UnityGame/Library/PackageCache/com.unity.ugui/Editor/UGUI/UI/SpriteDrawUtility.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.UI
{
/// <summary>
/// PropertyDrawer for [[SpriteState]].
/// This is a PropertyDrawer for SpriteState it is implemented using the standard unity PropertyDrawer framework.
/// </summary>
internal class SpriteDrawUtility
{
static Texture2D s_ContrastTex;
// Returns a usable texture that looks like a high-contrast checker board.
static Texture2D contrastTexture
{
get
{
if (s_ContrastTex == null)
s_ContrastTex = CreateCheckerTex(
new Color(0f, 0.0f, 0f, 0.5f),
new Color(1f, 1f, 1f, 0.5f));
return s_ContrastTex;
}
}
// Create a checker-background texture.
static Texture2D CreateCheckerTex(Color c0, Color c1)
{
Texture2D tex = new Texture2D(16, 16);
tex.name = "[Generated] Checker Texture";
tex.hideFlags = HideFlags.DontSave;
for (int y = 0; y < 8; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c1);
for (int y = 8; y < 16; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c0);
for (int y = 0; y < 8; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c0);
for (int y = 8; y < 16; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c1);
tex.Apply();
tex.filterMode = FilterMode.Point;
return tex;
}
// Create a gradient texture.
static Texture2D CreateGradientTex()
{
Texture2D tex = new Texture2D(1, 16);
tex.name = "[Generated] Gradient Texture";
tex.hideFlags = HideFlags.DontSave;
Color c0 = new Color(1f, 1f, 1f, 0f);
Color c1 = new Color(1f, 1f, 1f, 0.4f);
for (int i = 0; i < 16; ++i)
{
float f = Mathf.Abs((i / 15f) * 2f - 1f);
f *= f;
tex.SetPixel(0, i, Color.Lerp(c0, c1, f));
}
tex.Apply();
tex.filterMode = FilterMode.Bilinear;
return tex;
}
// Draws the tiled texture. Like GUI.DrawTexture() but tiled instead of stretched.
static void DrawTiledTexture(Rect rect, Texture tex)
{
float u = rect.width / tex.width;
float v = rect.height / tex.height;
Rect texCoords = new Rect(0, 0, u, v);
TextureWrapMode originalMode = tex.wrapMode;
tex.wrapMode = TextureWrapMode.Repeat;
GUI.DrawTextureWithTexCoords(rect, tex, texCoords);
tex.wrapMode = originalMode;
}
// Draw the specified Image.
public static void DrawSprite(Sprite sprite, Rect drawArea, Color color)
{
if (sprite == null)
return;
Texture2D tex = sprite.texture;
if (tex == null)
return;
Rect outer = sprite.rect;
Rect inner = outer;
inner.xMin += sprite.border.x;
inner.yMin += sprite.border.y;
inner.xMax -= sprite.border.z;
inner.yMax -= sprite.border.w;
Vector4 uv4 = UnityEngine.Sprites.DataUtility.GetOuterUV(sprite);
Rect uv = new Rect(uv4.x, uv4.y, uv4.z - uv4.x, uv4.w - uv4.y);
Vector4 padding = UnityEngine.Sprites.DataUtility.GetPadding(sprite);
padding.x /= outer.width;
padding.y /= outer.height;
padding.z /= outer.width;
padding.w /= outer.height;
DrawSprite(tex, drawArea, padding, outer, inner, uv, color, null);
}
// Draw the specified Image.
public static void DrawSprite(Texture tex, Rect drawArea, Rect outer, Rect uv, Color color)
{
DrawSprite(tex, drawArea, Vector4.zero, outer, outer, uv, color, null);
}
// Draw the specified Image.
private static void DrawSprite(Texture tex, Rect drawArea, Vector4 padding, Rect outer, Rect inner, Rect uv, Color color, Material mat)
{
// Create the texture rectangle that is centered inside rect.
Rect outerRect = drawArea;
outerRect.width = Mathf.Abs(outer.width);
outerRect.height = Mathf.Abs(outer.height);
if (outerRect.width > 0f)
{
float f = drawArea.width / outerRect.width;
outerRect.width *= f;
outerRect.height *= f;
}
if (drawArea.height > outerRect.height)
{
outerRect.y += (drawArea.height - outerRect.height) * 0.5f;
}
else if (outerRect.height > drawArea.height)
{
float f = drawArea.height / outerRect.height;
outerRect.width *= f;
outerRect.height *= f;
}
if (drawArea.width > outerRect.width)
outerRect.x += (drawArea.width - outerRect.width) * 0.5f;
// Draw the background
EditorGUI.DrawTextureTransparent(outerRect, null, ScaleMode.ScaleToFit, outer.width / outer.height);
// Draw the Image
GUI.color = color;
Rect paddedTexArea = new Rect(
outerRect.x + outerRect.width * padding.x,
outerRect.y + outerRect.height * padding.w,
outerRect.width - (outerRect.width * (padding.z + padding.x)),
outerRect.height - (outerRect.height * (padding.w + padding.y))
);
if (mat == null)
{
GUI.DrawTextureWithTexCoords(paddedTexArea, tex, uv, true);
}
else
{
// NOTE: There is an issue in Unity that prevents it from clipping the drawn preview
// using BeginGroup/EndGroup, and there is no way to specify a UV rect...
EditorGUI.DrawPreviewTexture(paddedTexArea, tex, mat);
}
// Draw the border indicator lines
GUI.BeginGroup(outerRect);
{
tex = contrastTexture;
GUI.color = Color.white;
if (inner.xMin != outer.xMin)
{
float x = (inner.xMin - outer.xMin) / outer.width * outerRect.width - 1;
DrawTiledTexture(new Rect(x, 0f, 1f, outerRect.height), tex);
}
if (inner.xMax != outer.xMax)
{
float x = (inner.xMax - outer.xMin) / outer.width * outerRect.width - 1;
DrawTiledTexture(new Rect(x, 0f, 1f, outerRect.height), tex);
}
if (inner.yMin != outer.yMin)
{
// GUI.DrawTexture is top-left based rather than bottom-left
float y = (inner.yMin - outer.yMin) / outer.height * outerRect.height - 1;
DrawTiledTexture(new Rect(0f, outerRect.height - y, outerRect.width, 1f), tex);
}
if (inner.yMax != outer.yMax)
{
float y = (inner.yMax - outer.yMin) / outer.height * outerRect.height - 1;
DrawTiledTexture(new Rect(0f, outerRect.height - y, outerRect.width, 1f), tex);
}
}
GUI.EndGroup();
}
}
}