218 lines
7.6 KiB
C#
218 lines
7.6 KiB
C#
using System;
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namespace UnityEngine.UI.Extensions
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{
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public class UIPrimitiveBase : 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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public virtual void CalculateLayoutInputHorizontal() { }
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public virtual void CalculateLayoutInputVertical() { }
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public virtual float minWidth { get { return 0; } }
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public virtual float preferredWidth
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{
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get
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{
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if (overrideSprite == null)
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return 0;
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return overrideSprite.rect.size.x / pixelsPerUnit;
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}
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}
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public virtual float flexibleWidth { get { return -1; } }
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public virtual float minHeight { get { return 0; } }
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public virtual float preferredHeight
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{
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get
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{
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if (overrideSprite == null)
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return 0;
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return overrideSprite.rect.size.y / pixelsPerUnit;
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}
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}
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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)
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{
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if (m_EventAlphaThreshold >= 1)
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return true;
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Sprite sprite = overrideSprite;
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if (sprite == null)
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return true;
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Vector2 local;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
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Rect rect = GetPixelAdjustedRect();
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// 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;
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local = MapCoordinate(local, rect);
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// Normalize local coordinates.
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Rect spriteRect = sprite.textureRect;
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Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
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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
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{
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return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold;
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}
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catch (UnityException e)
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{
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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);
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return true;
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}
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}
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/// <summary>
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/// Return image adjusted position
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/// **Copied from Unity's Image component for now and simplified for UI Extensions primatives
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/// </summary>
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/// <param name="local"></param>
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/// <param name="rect"></param>
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/// <returns></returns>
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private Vector2 MapCoordinate(Vector2 local, Rect rect)
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{
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Rect spriteRect = sprite.rect;
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//if (type == Type.Simple || type == Type.Filled)
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return new Vector2(local.x * spriteRect.width / rect.width, local.y * spriteRect.height / rect.height);
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//Vector4 border = sprite.border;
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//Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
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//for (int i = 0; i < 2; i++)
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//{
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// if (local[i] <= adjustedBorder[i])
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// continue;
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// if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
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// {
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// local[i] -= (rect.size[i] - spriteRect.size[i]);
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// continue;
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// }
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// if (type == Type.Sliced)
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// {
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// float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
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// local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
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// continue;
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// }
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// else
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// {
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// local[i] -= adjustedBorder[i];
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// local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]);
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// local[i] += border[i];
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// continue;
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// }
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//}
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//return local;
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}
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Vector4 GetAdjustedBorders(Vector4 border, Rect rect)
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{
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for (int axis = 0; axis <= 1; axis++)
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{
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// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
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// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
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float combinedBorders = border[axis] + border[axis + 2];
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if (rect.size[axis] < combinedBorders && combinedBorders != 0)
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{
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float borderScaleRatio = rect.size[axis] / combinedBorders;
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border[axis] *= borderScaleRatio;
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border[axis + 2] *= borderScaleRatio;
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}
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}
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return border;
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}
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#endregion
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}
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}
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