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ImagePreferredSizeScaler.cs
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113 lines (96 loc) · 3.97 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static PiDev.Utilities.UI.AdaptiveLayoutMode;
/* 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 =============
* Automatically scales the preferred size of a Unity UI Image based on width, height, or scale settings.
* Implements ILayoutElement to integrate with layout groups and dynamically adjust sizing based on image aspect ratio.
* Useful for maintaining consistent image proportions in flexible and adaptive UI layouts.
*
* ============= Usage =============
* Attach to a GameObject with an Image component and set width, height, or scale values.
* Preferred size will be calculated and applied to layout automatically.
*/
namespace PiDev.Utilities.UI
{
[ExecuteAlways]
public class ImagePreferredSizeScaler : MonoBehaviour, ILayoutElement
{
Image image;
public float scale = 1;
[NaNField] public float width = float.NaN;
[NaNField] public float height = float.NaN;
public int LayoutPriority = 1;
private void OnEnable()
{
image = GetComponent<Image>();
UpdateLayout();
}
private void OnValidate()
{
UpdateLayout();
}
private void UpdateLayout()
{
LayoutRebuilder.ForceRebuildLayoutImmediate(transform.parent.GetComponent<RectTransform>());
}
void Update()
{
UpdateLayout();
}
public float minWidth => image.minWidth;
public float preferredWidth { get; set; }
public float flexibleWidth => image.flexibleWidth;
public float minHeight => image.minHeight;
public float preferredHeight { get; set; }
public float flexibleHeight => image.flexibleHeight;
public int layoutPriority => LayoutPriority;
public void CalculateLayoutInputHorizontal()
{
if (float.IsNaN(width) && !float.IsNaN(height))
{
float ratio = height / image.sprite.rect.height;
preferredWidth = image.sprite.rect.width * ratio;
preferredHeight = height;
}
}
public void CalculateLayoutInputVertical()
{
if (!float.IsNaN(width) && float.IsNaN(height))
{
float ratio = width / image.sprite.rect.width;
preferredWidth = width;
preferredHeight = image.sprite.rect.height * ratio;
}
else if (float.IsNaN(width) && float.IsNaN(height))
{
preferredWidth = image.sprite.rect.width * scale;
preferredHeight = image.sprite.rect.height * scale;
}
}
}
}