using System; using System.Collections.Generic; namespace UnityEngine.UI.Extensions { public enum ResolutionMode { None, PerSegment, PerLine } [RequireComponent(typeof(CanvasRenderer))] public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter { static protected Material s_ETC1DefaultUI = null; List outputList = new List(); [SerializeField] private Sprite m_Sprite; public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } } [NonSerialized] private Sprite m_OverrideSprite; public Sprite overrideSprite { get { return activeSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) GeneratedUVs(); SetAllDirty(); } } protected Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } } // 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; } } [SerializeField] private ResolutionMode m_improveResolution; public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } } [SerializeField] protected float m_Resolution; public float Resolution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } } [SerializeField] private bool m_useNativeSize; public bool UseNativeSize { get { return m_useNativeSize; } set { m_useNativeSize = value; SetAllDirty(); } } protected UIPrimitiveBase() { useLegacyMeshGeneration = false; } /// /// Default material used to draw everything if no explicit material was specified. /// static public Material defaultETC1GraphicMaterial { get { if (s_ETC1DefaultUI == null) s_ETC1DefaultUI = Canvas.GetETC1SupportedCanvasMaterial(); return s_ETC1DefaultUI; } } /// /// Image's texture comes from the UnityEngine.Image. /// public override Texture mainTexture { get { if (activeSprite == null) { if (material != null && material.mainTexture != null) { return material.mainTexture; } return s_WhiteTexture; } return activeSprite.texture; } } /// /// Whether the Image has a border to work with. /// public bool hasBorder { get { if (activeSprite != null) { Vector4 v = activeSprite.border; return v.sqrMagnitude > 0f; } return false; } } public float pixelsPerUnit { get { float spritePixelsPerUnit = 100; if (activeSprite) spritePixelsPerUnit = activeSprite.pixelsPerUnit; float referencePixelsPerUnit = 100; if (canvas) referencePixelsPerUnit = canvas.referencePixelsPerUnit; return spritePixelsPerUnit / referencePixelsPerUnit; } } public override Material material { get { if (m_Material != null) return m_Material; if (activeSprite && activeSprite.associatedAlphaSplitTexture != null) return defaultETC1GraphicMaterial; return defaultMaterial; } set { base.material = value; } } 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 Vector2[] IncreaseResolution(Vector2[] input) { return IncreaseResolution(new List(input)).ToArray(); } protected List IncreaseResolution(List input) { outputList.Clear(); switch (ImproveResolution) { case ResolutionMode.PerLine: float totalDistance = 0, increments = 0; for (int i = 0; i < input.Count - 1; i++) { totalDistance += Vector2.Distance(input[i], input[i + 1]); } ResolutionToNativeSize(totalDistance); increments = totalDistance / m_Resolution; var incrementCount = 0; for (int i = 0; i < input.Count - 1; i++) { var p1 = input[i]; outputList.Add(p1); var p2 = input[i + 1]; var segmentDistance = Vector2.Distance(p1, p2) / increments; var incrementTime = 1f / segmentDistance; for (int j = 0; j < segmentDistance; j++) { outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime)); incrementCount++; } outputList.Add(p2); } break; case ResolutionMode.PerSegment: for (int i = 0; i < input.Count - 1; i++) { var p1 = input[i]; outputList.Add(p1); var p2 = input[i + 1]; ResolutionToNativeSize(Vector2.Distance(p1, p2)); increments = 1f / m_Resolution; for (Single j = 1; j < m_Resolution; j++) { outputList.Add(Vector2.Lerp(p1, (Vector2)p2, increments * j)); } outputList.Add(p2); } break; } return outputList; } protected virtual void GeneratedUVs() { } protected virtual void ResolutionToNativeSize(float distance) { } #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) { // add test for line check 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); //test local coord with Mesh // 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; } } /// /// Return image adjusted position /// **Copied from Unity's Image component for now and simplified for UI Extensions primitives /// /// /// /// private Vector2 MapCoordinate(Vector2 local, Rect rect) { Rect spriteRect = sprite.rect; //if (type == Type.Simple || type == Type.Filled) return new Vector2(local.x * rect.width, local.y * 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 artefact's 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 #region onEnable protected override void OnEnable() { base.OnEnable(); SetAllDirty(); } #endregion } }