com.unity.uiextensions.nosa.../Runtime/Scripts/Primitives/UILineRendererFIFO.cs

146 lines
4.6 KiB
C#
Raw Normal View History

Release 2.3.0 (#429) * Package upver for Development * Added OnHighlightChanged and OnPressChanged events Added getters and setters for Highlighted and Pressed * Patch fix for UILineRenderer * Update package preview release * Resolves issue where the lower range value would become stuck when moved to the max value position Resolves: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/381/cant-move-range-slider-if-low-is-moved-to * Updated Infinite scroll to work with content of different sizes * Clean-up and reset pivots on scene start * Patches from PR * Clean up range slider unused variables * Updated Dropdown list to NOT resize text Rect on draw * Upgraded RangeSlider to work in both Horizontal and Verticle setups, just like regular slider. Also fixed a minor issue with offset when dragging on the bar. # Conflicts: # Runtime/Scripts/Controls/RangeSlider.cs * Taking in fix from https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/132 * Applying PR manually, because Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/128 * Merged in fix manually because... Bitbucket https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/130 * Remove old BitBucket Pipeline for GitHub * Fixes issue #398 where the Next / Previous buttons filed to work if the ScrollSnap was previously scrolling. Also renamed the Extension Methods scripts and added a new function. Resolves: #398 * Resolves #397 Moved OnValidate checks which redraw the component to the RectTransformDimensionsCHanged event * Updated UIParticleSystem access to Particles array to ensure it is more stable. Updated some #if statements to be better future proofed Resolves #360 * Fixed the UIConnector to safely handle when no parent canvas can be found. Resolves #392 * Fixed issue which allowed an item marked as NOT transferable to actually be transferred between lists Resolves #382 * Updated #if filter inclusion to 2019_1_OR_Newer resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/411 * Updated UIVertical scroller to be 2022 compliant Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/410 * Updated Curly UI to wait until end of the frame to recalculate positions Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409 * Updated Depth Texture sampler in UI Particles Shaders Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/401 * Remove meta duplicates for HSVColour Picker * Add newly generated HSV picker meta files * Hard reset of Colour picker guids * Updated Points to always be an array of 1 when set to nothing. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/295 * Updated Cooldown button to work with Keyboard input Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/171 * Added error handling around setting Unity UI Components for Vertical/Horizontal scrolling Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/296 * Protecting Remove too * Added SetArc method to UICircle as requested Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/280 * Marked ScrollPositionController as Obsolete, users should use the newer Scroller component instead, will be removed in a future release. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/305 * Updated ScrollPositionControllerEditor as obsolete too * Removed unneeded size calculation which caused some issues with mixed height/width children. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/380 * Resolved issue whereby the last row in a flow layout group would not size correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/357 * Updated all components using "LayoutGroup" to override their OnDisable feature to incorporate this fix: https://gist.github.com/randomize/73ca6d3b6aa7210073692eb5cabd537e Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/178 * Checking in new MinMaxSlider TODO - Finish Editor creator * Added Editor Menu Option to create a Min/Max slider Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/270 * Marked TileSizeFitter as obsolete as Unity has made this unworkable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/214 * Updated Editor create options to add the correct Event System Input module for the Input system used, now or old. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/378 * Updated Editor menu layout * Updated initialisation logic to not cause an endless loop in the TabNavigationHelper Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/208 * Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers) Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324 * Clean-up of ScrollSnapBase * Updated "Action" use to "UnityAction" to avoid Unity issues Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/253 * Updated UIVerticalScroller for standards and added UIHorizontalScroller Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/205 * Updated ReorderableList/ReorderableListElement to prevent creating a "Fake" droppable when the item is not transferable Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/164 * Updated panel drawing for ComboBox controls and added DropdownOffset Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/393 * Base update for pointers to new version / package home * Cleanup and ensuring the UIParticleSystem is disposed on Destroy correctly. Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/412 * Refresh FancyScrollView with latest fixes * Remove broken examples link * Break Module * Update Examples module to new home * Updating GitHub artifacts and automation * Updated build issue with ReorderableListElement * Revised the Curly UI fix as it was preventing the graphic from being updated in the scene view. Thanks to @solidsign for the update. * Removed legacy Examples link, moving to separate repository * Added new submodule for extracted examples * Fix class spellings and update MultiTouchScrollRect * Updated NonDrawingGraphic to require a CanvasRender, else it causes an error on run (and doesn't work) - Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/420 * Add updated test flow for builds * Fix github issue templates * Add the Version upgrade pipeline * Added ResetSelectableHighlight component * Resolves issue in 2022 with the missing Text component Fixes: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/424 * The BIG Unity 2022 Text reorganisation * Remove editor validation and add error checking for the ColorLabel component * Add 2019 to the testing validation * Switch android builds to windows * Several lifetime feature updates for the ComboBox controls: - Resolves startup issue that prevented the control being used (Unity changed the start order in some instances), this was causing null reference issues with comboboxes - Added the ability to set a specific item on start and not just the first - Added the ability to disable the dropdown to make a read-only dropdown Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/426 - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/425 * Resolved issues with DisplayAbove and using a 0 ItemsToDisplay * Update pipelines for release * Final checks for merge! --------- Co-authored-by: Robert Rioja <rrioja@immersivedisplayinc.com> Co-authored-by: Simon Jackson <darkside@xna-uk.net> Co-authored-by: Ben MacKinnon <bilmackinnon@googlemail.com> Co-authored-by: Simon Jackson <sjackson@ethar.com> Co-authored-by: action <action@users.noreply.github.com>
2023-02-07 22:35:43 +08:00
/// Credit Steve Westhoff, jack.sydorenko, firagon
/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/324
/// Refactored and updated for performance from UILineRenderer by Steve Westhoff
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UILineRendererFIFO")]
[RequireComponent(typeof(RectTransform))]
public class UILineRendererFIFO : UIPrimitiveBase
{
private static readonly Vector2[] middleUvs = new[] { new Vector2(0.5f, 0), new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0.5f, 0) };
private List<Vector2> addedPoints = new List<Vector2>();
private bool needsResize;
[SerializeField, Tooltip("Thickness of the line")]
private float lineThickness = 1;
[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
private List<Vector2> points = new List<Vector2>();
[SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
private List<UIVertex[]> segments = new List<UIVertex[]>();
/// <summary>
/// Thickness of the line
/// </summary>
public float LineThickness
{
get { return lineThickness; }
set { lineThickness = value; SetAllDirty(); }
}
/// <summary>
/// Points to be drawn in the line.
/// </summary>
/// <remarks>Don't add points to the list directly, use the add / remove functions</remarks>
public List<Vector2> Points
{
get
{
return points;
}
set
{
if (points == value)
return;
points = value;
SetAllDirty();
}
}
/// <summary>
/// Adds to head
/// </summary>
/// <param name="point"></param>
public void AddPoint(Vector2 point) {
points.Add(point);
addedPoints.Add(point);
}
/// <summary>
/// Removes from tail (FIFO)
/// </summary>
public void RemovePoint() {
points.RemoveAt(0);
needsResize = true;
}
/// <summary>
/// Clear all the points from the LineRenderer
/// </summary>
public void ClearPoints()
{
segments.Clear();
points.Clear();
addedPoints.Clear();
needsResize = false;
}
public void Resize() {
needsResize = true;
}
protected override void OnPopulateMesh(VertexHelper vertexHelper) {
vertexHelper.Clear();
if(needsResize) {
needsResize = false;
segments.Clear();
addedPoints = new List<Vector2>(points);
}
int count = addedPoints.Count;
if(count > 1) {
PopulateMesh(addedPoints, vertexHelper);
if(count % 2 == 0) {
addedPoints.Clear();
} else {
Vector2 extraPoint = addedPoints[count - 1];
addedPoints.Clear();
addedPoints.Add(extraPoint);
}
}
}
void PopulateMesh(List<Vector2> pointsToDraw, VertexHelper vertexHelper) {
if(ImproveResolution != ResolutionMode.None) {
pointsToDraw = IncreaseResolution(pointsToDraw);
}
float sizeX = rectTransform.rect.width;
float sizeY = rectTransform.rect.height;
float offsetX = -rectTransform.pivot.x * sizeX;
float offsetY = -rectTransform.pivot.y * sizeY;
for(int i = 1; i < pointsToDraw.Count; i += 2) {
Vector2 start = pointsToDraw[i - 1];
Vector2 end = pointsToDraw[i];
start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY);
end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY);
UIVertex[] segment = CreateLineSegment(start, end, segments.Count > 1 ? segments[segments.Count - 2] : null);
segments.Add(segment);
}
for(int i = 0; i < segments.Count; i++) {
vertexHelper.AddUIVertexQuad(segments[i]);
}
if(vertexHelper.currentVertCount > 64000) {
Debug.LogError("Max Verticies size is 64000, current mesh vertcies count is [" + vertexHelper.currentVertCount + "] - Cannot Draw");
vertexHelper.Clear();
}
}
UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, UIVertex[] previousVert = null) {
Vector2 offset = new Vector2(start.y - end.y, end.x - start.x).normalized * lineThickness * 0.5f;
Vector2 v1;
Vector2 v2;
if(previousVert != null) {
v1 = new Vector2(previousVert[3].position.x, previousVert[3].position.y);
v2 = new Vector2(previousVert[2].position.x, previousVert[2].position.y);
} else {
v1 = start - offset;
v2 = start + offset;
}
return SetVbo(new[] { v1, v2, end + offset, end - offset }, middleUvs);
}
}
}