Updated Primatives for issue:
https://bitbucket.org/ddreaper/unity-ui-extensions/issues/57/use-of-texture-instead-of-sprite-eg-in Refactored all primatives to use a new common base Updated primatives (using base) to align with current Unity Image component, including: * Using Sprites not textures (aka above issue) * Added ILayoutElement Interface * Added ICanvasRaycastFilter interface (experimental, can be overridden), includes basic alpha checking. --HG-- branch : develop_5.3release
parent
df39a76f3c
commit
e205747c13
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@ -1103,21 +1103,29 @@ namespace UnityEditor.UI
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Selection.activeGameObject = go;
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}
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[MenuItem("GameObject/UI/Extensions/Primitives/Diamond Graph", false)]
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[MenuItem("GameObject/UI/Extensions/Primitives/UI Diamond Graph", false)]
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static public void AddDiamondGraph(MenuCommand menuCommand)
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{
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GameObject go = CreateUIElementRoot("Diamond Graph", menuCommand, s_ImageGUIElementSize);
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GameObject go = CreateUIElementRoot("UI Diamond Graph", menuCommand, s_ImageGUIElementSize);
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go.AddComponent<DiamondGraph>();
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Selection.activeGameObject = go;
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}
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[MenuItem("GameObject/UI/Extensions/Primitives/Cut Corners", false)]
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[MenuItem("GameObject/UI/Extensions/Primitives/UI Cut Corners", false)]
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static public void AddCutCorners(MenuCommand menuCommand)
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{
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GameObject go = CreateUIElementRoot("Cut Corners", menuCommand, s_ImageGUIElementSize);
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GameObject go = CreateUIElementRoot("UI Cut Corners", menuCommand, s_ImageGUIElementSize);
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go.AddComponent<UICornerCut>();
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Selection.activeGameObject = go;
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}
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[MenuItem("GameObject/UI/Extensions/Primitives/UI Polygon", false)]
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static public void AddPolygon(MenuCommand menuCommand)
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{
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GameObject go = CreateUIElementRoot("UI Polygon", menuCommand, s_ImageGUIElementSize);
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go.AddComponent<UIPolygon>();
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Selection.activeGameObject = go;
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}
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#endregion
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#region Re-Orderable Lists
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@ -1,14 +1,12 @@
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/// Credit koohddang
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/// Sourced from - http://forum.unity3d.com/threads/onfillvbo-to-onpopulatemesh-help.353977/#post-2299311
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using System.Collections.Generic;
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using System;
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namespace UnityEngine.UI.Extensions
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{
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Extensions/Primitives/Diamond Graph")]
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public class DiamondGraph : Graphic
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public class DiamondGraph : UIPrimativeBase
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{
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public float a = 1;
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public float b = 1;
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@ -5,10 +5,8 @@
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
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public class UICircle : MaskableGraphic
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public class UICircle : UIPrimativeBase
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{
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[SerializeField]
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Texture m_Texture;
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[Tooltip("The circular fill percentage of the primitive, affected by FixedToSegments")]
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[Range(0, 100)]
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public int fillPercent = 100;
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@ -21,54 +19,12 @@ namespace UnityEngine.UI.Extensions
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[Tooltip("The number of segments to draw the primitive, more segments = smoother primitive")]
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[Range(0, 360)]
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public int segments = 360;
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public override Texture mainTexture
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{
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get
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{
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return m_Texture == null ? s_WhiteTexture : m_Texture;
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}
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}
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/// <summary>
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/// Texture to be used.
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/// </summary>
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public Texture texture
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{
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get
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{
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return m_Texture;
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}
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set
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{
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if (m_Texture == value)
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return;
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m_Texture = value;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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void Update()
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{
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this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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float outer = -rectTransform.pivot.x * rectTransform.rect.width;
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@ -156,5 +112,6 @@ namespace UnityEngine.UI.Extensions
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prevX = pos1;
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prevY = pos2;
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}
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}
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}
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@ -15,14 +15,13 @@
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/// http://rumorgames.com/hide-in-inspector/
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : MaskableGraphic {
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public Vector2 cornerSize = new Vector2(16, 16);
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public class UICornerCut : UIPrimativeBase
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{
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public Vector2 cornerSize = new Vector2(16, 16);
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[Header("Corners to cut")]
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public bool cutUL = true;
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public bool cutUR;
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@ -7,7 +7,7 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")]
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public class UILineRenderer : MaskableGraphic
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public class UILineRenderer : UIPrimativeBase
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{
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private enum SegmentType
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{
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@ -47,9 +47,6 @@ namespace UnityEngine.UI.Extensions
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private static readonly Vector2[] middleUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_CENTER, UV_TOP_CENTER };
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private static readonly Vector2[] endUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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[SerializeField]
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private Texture m_Texture;
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[SerializeField]
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private Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
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[SerializeField]
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@ -68,34 +65,6 @@ namespace UnityEngine.UI.Extensions
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public BezierType BezierMode = BezierType.None;
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public int BezierSegmentsPerCurve = 10;
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public override Texture mainTexture
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{
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get
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{
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return m_Texture == null ? s_WhiteTexture : m_Texture;
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}
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}
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/// <summary>
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/// Texture to be used.
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/// </summary>
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public Texture texture
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{
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get
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{
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return m_Texture;
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}
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set
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{
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if (m_Texture == value)
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return;
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m_Texture = value;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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/// <summary>
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/// UV rectangle used by the texture.
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/// </summary>
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@ -320,18 +289,5 @@ namespace UnityEngine.UI.Extensions
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return SetVbo(new[] { v1, v2, v3, v4 }, uvs);
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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}
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}
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}
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@ -7,10 +7,8 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineTextureRenderer")]
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public class UILineTextureRenderer : MaskableGraphic
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public class UILineTextureRenderer : UIPrimativeBase
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{
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[SerializeField]
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Texture m_Texture;
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[SerializeField]
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Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
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[SerializeField]
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@ -21,34 +19,6 @@ namespace UnityEngine.UI.Extensions
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public Vector2 Margin;
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public bool relativeSize;
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public override Texture mainTexture
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{
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get
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{
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return m_Texture == null ? s_WhiteTexture : m_Texture;
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}
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}
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/// <summary>
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/// Texture to be used.
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/// </summary>
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public Texture texture
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{
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get
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{
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return m_Texture;
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}
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set
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{
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if (m_Texture == value)
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return;
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m_Texture = value;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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/// <summary>
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/// UV rectangle used by the texture.
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/// </summary>
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@ -178,20 +148,6 @@ namespace UnityEngine.UI.Extensions
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}
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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}
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public Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles)
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{
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Vector3 dir = point - pivot; // get point direction relative to pivot
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@ -1,15 +1,11 @@
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/// Credit CiaccoDavide
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/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
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public class UIPolygon : MaskableGraphic
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public class UIPolygon : UIPrimativeBase
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{
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[SerializeField]
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Texture m_Texture;
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public bool fill = true;
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public float thickness = 5;
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[Range(3, 360)]
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@ -20,27 +16,6 @@ namespace UnityEngine.UI.Extensions
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public float[] VerticesDistances = new float[3];
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private float size = 0;
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public override Texture mainTexture
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{
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get
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{
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return m_Texture == null ? s_WhiteTexture : m_Texture;
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}
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}
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public Texture texture
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{
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get
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{
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return m_Texture;
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}
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set
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{
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if (m_Texture == value) return;
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m_Texture = value;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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public void DrawPolygon(int _sides)
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{
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sides = _sides;
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@ -69,19 +44,6 @@ namespace UnityEngine.UI.Extensions
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size = rectTransform.rect.width;
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thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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|
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|
@ -0,0 +1,217 @@
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using System;
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namespace UnityEngine.UI.Extensions
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{
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public class UIPrimativeBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
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{
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[SerializeField]
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private Sprite m_Sprite;
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public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
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[NonSerialized]
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private Sprite m_OverrideSprite;
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public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
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// Not serialized until we support read-enabled sprites better.
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internal float m_EventAlphaThreshold = 1;
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public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
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/// <summary>
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/// Image's texture comes from the UnityEngine.Image.
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/// </summary>
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public override Texture mainTexture
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{
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get
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{
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if (overrideSprite == null)
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{
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if (material != null && material.mainTexture != null)
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{
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return material.mainTexture;
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}
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return s_WhiteTexture;
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}
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return overrideSprite.texture;
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}
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}
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public float pixelsPerUnit
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{
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get
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{
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float spritePixelsPerUnit = 100;
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if (sprite)
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spritePixelsPerUnit = sprite.pixelsPerUnit;
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float referencePixelsPerUnit = 100;
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if (canvas)
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referencePixelsPerUnit = canvas.referencePixelsPerUnit;
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return spritePixelsPerUnit / referencePixelsPerUnit;
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||||
}
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}
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protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
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{
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UIVertex[] vbo = new UIVertex[4];
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for (int i = 0; i < vertices.Length; i++)
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{
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var vert = UIVertex.simpleVert;
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vert.color = color;
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vert.position = vertices[i];
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vert.uv0 = uvs[i];
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vbo[i] = vert;
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}
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return vbo;
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||||
}
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||||
|
||||
|
||||
#region ILayoutElement Interface
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||||
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||||
public virtual void CalculateLayoutInputHorizontal() { }
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||||
public virtual void CalculateLayoutInputVertical() { }
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||||
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||||
public virtual float minWidth { get { return 0; } }
|
||||
|
||||
public virtual float preferredWidth
|
||||
{
|
||||
get
|
||||
{
|
||||
if (overrideSprite == null)
|
||||
return 0;
|
||||
return overrideSprite.rect.size.x / pixelsPerUnit;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual float flexibleWidth { get { return -1; } }
|
||||
|
||||
public virtual float minHeight { get { return 0; } }
|
||||
|
||||
public virtual float preferredHeight
|
||||
{
|
||||
get
|
||||
{
|
||||
if (overrideSprite == null)
|
||||
return 0;
|
||||
return overrideSprite.rect.size.y / pixelsPerUnit;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual float flexibleHeight { get { return -1; } }
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||||
|
||||
public virtual int layoutPriority { get { return 0; } }
|
||||
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||||
#endregion
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||||
|
||||
#region ICanvasRaycastFilter Interface
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||||
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
|
||||
{
|
||||
if (m_EventAlphaThreshold >= 1)
|
||||
return true;
|
||||
|
||||
Sprite sprite = overrideSprite;
|
||||
if (sprite == null)
|
||||
return true;
|
||||
|
||||
Vector2 local;
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||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
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||||
|
||||
Rect rect = GetPixelAdjustedRect();
|
||||
|
||||
// Convert to have lower left corner as reference point.
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local.x += rectTransform.pivot.x * rect.width;
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||||
local.y += rectTransform.pivot.y * rect.height;
|
||||
|
||||
local = MapCoordinate(local, rect);
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||||
|
||||
// Normalize local coordinates.
|
||||
Rect spriteRect = sprite.textureRect;
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||||
Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
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||||
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||||
// Convert to texture space.
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float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width;
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||||
float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height;
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||||
|
||||
try
|
||||
{
|
||||
return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
|
||||
}
|
||||
catch (UnityException e)
|
||||
{
|
||||
Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return image adjusted position
|
||||
/// **Copied from Unity's Image component for now and simplified for UI Extensions primatives
|
||||
/// </summary>
|
||||
/// <param name="local"></param>
|
||||
/// <param name="rect"></param>
|
||||
/// <returns></returns>
|
||||
private Vector2 MapCoordinate(Vector2 local, Rect rect)
|
||||
{
|
||||
Rect spriteRect = sprite.rect;
|
||||
//if (type == Type.Simple || type == Type.Filled)
|
||||
return new Vector2(local.x * spriteRect.width / rect.width, local.y * spriteRect.height / rect.height);
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||||
|
||||
//Vector4 border = sprite.border;
|
||||
//Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
||||
|
||||
//for (int i = 0; i < 2; i++)
|
||||
//{
|
||||
// if (local[i] <= adjustedBorder[i])
|
||||
// continue;
|
||||
|
||||
// if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
|
||||
// {
|
||||
// local[i] -= (rect.size[i] - spriteRect.size[i]);
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// if (type == Type.Sliced)
|
||||
// {
|
||||
// float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
|
||||
// local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
|
||||
// continue;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// local[i] -= adjustedBorder[i];
|
||||
// local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]);
|
||||
// local[i] += border[i];
|
||||
// continue;
|
||||
// }
|
||||
//}
|
||||
|
||||
//return local;
|
||||
}
|
||||
|
||||
Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
|
||||
{
|
||||
for (int axis = 0; axis <= 1; axis++)
|
||||
{
|
||||
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
|
||||
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
|
||||
float combinedBorders = border[axis] + border[axis + 2];
|
||||
if (rect.size[axis] < combinedBorders && combinedBorders != 0)
|
||||
{
|
||||
float borderScaleRatio = rect.size[axis] / combinedBorders;
|
||||
border[axis] *= borderScaleRatio;
|
||||
border[axis + 2] *= borderScaleRatio;
|
||||
}
|
||||
}
|
||||
return border;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
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||||
guid: 65af11d29c6cb8c45b3d78d97d98440d
|
||||
timeCreated: 1464131942
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue