == LayoutMode.Horizontal)
return false;
if (layoutMode == LayoutMode.Vertical)
return true;
var rt = GetComponent<RectTransform>();
return rt.rect.width / rt.rect.height <= 1;
}
}
}