Merge branch 'master' into stepper-segmented-fixes

release
David Gileadi 2017-09-20 11:55:38 -07:00
commit 0c8e5d5d00
2 changed files with 469 additions and 197 deletions

View File

@ -142,10 +142,10 @@ There are almost 70+ extension controls / effect and other utilities in the proj
[Controls](https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/Controls#markdown-header-controls)|||||
------|------|------|------|
Accordion|ColorPicker|SelectionBox|UIButton|UIFlippable
ComboBox|AutoCompleteComboBox|DropDownList|BoundToolTip|UIWindowBase
UI_Knob|TextPic|InputFocus|Box Slider|CooldownButton
Segmented Control|Stepper|||
Accordion|ColorPicker|SelectionBox|UIFlippable|ComboBox
AutoCompleteComboBox|DropDownList|BoundToolTip|UIWindowBase|UI_Knob
TextPic|InputFocus|Box Slider|CooldownButton|Segmented Control
Stepper||||
||||
[Primitives](https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/Controls#markdown-header-primitives)|||||

View File

@ -5,29 +5,40 @@
/// -Offset is now limited to -1,1
/// -Multiple color blend modes
///
/// Remember that the colors are applied per-vertex so if you have multiple points on your gradient where the color changes and there aren't enough vertices, you won't see all of the colors.
/// Remember that for radial and diamond gradients, colors are applied per-vertex so if you have multiple points on your gradient where the color changes and there aren't enough vertices, you won't see all of the colors.
/// </summary>
using System;
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/Gradient2")]
public class Gradient2 : BaseMeshEffect {
public class Gradient2 : BaseMeshEffect
{
[SerializeField]
Type _gradientType;
[SerializeField]
Blend _blendMode = Blend.Multiply;
[SerializeField]
[Tooltip("Add vertices to display complex gradients. Turn off if your shape is already very complex, like text.")]
bool _modifyVertices = true;
[SerializeField]
[Range(-1, 1)]
float _offset = 0f;
[SerializeField]
[Range(0.1f, 10)]
float _zoom = 1f;
[SerializeField]
UnityEngine.Gradient _effectGradient = new UnityEngine.Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.black, 0), new GradientColorKey(Color.white, 1) } };
#region Properties
public Blend BlendMode {
public Blend BlendMode
{
get { return _blendMode; }
set
{
@ -36,7 +47,8 @@ namespace UnityEngine.UI.Extensions
}
}
public UnityEngine.Gradient EffectGradient {
public UnityEngine.Gradient EffectGradient
{
get { return _effectGradient; }
set
{
@ -45,7 +57,8 @@ namespace UnityEngine.UI.Extensions
}
}
public Type GradientType {
public Type GradientType
{
get { return _gradientType; }
set
{
@ -54,7 +67,18 @@ namespace UnityEngine.UI.Extensions
}
}
public float Offset {
public bool ModifyVertices
{
get { return _modifyVertices; }
set
{
_modifyVertices = value;
graphic.SetVerticesDirty();
}
}
public float Offset
{
get { return _offset; }
set
{
@ -62,10 +86,21 @@ namespace UnityEngine.UI.Extensions
graphic.SetVerticesDirty();
}
}
public float Zoom
{
get { return _zoom; }
set
{
_zoom = value;
graphic.SetVerticesDirty();
}
}
#endregion
public override void ModifyMesh(VertexHelper helper) {
if(!IsActive() || helper.currentVertCount == 0)
public override void ModifyMesh(VertexHelper helper)
{
if (!IsActive() || helper.currentVertCount == 0)
return;
List<UIVertex> _vertexList = new List<UIVertex>();
@ -73,132 +108,97 @@ namespace UnityEngine.UI.Extensions
helper.GetUIVertexStream(_vertexList);
int nCount = _vertexList.Count;
switch(GradientType) {
case Type.Horizontal: {
float left = _vertexList[0].position.x;
float right = _vertexList[0].position.x;
float x = 0f;
switch (GradientType)
{
case Type.Horizontal:
case Type.Vertical:
{
Rect bounds = GetBounds(_vertexList);
float min = bounds.xMin;
float w = bounds.width;
Func<UIVertex, float> GetPosition = v => v.position.x;
for(int i = nCount - 1; i >= 1; --i) {
x = _vertexList[i].position.x;
if(x > right) right = x;
else if(x < left) left = x;
if (GradientType == Type.Vertical)
{
min = bounds.yMin;
w = bounds.height;
GetPosition = v => v.position.y;
}
float width = 1f / w / Zoom;
float zoomOffset = ((w * Zoom) - w) * width * 0.5f;
float offset = Offset - zoomOffset;
if (ModifyVertices)
{
SplitTrianglesAtGradientStops(_vertexList, bounds, zoomOffset, helper);
}
float width = 1f / (right - left);
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((vertex.position.x - left) * width - Offset));
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((GetPosition(vertex) - min) * width - offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Vertical: {
float bottom = _vertexList[0].position.y;
float top = _vertexList[0].position.y;
float y = 0f;
case Type.Diamond:
{
Rect bounds = GetBounds(_vertexList);
for(int i = nCount - 1; i >= 1; --i) {
y = _vertexList[i].position.y;
if(y > top) top = y;
else if(y < bottom) bottom = y;
}
float height = 1f / (top - bottom);
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((vertex.position.y - bottom) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Diamond: {
float bottom = _vertexList[0].position.y;
float top = _vertexList[0].position.y;
float y = 0f;
for(int i = nCount - 1; i >= 1; --i) {
y = _vertexList[i].position.y;
if(y > top) top = y;
else if(y < bottom) bottom = y;
}
float height = 1f / (top - bottom);
float height = 1f / bounds.height / Zoom;
float radius = bounds.center.y / 2f;
Vector3 center = (Vector3.right + Vector3.up) * radius + Vector3.forward * _vertexList[0].position.z;
if (ModifyVertices)
{
helper.Clear();
for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
float center = (bottom + top) / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = (Vector3.right + Vector3.up) * center + Vector3.forward * _vertexList[0].position.z;
centralVertex.position = center;
centralVertex.normal = _vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
helper.AddVert(centralVertex);
for (int i = 1; i < nCount; i++) helper.AddTriangle(i-1,i,nCount);
helper.AddTriangle(0,nCount-1,nCount);
for (int i = 1; i < nCount; i++) helper.AddTriangle(i - 1, i, nCount);
helper.AddTriangle(0, nCount - 1, nCount);
}
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Vector3.Distance(vertex.position, centralVertex.position) * height - Offset));
Vector3.Distance(vertex.position, center) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Radial: {
case Type.Radial:
{
Rect bounds = GetBounds(_vertexList);
float left = _vertexList[0].position.x;
float right = _vertexList[0].position.x;
float bottom = _vertexList[0].position.y;
float top = _vertexList[0].position.y;
float x = 0f;
float y = 0f;
for(int i = nCount - 1; i >= 1; --i) {
x = _vertexList[i].position.x;
if(x > right) right = x;
else if(x < left) left = x;
y = _vertexList[i].position.y;
if(y > top) top = y;
else if(y < bottom) bottom = y;
}
float width = 1f / (right - left);
float height = 1f / (top - bottom);
float width = 1f / bounds.width / Zoom;
float height = 1f / bounds.height / Zoom;
if (ModifyVertices)
{
helper.Clear();
float centerX = (right + left) / 2f;
float centerY = (bottom + top) / 2f;
float radiusX = (right - left) / 2f;
float radiusY = (top - bottom) / 2f;
float radiusX = bounds.width / 2f;
float radiusY = bounds.height / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = Vector3.right * centerX + Vector3.up * centerY + Vector3.forward * _vertexList[0].position.z;
centralVertex.position = Vector3.right * bounds.center.x + Vector3.up * bounds.center.y + Vector3.forward * _vertexList[0].position.z;
centralVertex.normal = _vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
int steps = 64;
@ -206,29 +206,32 @@ namespace UnityEngine.UI.Extensions
{
UIVertex curVertex = new UIVertex();
float angle = (float)i * 360f / (float)steps;
float curX = Mathf.Cos(Mathf.Deg2Rad * angle) * radiusX;
float curY = Mathf.Sin(Mathf.Deg2Rad * angle) * radiusY;
float cosX = Mathf.Cos(Mathf.Deg2Rad * angle);
float cosY = Mathf.Sin(Mathf.Deg2Rad * angle);
curVertex.position = Vector3.right * curX + Vector3.up * curY + Vector3.forward * _vertexList[0].position.z;
curVertex.position = Vector3.right * cosX * radiusX + Vector3.up * cosY * radiusY + Vector3.forward * _vertexList[0].position.z;
curVertex.normal = _vertexList[0].normal;
curVertex.uv0 = new Vector2((cosX + 1) * 0.5f, (cosY + 1) * 0.5f);
curVertex.color = Color.white;
helper.AddVert(curVertex);
}
helper.AddVert(centralVertex);
for (int i = 1; i < steps; i++) helper.AddTriangle(i-1,i,steps);
helper.AddTriangle(0,steps-1,steps);
for (int i = 1; i < steps; i++) helper.AddTriangle(i - 1, i, steps);
helper.AddTriangle(0, steps - 1, steps);
}
UIVertex vertex = new UIVertex();
for(int i = 0; i < helper.currentVertCount; i++) {
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Mathf.Sqrt(
Mathf.Pow(Mathf.Abs(vertex.position.x - centerX) * width, 2f) +
Mathf.Pow(Mathf.Abs(vertex.position.y - centerY) * height, 2f)) * 2f - Offset));
Mathf.Pow(Mathf.Abs(vertex.position.x - bounds.center.x) * width, 2f) +
Mathf.Pow(Mathf.Abs(vertex.position.y - bounds.center.y) * height, 2f)) * 2f - Offset));
helper.SetUIVertex(vertex, i);
}
@ -237,22 +240,291 @@ namespace UnityEngine.UI.Extensions
}
}
Color BlendColor(Color colorA, Color colorB) {
switch(BlendMode) {
Rect GetBounds(List<UIVertex> vertices)
{
float left = vertices[0].position.x;
float right = left;
float bottom = vertices[0].position.y;
float top = bottom;
for (int i = vertices.Count - 1; i >= 1; --i)
{
float x = vertices[i].position.x;
float y = vertices[i].position.y;
if (x > right) right = x;
else if (x < left) left = x;
if (y > top) top = y;
else if (y < bottom) bottom = y;
}
return new Rect(left, bottom, right - left, top - bottom);
}
void SplitTrianglesAtGradientStops(List<UIVertex> _vertexList, Rect bounds, float zoomOffset, VertexHelper helper)
{
List<float> stops = FindStops(zoomOffset, bounds);
if (stops.Count > 0)
{
helper.Clear();
int nCount = _vertexList.Count;
for (int i = 0; i < nCount; i += 3)
{
float[] positions = GetPositions(_vertexList, i);
List<int> originIndices = new List<int>(3);
List<UIVertex> starts = new List<UIVertex>(3);
List<UIVertex> ends = new List<UIVertex>(2);
for (int s = 0; s < stops.Count; s++)
{
int initialCount = helper.currentVertCount;
bool hadEnds = ends.Count > 0;
bool earlyStart = false;
// find any start vertices for this stop
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] < stops[s])
{
// make sure the first index crosses the stop
int p1 = (p + 1) % 3;
var start = _vertexList[p + i];
if (positions[p1] > stops[s])
{
originIndices.Insert(0, p);
starts.Insert(0, start);
earlyStart = true;
}
else
{
originIndices.Add(p);
starts.Add(start);
}
}
}
// bail if all before or after the stop
if (originIndices.Count == 0)
continue;
if (originIndices.Count == 3)
break;
// report any start vertices
foreach (var start in starts)
helper.AddVert(start);
// make two ends, splitting at the stop
ends.Clear();
foreach (int index in originIndices)
{
int oppositeIndex = (index + 1) % 3;
if (positions[oppositeIndex] < stops[s])
oppositeIndex = (oppositeIndex + 1) % 3;
ends.Add(CreateSplitVertex(_vertexList[index + i], _vertexList[oppositeIndex + i], stops[s]));
}
if (ends.Count == 1)
{
int oppositeIndex = (originIndices[0] + 2) % 3;
ends.Add(CreateSplitVertex(_vertexList[originIndices[0] + i], _vertexList[oppositeIndex + i], stops[s]));
}
// report end vertices
foreach (var end in ends)
helper.AddVert(end);
// make triangles
if (hadEnds)
{
helper.AddTriangle(initialCount - 2, initialCount, initialCount + 1);
helper.AddTriangle(initialCount - 2, initialCount + 1, initialCount - 1);
if (starts.Count > 0)
{
if (earlyStart)
helper.AddTriangle(initialCount - 2, initialCount + 3, initialCount);
else
helper.AddTriangle(initialCount + 1, initialCount + 3, initialCount - 1);
}
}
else
{
int vertexCount = helper.currentVertCount;
helper.AddTriangle(initialCount, vertexCount - 2, vertexCount - 1);
if (starts.Count > 1)
helper.AddTriangle(initialCount, vertexCount - 1, initialCount + 1);
}
starts.Clear();
}
// clean up after looping through gradient stops
if (ends.Count > 0)
{
// find any final vertices after the gradient stops
if (starts.Count == 0)
{
for (int p = 0; p < 3; p++)
{
if (!originIndices.Contains(p) && positions[p] > stops[stops.Count - 1])
{
int p1 = (p + 1) % 3;
UIVertex end = _vertexList[p + i];
if (positions[p1] > stops[stops.Count - 1])
starts.Insert(0, end);
else
starts.Add(end);
}
}
}
// report final vertices
foreach (var start in starts)
helper.AddVert(start);
// make final triangle(s)
int vertexCount = helper.currentVertCount;
if (starts.Count > 1)
{
helper.AddTriangle(vertexCount - 4, vertexCount - 2, vertexCount - 1);
helper.AddTriangle(vertexCount - 4, vertexCount - 1, vertexCount - 3);
}
else if (starts.Count > 0)
{
helper.AddTriangle(vertexCount - 3, vertexCount - 1, vertexCount - 2);
}
}
else
{
// if the triangle wasn't split, add it as-is
helper.AddVert(_vertexList[i]);
helper.AddVert(_vertexList[i + 1]);
helper.AddVert(_vertexList[i + 2]);
int vertexCount = helper.currentVertCount;
helper.AddTriangle(vertexCount - 3, vertexCount - 2, vertexCount - 1);
}
}
}
}
float[] GetPositions(List<UIVertex> _vertexList, int index)
{
float[] positions = new float[3];
if (GradientType == Type.Horizontal)
{
positions[0] = _vertexList[index].position.x;
positions[1] = _vertexList[index + 1].position.x;
positions[2] = _vertexList[index + 2].position.x;
}
else
{
positions[0] = _vertexList[index].position.y;
positions[1] = _vertexList[index + 1].position.y;
positions[2] = _vertexList[index + 2].position.y;
}
return positions;
}
List<float> FindStops(float zoomOffset, Rect bounds)
{
List<float> stops = new List<float>();
var scaledOffset = Offset * Zoom;
foreach (var color in EffectGradient.colorKeys)
{
if (color.time >= (1 - (zoomOffset + scaledOffset)))
break;
if (color.time > (zoomOffset - scaledOffset))
stops.Add(((color.time - 0.5f) * Zoom) + 0.5f + scaledOffset);
}
foreach (var alpha in EffectGradient.alphaKeys)
{
if (alpha.time >= (1 - (zoomOffset + scaledOffset)))
break;
if (alpha.time > (zoomOffset - scaledOffset))
stops.Add(((alpha.time - 0.5f) * Zoom) + 0.5f + scaledOffset);
}
float min = bounds.xMin;
float size = bounds.width;
if (GradientType == Type.Vertical)
{
min = bounds.yMin;
size = bounds.height;
}
stops.Sort();
for (int i = 0; i < stops.Count; i++)
{
stops[i] = (stops[i] * size) + min;
if (i > 0 && Math.Abs(stops[i] - stops[i - 1]) < 2)
{
stops.RemoveAt(i);
--i;
}
}
return stops;
}
UIVertex CreateSplitVertex(UIVertex vertex1, UIVertex vertex2, float stop)
{
if (GradientType == Type.Horizontal)
{
float sx = vertex1.position.x - stop;
float dx = vertex1.position.x - vertex2.position.x;
float dy = vertex1.position.y - vertex2.position.y;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sx / dx;
float splitY = vertex1.position.y - (dy * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(stop, splitY, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
else
{
float sy = vertex1.position.y - stop;
float dy = vertex1.position.y - vertex2.position.y;
float dx = vertex1.position.x - vertex2.position.x;
float uvx = vertex1.uv0.x - vertex2.uv0.x;
float uvy = vertex1.uv0.y - vertex2.uv0.y;
float ratio = sy / dy;
float splitX = vertex1.position.x - (dx * ratio);
UIVertex splitVertex = new UIVertex();
splitVertex.position = new Vector3(splitX, stop, vertex1.position.z);
splitVertex.normal = vertex1.normal;
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
splitVertex.color = Color.white;
return splitVertex;
}
}
Color BlendColor(Color colorA, Color colorB)
{
switch (BlendMode)
{
default: return colorB;
case Blend.Add: return colorA + colorB;
case Blend.Multiply: return colorA * colorB;
}
}
public enum Type {
public enum Type
{
Horizontal,
Vertical,
Radial,
Diamond
}
public enum Blend {
public enum Blend
{
Override,
Add,
Multiply