uGUI之AutoLayout詳解——minHeight,preferredHeight,flexibleHeight

首先看一個(gè)例子,新建一個(gè)Panel,在下面添加兩個(gè)Button,分別命名為Button、Button2。
1、給Panel添加一個(gè)VerticalLayoutGroup組件,ChildForceExpand屬性中勾上Width。
2、給Button、Button2添加LayoutElement組件,其中Button的FlexibleHeight設(shè)置為0.3,Button2的FlexibleHeight設(shè)置為0.1
3、將Panel的高度設(shè)置為100

1-1
1-2

這時(shí)我們發(fā)現(xiàn),Button的高度是70,Button2的高度是30。奇怪,這個(gè)高度是怎么算出來(lái)的呢?

網(wǎng)上搜索一番,竟然很少有人討論uGUI的AutoLayout,尤其是flexibleWidth/Height屬性的意義,官方文檔也語(yǔ)焉不詳。這時(shí)只能放大招了,uGUI已經(jīng)開(kāi)源,索性把代碼拉下來(lái)看看到底怎么實(shí)現(xiàn)的。下面是托管代碼的地址:
https://bitbucket.org/Unity-Technologies/ui

uGUI的AutoLayout有三個(gè)核心接口,定義在ILayoutElement.cs文件中:
ILayoutElement
ILayoutController
ILayoutIgnorer

結(jié)構(gòu)很清晰,由ILayoutElement提供布局信息,ILayoutController來(lái)控制布局,ILayoutIgnore提供給UI忽略AutoLayout的能力。

例子中使用的VerticalLayoutGroup繼承自HorizontalOrVerticalLayoutGroup,這個(gè)類實(shí)現(xiàn)了布局的核心邏輯,代碼量不多,我就直接貼上來(lái)了

protected void CalcAlongAxis(int axis, bool isVertical)
{
    float combinedPadding = (axis == 0 ? padding.horizontal : padding.vertical);

    float totalMin = combinedPadding;
    float totalPreferred = combinedPadding;
    float totalFlexible = 0;

    bool alongOtherAxis = (isVertical ^ (axis == 1));
    for (int i = 0; i < rectChildren.Count; i++)
    {
        RectTransform child = rectChildren[i];
        float min = LayoutUtility.GetMinSize(child, axis);
        float preferred = LayoutUtility.GetPreferredSize(child, axis);
        float flexible = LayoutUtility.GetFlexibleSize(child, axis);
        if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight))
            flexible = Mathf.Max(flexible, 1);

        if (alongOtherAxis)
        {
            totalMin = Mathf.Max(min + combinedPadding, totalMin);
            totalPreferred = Mathf.Max(preferred + combinedPadding, totalPreferred);
            totalFlexible = Mathf.Max(flexible, totalFlexible);
        }
        else
        {
            totalMin += min + spacing;
            totalPreferred += preferred + spacing;

            // Increment flexible size with element's flexible size.
            totalFlexible += flexible;
        }
    }

    if (!alongOtherAxis && rectChildren.Count > 0)
    {
        totalMin -= spacing;
        totalPreferred -= spacing;
    }
    totalPreferred = Mathf.Max(totalMin, totalPreferred);
    SetLayoutInputForAxis(totalMin, totalPreferred, totalFlexible, axis);
}

protected void SetChildrenAlongAxis(int axis, bool isVertical)
{
    float size = rectTransform.rect.size[axis];

    bool alongOtherAxis = (isVertical ^ (axis == 1));
    if (alongOtherAxis)
    {
        float innerSize = size - (axis == 0 ? padding.horizontal : padding.vertical);
        for (int i = 0; i < rectChildren.Count; i++)
        {
            RectTransform child = rectChildren[i];
            float min = LayoutUtility.GetMinSize(child, axis);
            float preferred = LayoutUtility.GetPreferredSize(child, axis);
            float flexible = LayoutUtility.GetFlexibleSize(child, axis);
            if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight))
                flexible = Mathf.Max(flexible, 1);

            float requiredSpace = Mathf.Clamp(innerSize, min, flexible > 0 ? size : preferred);
            float startOffset = GetStartOffset(axis, requiredSpace);
            SetChildAlongAxis(child, axis, startOffset, requiredSpace);
        }
    }
    else
    {
        float pos = (axis == 0 ? padding.left : padding.top);
        if (GetTotalFlexibleSize(axis) == 0 && GetTotalPreferredSize(axis) < size)
            pos = GetStartOffset(axis, GetTotalPreferredSize(axis) - (axis == 0 ? padding.horizontal : padding.vertical));

        float minMaxLerp = 0;
        if (GetTotalMinSize(axis) != GetTotalPreferredSize(axis))
            minMaxLerp = Mathf.Clamp01((size - GetTotalMinSize(axis)) / (GetTotalPreferredSize(axis) - GetTotalMinSize(axis)));

        float itemFlexibleMultiplier = 0;
        if (size > GetTotalPreferredSize(axis))
        {
            if (GetTotalFlexibleSize(axis) > 0)
                itemFlexibleMultiplier = (size - GetTotalPreferredSize(axis)) / GetTotalFlexibleSize(axis);
        }

        for (int i = 0; i < rectChildren.Count; i++)
        {
            RectTransform child = rectChildren[i];
            float min = LayoutUtility.GetMinSize(child, axis);
            float preferred = LayoutUtility.GetPreferredSize(child, axis);
            float flexible = LayoutUtility.GetFlexibleSize(child, axis);
            if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight))
                flexible = Mathf.Max(flexible, 1);

            float childSize = Mathf.Lerp(min, preferred, minMaxLerp);
            childSize += flexible * itemFlexibleMultiplier;
            SetChildAlongAxis(child, axis, pos, childSize);
            pos += childSize + spacing;
        }
    }
}

其中SetChildrenAlongAxis方法清晰地闡釋了minHeight,preferredHeight,flexibleHeight的涵義。

為了幫助理解,我們先定義幾個(gè)概念。我們把當(dāng)前UI所有同級(jí)并參與自動(dòng)布局的組件的preferredHeight總和稱為totalPreferredHeight,minHeight的總和稱為totalMinHeight,父UI的真實(shí)高度稱為realHeight。總結(jié)如下:

1、minHeight
在自動(dòng)布局中,此UI最小高度不會(huì)小于minHeight。這個(gè)參數(shù)定義了realHeight < totalMinHeight時(shí),當(dāng)前子UI的height為minHeight。

2、preferredHeight
可以理解為,UI自身希望的高度。
當(dāng)totalMinHeight < realHeight < totalPreferredHeight時(shí),realHeight處于totalMinHeight和totalPreferredHeight之間一定百分比,把這個(gè)比例應(yīng)用到每一個(gè)接受自動(dòng)布局的子UI上,即是我們最終得到的效果

1-3

3、flexibleHeight
當(dāng)realHeight > totalPreferredHeight時(shí),父UI會(huì)剩下一部分高度。flexibleHeight就是告訴AutoLayout系統(tǒng),應(yīng)該怎么瓜分剩下的高度,使子UI填充滿父UI。flexibleHeight默認(rèn)是-1,不會(huì)進(jìn)行擴(kuò)充。當(dāng)flexibleHeight > 0時(shí),flexibleHeight值作為權(quán)重來(lái)計(jì)算當(dāng)前子UI最終的高度,公式如下:

height = preferredHeight + (flexibleHeight / totalFlexibleHeight) * (realHeight - totalPreferredHeight)

flexibleHeight示意圖

弄清楚這些概念后,我們?cè)倏匆幌挛恼麻_(kāi)頭的例子。
button1的flexibleHeight=0.3,button2的flexibleHeight=0.1,minHeight和preferredHeight都沒(méi)有設(shè)置,按道理高度應(yīng)該分別是75、25。為什么會(huì)出現(xiàn)70、30?

查一下ILayoutElement的實(shí)現(xiàn)類


ILayoutElement實(shí)現(xiàn)類

發(fā)現(xiàn)Image和Text實(shí)現(xiàn)了ILayoutElement,而我們的按鈕中默認(rèn)是有一個(gè)Image組件的,用腳本獲取這個(gè)Image然后打印它的preferredHeight,發(fā)現(xiàn)等于10
再套用flexibleHeight的計(jì)算公式:
Button1:10 + 0.3/0.4 * (100 - 20) = 70
Button2:10 + 0.1/0.4 * (100 - 20) = 30

這里有個(gè)問(wèn)題,一個(gè)GameObject上掛載兩個(gè)ILayoutElement組件,是怎么決定用哪個(gè)的?這個(gè)可以在LayoutUtility.cs中找到答案:

LayoutUtility.cs

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 = ComponentListPool.Get();
    rect.GetComponents(typeof(ILayoutElement), components);

    for (int i = 0; i < components.Count; i++)
    {
        var layoutComp = components[i] as ILayoutElement;
        if (layoutComp is Behaviour && (!(layoutComp as Behaviour).enabled || !(layoutComp as Behaviour).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;
        }
    }

    ComponentListPool.Release(components);
    return min;
}

原來(lái)LayoutElement有一個(gè)layoutPriority屬性用來(lái)決定優(yōu)先級(jí),這個(gè)屬性暫時(shí)還沒(méi)有在編輯器中暴露,也許后續(xù)版本會(huì)加強(qiáng)這方面的能力。
AutoLayout系統(tǒng)會(huì)選用優(yōu)先級(jí)最高的ILayoutElement里相應(yīng)屬性返回。Image和Text的優(yōu)先級(jí)默認(rèn)是0,LayoutElement默認(rèn)優(yōu)先級(jí)是1。所以正常情況會(huì)使用LayoutElement中的設(shè)置,但我們的例子中,LayoutElement沒(méi)有設(shè)置preferredHeight,LayoutElement里布局相關(guān)的初始值都是-1,所以還是使用了Image的preferredHeight:10。

【結(jié)語(yǔ)】
其實(shí),只要官方文檔描述詳細(xì)一些,根本沒(méi)必要浪費(fèi)時(shí)間去查這個(gè)來(lái)龍去脈。這幾天在學(xué)習(xí)swift,蘋果人性化的Programming Guide加上iBooks的配合,使得學(xué)習(xí)這門語(yǔ)言真是件輕松愉快的事情。相比之下,Unity簡(jiǎn)直是在虐待開(kāi)發(fā)者。Unity、Unreal、Cryengine等最近也為爭(zhēng)市場(chǎng)弄得頭破血流,除了降價(jià)開(kāi)源提供新特性之外,完善文檔也是不容忽視的工作。

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