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_5.3
pull/413/head
Simon (darkside) Jackson 2016-05-25 00:50:10 +01:00
parent df39a76f3c
commit e205747c13
9 changed files with 253 additions and 188 deletions

View File

@ -1103,21 +1103,29 @@ namespace UnityEditor.UI
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Primitives/Diamond Graph", false)]
[MenuItem("GameObject/UI/Extensions/Primitives/UI Diamond Graph", false)]
static public void AddDiamondGraph(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("Diamond Graph", menuCommand, s_ImageGUIElementSize);
GameObject go = CreateUIElementRoot("UI Diamond Graph", menuCommand, s_ImageGUIElementSize);
go.AddComponent<DiamondGraph>();
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Primitives/Cut Corners", false)]
[MenuItem("GameObject/UI/Extensions/Primitives/UI Cut Corners", false)]
static public void AddCutCorners(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("Cut Corners", menuCommand, s_ImageGUIElementSize);
GameObject go = CreateUIElementRoot("UI Cut Corners", menuCommand, s_ImageGUIElementSize);
go.AddComponent<UICornerCut>();
Selection.activeGameObject = go;
}
[MenuItem("GameObject/UI/Extensions/Primitives/UI Polygon", false)]
static public void AddPolygon(MenuCommand menuCommand)
{
GameObject go = CreateUIElementRoot("UI Polygon", menuCommand, s_ImageGUIElementSize);
go.AddComponent<UIPolygon>();
Selection.activeGameObject = go;
}
#endregion
#region Re-Orderable Lists

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@ -1,14 +1,12 @@
/// Credit koohddang
/// Sourced from - http://forum.unity3d.com/threads/onfillvbo-to-onpopulatemesh-help.353977/#post-2299311
using System.Collections.Generic;
using System;
namespace UnityEngine.UI.Extensions
{
[ExecuteInEditMode]
[AddComponentMenu("UI/Extensions/Primitives/Diamond Graph")]
public class DiamondGraph : Graphic
public class DiamondGraph : UIPrimativeBase
{
public float a = 1;
public float b = 1;

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@ -5,10 +5,8 @@
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
public class UICircle : MaskableGraphic
public class UICircle : UIPrimativeBase
{
[SerializeField]
Texture m_Texture;
[Tooltip("The circular fill percentage of the primitive, affected by FixedToSegments")]
[Range(0, 100)]
public int fillPercent = 100;
@ -21,54 +19,12 @@ namespace UnityEngine.UI.Extensions
[Tooltip("The number of segments to draw the primitive, more segments = smoother primitive")]
[Range(0, 360)]
public int segments = 360;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
/// <summary>
/// Texture to be used.
/// </summary>
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value)
return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
void Update()
{
this.thickness = (float)Mathf.Clamp(this.thickness, 0, rectTransform.rect.width / 2);
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
protected override void OnPopulateMesh(VertexHelper vh)
{
float outer = -rectTransform.pivot.x * rectTransform.rect.width;
@ -156,5 +112,6 @@ namespace UnityEngine.UI.Extensions
prevX = pos1;
prevY = pos2;
}
}
}

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@ -15,14 +15,13 @@
/// http://rumorgames.com/hide-in-inspector/
///
/// </summary>
namespace UnityEngine.UI.Extensions {
[ExecuteInEditMode]
[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
public class UICornerCut : MaskableGraphic {
public Vector2 cornerSize = new Vector2(16, 16);
public class UICornerCut : UIPrimativeBase
{
public Vector2 cornerSize = new Vector2(16, 16);
[Header("Corners to cut")]
public bool cutUL = true;
public bool cutUR;

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@ -7,7 +7,7 @@ using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")]
public class UILineRenderer : MaskableGraphic
public class UILineRenderer : UIPrimativeBase
{
private enum SegmentType
{
@ -47,9 +47,6 @@ namespace UnityEngine.UI.Extensions
private static readonly Vector2[] middleUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_CENTER, UV_TOP_CENTER };
private static readonly Vector2[] endUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
[SerializeField]
private Texture m_Texture;
[SerializeField]
private Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
[SerializeField]
@ -68,34 +65,6 @@ namespace UnityEngine.UI.Extensions
public BezierType BezierMode = BezierType.None;
public int BezierSegmentsPerCurve = 10;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
/// <summary>
/// Texture to be used.
/// </summary>
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value)
return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
/// <summary>
/// UV rectangle used by the texture.
/// </summary>
@ -320,18 +289,5 @@ namespace UnityEngine.UI.Extensions
return SetVbo(new[] { v1, v2, v3, v4 }, uvs);
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
}
}

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@ -7,10 +7,8 @@ using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UILineTextureRenderer")]
public class UILineTextureRenderer : MaskableGraphic
public class UILineTextureRenderer : UIPrimativeBase
{
[SerializeField]
Texture m_Texture;
[SerializeField]
Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
[SerializeField]
@ -21,34 +19,6 @@ namespace UnityEngine.UI.Extensions
public Vector2 Margin;
public bool relativeSize;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
/// <summary>
/// Texture to be used.
/// </summary>
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value)
return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
/// <summary>
/// UV rectangle used by the texture.
/// </summary>
@ -178,20 +148,6 @@ namespace UnityEngine.UI.Extensions
}
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
public Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles)
{
Vector3 dir = point - pivot; // get point direction relative to pivot

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@ -1,15 +1,11 @@
/// Credit CiaccoDavide
/// Sourced from - http://ciaccodavi.de/unity/UIPolygon
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Polygon")]
public class UIPolygon : MaskableGraphic
public class UIPolygon : UIPrimativeBase
{
[SerializeField]
Texture m_Texture;
public bool fill = true;
public float thickness = 5;
[Range(3, 360)]
@ -20,27 +16,6 @@ namespace UnityEngine.UI.Extensions
public float[] VerticesDistances = new float[3];
private float size = 0;
public override Texture mainTexture
{
get
{
return m_Texture == null ? s_WhiteTexture : m_Texture;
}
}
public Texture texture
{
get
{
return m_Texture;
}
set
{
if (m_Texture == value) return;
m_Texture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
public void DrawPolygon(int _sides)
{
sides = _sides;
@ -69,19 +44,6 @@ namespace UnityEngine.UI.Extensions
size = rectTransform.rect.width;
thickness = (float)Mathf.Clamp(thickness, 0, size / 2);
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
protected override void OnPopulateMesh(VertexHelper vh)
{

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@ -0,0 +1,217 @@
using System;
namespace UnityEngine.UI.Extensions
{
public class UIPrimativeBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter
{
[SerializeField]
private Sprite m_Sprite;
public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) SetAllDirty(); } }
[NonSerialized]
private Sprite m_OverrideSprite;
public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }
// Not serialized until we support read-enabled sprites better.
internal float m_EventAlphaThreshold = 1;
public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } }
/// <summary>
/// Image's texture comes from the UnityEngine.Image.
/// </summary>
public override Texture mainTexture
{
get
{
if (overrideSprite == null)
{
if (material != null && material.mainTexture != null)
{
return material.mainTexture;
}
return s_WhiteTexture;
}
return overrideSprite.texture;
}
}
public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if (sprite)
spritePixelsPerUnit = sprite.pixelsPerUnit;
float referencePixelsPerUnit = 100;
if (canvas)
referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return spritePixelsPerUnit / referencePixelsPerUnit;
}
}
protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
#region ILayoutElement Interface
public virtual void CalculateLayoutInputHorizontal() { }
public virtual void CalculateLayoutInputVertical() { }
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; } }
public virtual int layoutPriority { get { return 0; } }
#endregion
#region ICanvasRaycastFilter Interface
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
if (m_EventAlphaThreshold >= 1)
return true;
Sprite sprite = overrideSprite;
if (sprite == null)
return true;
Vector2 local;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local);
Rect rect = GetPixelAdjustedRect();
// Convert to have lower left corner as reference point.
local.x += rectTransform.pivot.x * rect.width;
local.y += rectTransform.pivot.y * rect.height;
local = MapCoordinate(local, rect);
// Normalize local coordinates.
Rect spriteRect = sprite.textureRect;
Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height);
// Convert to texture space.
float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width;
float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height;
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);
//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
}
}

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