421 lines
16 KiB
C#
421 lines
16 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace MPUIKIT {
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[AddComponentMenu("UI/MPUI/MPImageBasic")]
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public class MPImageBasic : Image {
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#region SerializedFields
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[SerializeField] private DrawShape m_DrawShape = DrawShape.None;
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[SerializeField] private Type m_ImageType = Type.Simple; // Mapping in Vertex Stream
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[SerializeField] private float m_StrokeWidth; // MapTo -> UV2.x
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[SerializeField] private float m_FalloffDistance = 0.5f; // MapTo -> UV2.y
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[SerializeField] private float m_OutlineWidth; // MapTo -> Normal.x
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[SerializeField] private Color m_OutlineColor = Color.black; // MapTo -> Tangent.x, Tangent.y, Tangent.z, Tangent.w
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[SerializeField] private float m_ShapeRotation; // MapTo -> UV3.x Compressed
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[SerializeField] private bool m_ConstrainRotation = true; // MapTo -> UV3.x Compressed
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[SerializeField] private bool m_FlipHorizontal; // MapTo -> UV3.x Compressed
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[SerializeField] private bool m_FlipVertical; // MapTo -> UV3.x Compressed
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[SerializeField] private CornerStyleType m_CornerStyle; // MapTo -> UV3.y
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[SerializeField] private Vector4 m_RectangleCornerRadius; // MapTo -> Normal.y, Normal.z compressed
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[SerializeField] private Vector3 m_TriangleCornerRadius; // MapTo -> Normal.y, Normal.z compressed
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#pragma warning disable
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// ReSharper disable once NotAccessedField.Local
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[SerializeField] private bool m_TriangleUniformCornerRadius = true;
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// ReSharper disable once NotAccessedField.Local
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[SerializeField] private bool m_RectangleUniformCornerRadius = true;
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#pragma warning restore
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[SerializeField] private float m_CircleRadius; // MapTo -> Normal.y
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[SerializeField] private bool m_CircleFitToRect = true; // MapTo -> Normal.z
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[SerializeField] private int m_NStarPolygonSideCount = 3; // MapTo -> Normal.y compressed
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[SerializeField] private float m_NStarPolygonInset = 2f; // MapTo -> Normal.y compressed
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[SerializeField] private float m_NStarPolygonCornerRadius; // MapTo -> Normal.z
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#endregion
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#region Public Accessors
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public DrawShape Shape { get => m_DrawShape;
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set {
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m_DrawShape = value;
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m_Material = null;
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base.SetMaterialDirty();
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base.SetVerticesDirty();
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}
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}
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public float StrokeWidth {
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get => m_StrokeWidth;
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set {
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Vector2 size = GetPixelAdjustedRect().size;
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m_StrokeWidth = Mathf.Clamp(value, 0, Mathf.Min(size.x, size.y) * 0.5f);
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base.SetVerticesDirty();
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}
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}
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public float FallOffDistance {
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get => m_FalloffDistance;
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set {
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m_FalloffDistance = Mathf.Max(0, value);
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base.SetVerticesDirty();
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}
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}
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public float OutlineWidth {
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get => m_OutlineWidth;
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set {
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m_OutlineWidth = Mathf.Max(0,value);
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base.SetVerticesDirty();
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}
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}
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public Color OutlineColor {
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get => m_OutlineColor;
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set {
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m_OutlineColor = value;
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base.SetVerticesDirty();
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}
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}
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public float ShapeRotation {
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get => m_ShapeRotation;
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set {
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m_ShapeRotation = value % 360;
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ConstrainRotationValue();
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base.SetVerticesDirty();
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}
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}
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public bool ConstrainRotation {
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get => m_ConstrainRotation;
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set {
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m_ConstrainRotation = value;
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ConstrainRotationValue();
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base.SetVerticesDirty();
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}
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}
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public bool FlipHorizontal {
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get => m_FlipHorizontal;
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set {
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m_FlipHorizontal = value;
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base.SetVerticesDirty();
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}
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}
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public bool FlipVertical {
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get => m_FlipVertical;
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set {
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m_FlipVertical = value;
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base.SetVerticesDirty();
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}
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}
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/// <summary>
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/// Type of the image. Only two types are supported. Simple and Filled.
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/// Default and fallback value is Simple.
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/// </summary>
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public new Type type {
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get => m_ImageType;
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set {
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if (m_ImageType != value) {
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switch (value) {
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case Type.Simple:
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case Type.Filled:
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if (sprite) m_ImageType = value;
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break;
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case Type.Tiled:
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case Type.Sliced:
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break;
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default:
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throw new ArgumentOutOfRangeException(value.ToString(), value, null);
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}
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}
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if(base.type != m_ImageType) base.type = m_ImageType;
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base.SetAllDirty();
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}
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}
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public CornerStyleType CornerStyle {
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get => m_CornerStyle;
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set {
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m_CornerStyle = value;
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base.SetVerticesDirty();
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}
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}
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public Vector3 TriangleCornerRadius {
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get => m_TriangleCornerRadius;
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set {
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Vector2 size = GetPixelAdjustedRect().size;
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float zMax = size.x * 0.5f;
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m_TriangleCornerRadius.z = Mathf.Clamp(value.z, 0, zMax);
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float hMax = Mathf.Min(size.x, size.y) * 0.3f;
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m_TriangleCornerRadius.x = Mathf.Clamp(value.x, 0, hMax);
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m_TriangleCornerRadius.y = Mathf.Clamp(value.y, 0, hMax);
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base.SetVerticesDirty();
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}
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}
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public Vector4 RectangleCornerRadius {
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get => m_RectangleCornerRadius;
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set
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{
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m_RectangleCornerRadius = value;
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base.SetVerticesDirty();
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}
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}
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public float CircleRadius {
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get => m_CircleRadius;
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set {
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m_CircleRadius = Mathf.Clamp(value, 0, GetMinSize());
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base.SetVerticesDirty();
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}
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}
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public bool CircleFitToRect {
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get => m_CircleFitToRect;
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set {
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m_CircleFitToRect = value;
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base.SetVerticesDirty();
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}
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}
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public float NStarPolygonCornerRadius {
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get => m_NStarPolygonCornerRadius;
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set {
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float halfHeight = GetPixelAdjustedRect().height * 0.5f;
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m_NStarPolygonCornerRadius = Mathf.Clamp(value, m_NStarPolygonSideCount == 2? 0.1f : 0f, halfHeight);
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base.SetVerticesDirty();
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}
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}
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public float NStarPolygonInset {
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get => m_NStarPolygonInset;
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set {
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m_NStarPolygonInset = Mathf.Clamp(value, 2f, m_NStarPolygonSideCount);
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base.SetVerticesDirty();
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}
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}
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public int NStarPolygonSideCount {
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get => m_NStarPolygonSideCount;
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set {
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m_NStarPolygonSideCount = Mathf.Clamp(value, 2, 10);
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base.SetVerticesDirty();
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}
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}
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#endregion
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public override Material material {
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get
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{
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switch (m_DrawShape)
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{
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case DrawShape.None:
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return Canvas.GetDefaultCanvasMaterial();
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case DrawShape.Circle:
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case DrawShape.Triangle:
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case DrawShape.Rectangle:
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return MPMaterials.GetMaterial((int)m_DrawShape - 1, m_StrokeWidth > 0f, m_OutlineWidth > 0f);
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case DrawShape.Pentagon:
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case DrawShape.Hexagon:
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case DrawShape.NStarPolygon:
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return MPMaterials.GetMaterial(3, m_StrokeWidth > 0f, m_OutlineWidth > 0f);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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set => Debug.LogWarning("Setting Material of MPImageBasic has no effect.");
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}
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public override float preferredWidth => sprite == MPImageUtility.EmptySprite ? 0 : base.preferredWidth;
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public override float preferredHeight => sprite == MPImageUtility.EmptySprite ? 0 : base.preferredHeight;
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protected override void OnEnable() {
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base.OnEnable();
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MPImageUtility.FixAdditionalShaderChannelsInCanvas(canvas);
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if (sprite == null) sprite = MPImageUtility.EmptySprite;
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}
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#if UNITY_EDITOR
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protected override void OnValidate() {
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base.OnValidate();
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Shape = m_DrawShape;
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if (sprite == null) sprite = MPImageUtility.EmptySprite;
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type = m_ImageType;
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StrokeWidth = m_StrokeWidth;
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FallOffDistance = m_FalloffDistance;
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OutlineWidth = m_OutlineWidth;
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OutlineColor = m_OutlineColor;
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ShapeRotation = m_ShapeRotation;
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ConstrainRotation = m_ConstrainRotation;
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FlipHorizontal = m_FlipHorizontal;
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FlipVertical = m_FlipVertical;
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CornerStyle = m_CornerStyle;
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}
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#endif
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private float GetMinSizeHalf() {
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return GetMinSize() * 0.5f;
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}
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private float GetMinSize() {
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Vector2 size = GetPixelAdjustedRect().size;
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return Mathf.Min(size.x, size.y);
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}
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private void ConstrainRotationValue() {
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if (!m_ConstrainRotation) return;
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float finalRotation = m_ShapeRotation - (m_ShapeRotation % 90);
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if (Mathf.Abs(finalRotation) >= 360) finalRotation = 0;
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m_ShapeRotation = finalRotation;
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}
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protected override void OnTransformParentChanged() {
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base.OnTransformParentChanged();
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MPImageUtility.FixAdditionalShaderChannelsInCanvas(canvas);
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base.SetVerticesDirty();
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}
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private MPVertexStream CreateVertexStream() {
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MPVertexStream stream = new MPVertexStream();
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RectTransform rectT = rectTransform;
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stream.RectTransform = rectT;
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Rect r = GetPixelAdjustedRect();
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stream.Uv1 = new Vector2(r.width + m_FalloffDistance, r.height + m_FalloffDistance);
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float packedRotData =
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PackRotationData(m_ShapeRotation, m_ConstrainRotation, m_FlipHorizontal, m_FlipVertical);
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stream.Uv3 = new Vector2(packedRotData, (float)m_CornerStyle);
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stream.Tangent = QualitySettings.activeColorSpace == ColorSpace.Linear? m_OutlineColor.linear : m_OutlineColor;
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Vector3 normal = new Vector3();
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normal.x = m_OutlineWidth;
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normal.y = m_StrokeWidth;
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normal.z = m_FalloffDistance;
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Vector4 data;
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Vector2 shapeProps;
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switch (m_DrawShape) {
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case DrawShape.Circle:
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shapeProps = new Vector2(m_CircleRadius, m_CircleFitToRect ? 1 : 0);
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break;
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case DrawShape.Triangle:
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data = m_TriangleCornerRadius;
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data = data / Mathf.Min(r.width, r.height);
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shapeProps = MPImageUtility.Encode_0_1_16(data);
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break;
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case DrawShape.Rectangle:
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data = FixRadius(m_RectangleCornerRadius);
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data = data / Mathf.Min(r.width, r.height);
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shapeProps = MPImageUtility.Encode_0_1_16(data);
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break;
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case DrawShape.NStarPolygon:
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data = new Vector4(m_NStarPolygonSideCount, m_NStarPolygonCornerRadius, m_NStarPolygonInset);
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data = data / Mathf.Min(r.width, r.height);
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shapeProps = MPImageUtility.Encode_0_1_16(data);
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break;
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default:
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shapeProps = Vector2.zero;
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break;
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}
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stream.Uv2 = shapeProps;
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stream.Normal = normal;
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return stream;
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}
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private float PackRotationData(float rotation, bool constrainRotation, bool flipH, bool flipV) {
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int c = constrainRotation ? 1 : 0;
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c += flipH ? 10 : 0;
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c += flipV ? 100 : 0;
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float cr = rotation % 360f;
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float sign = cr >= 0 ? 1 : -1;
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cr = Mathf.Abs(cr) / 360f;
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cr = (cr + c) * sign;
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return cr;
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}
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void UnPackRotation(float f) {
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float r = 0, x = 0, y = 0, z = 0;
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float sign = f >= 0.0f ? 1 : -1;
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f = Mathf.Abs(f);
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r = fract(f) * 360f * sign;
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f = Mathf.Floor(f);
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float p = f / 100f;
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z = Mathf.Floor(p);
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p = fract(p) * 10f;
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y = Mathf.Floor(p);
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p = fract(p) * 10f;
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x = Mathf.Round(p);
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// Debug.Log($"Rotation: {r}, X: {x}, Y: {y}, Z: {z}");
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float fract(float val) {
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val = Mathf.Abs(val);
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float ret = val - Mathf.Floor(val);
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return ret;
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}
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}
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protected override void OnRectTransformDimensionsChange()
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{
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base.OnRectTransformDimensionsChange();
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base.SetVerticesDirty();
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}
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private Vector4 FixRadius(Vector4 radius)
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{
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Rect rect = rectTransform.rect;
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radius = Vector4.Max(radius, Vector4.zero);
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radius = Vector4.Min(radius, Vector4.one * Mathf.Min(rect.width, rect.height));
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float scaleFactor =
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Mathf.Min (
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Mathf.Min (
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Mathf.Min (
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Mathf.Min (
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rect.width / (radius.x + radius.y),
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rect.width / (radius.z + radius.w)),
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rect.height / (radius.x + radius.w)),
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rect.height / (radius.z + radius.y)),
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1f);
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return radius * scaleFactor;
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}
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protected override void OnPopulateMesh(VertexHelper toFill) {
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base.OnPopulateMesh(toFill);
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MPVertexStream stream = CreateVertexStream();
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UIVertex uiVert = new UIVertex();
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for (int i = 0; i < toFill.currentVertCount; i++) {
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toFill.PopulateUIVertex(ref uiVert, i);
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//uiVert.position += ((Vector3)uiVert.uv0 - new Vector3(0.5f, 0.5f)) * m_FalloffDistance;
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uiVert.uv1 = stream.Uv1;
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uiVert.uv2 = stream.Uv2;
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uiVert.uv3 = stream.Uv3;
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uiVert.normal = stream.Normal;
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uiVert.tangent = stream.Tangent;
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toFill.SetUIVertex(uiVert, i);
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}
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}
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#if UNITY_EDITOR
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protected override void Reset() {
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base.Reset();
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if (sprite == null) sprite = MPImageUtility.EmptySprite;
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}
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#else
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void Reset() {
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if (sprite == null) sprite = MPImageUtility.EmptySprite;
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}
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#endif
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}
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} |