Rasagar/Library/PackageCache/com.unity.2d.sprite/Editor/Interface/ISpriteEditorDataProvider.cs
2024-08-26 23:07:20 +03:00

240 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.U2D.Sprites
{
/// <summary>An interface that allows Sprite Editor Window to edit Sprite data for user custom importer.</summary>
/// <remarks> Use this interface to edit Sprite data.
/// <code>
/// using UnityEditor;
/// using UnityEditor.U2D.Sprites;
/// using UnityEngine;
///
/// public class PivotUpdater : AssetPostprocessor
/// {
/// private void OnPreprocessTexture()
/// {
/// var factory = new SpriteDataProviderFactories();
/// factory.Init();
/// var dataProvider = factory.GetSpriteEditorDataProviderFromObject(assetImporter);
/// dataProvider.InitSpriteEditorDataProvider();
///
/// SetPivot(dataProvider, new Vector2(0.5f, 0.5f));
///
/// dataProvider.Apply();
/// }
///
/// static void SetPivot(ISpriteEditorDataProvider dataProvider, Vector2 pivot)
/// {
/// var spriteRects = dataProvider.GetSpriteRects();
/// foreach (var rect in spriteRects)
/// {
/// rect.pivot = pivot;
/// rect.alignment = SpriteAlignment.Custom;
/// }
/// dataProvider.SetSpriteRects(spriteRects);
/// }
/// }
/// </code>
/// </remarks>
public interface ISpriteEditorDataProvider
{
/// <summary>SpriteImportMode to indicate how Sprite data will be imported.</summary>
SpriteImportMode spriteImportMode { get; }
/// <summary>The number of pixels in the sprite that correspond to one unit in world space.</summary>
float pixelsPerUnit { get; }
/// <summary>The object that this data provider is acquiring its data from.</summary>
UnityObject targetObject { get; }
/// <summary>Returns an array of SpriteRect representing Sprite data the provider has.</summary>
/// <returns>Array of SpriteRect.</returns>
SpriteRect[] GetSpriteRects();
/// <summary>Sets the data provider's current SpriteRect.</summary>
/// <param name="spriteRects">Updated array of SpriteRect.</param>
void SetSpriteRects(SpriteRect[] spriteRects);
/// <summary>Applying any changed data.</summary>
void Apply();
/// <summary>Allows the data provider to initialize any data if needed.</summary>
void InitSpriteEditorDataProvider();
/// <summary>Gets other data providers that might be supported by ISpriteEditorDataProvider.targetObject.</summary>
/// <typeparam name="T">The data provider type to acquire.</typeparam>
/// <returns>Data provider type.</returns>
T GetDataProvider<T>() where T : class;
/// <summary>Queries if ISpriteEditorDataProvider.targetObject supports the data provider type.</summary>
/// <param name="type">Data provider type.</param>
/// <returns>True if supports, false otherwise.</returns>
bool HasDataProvider(Type type);
}
/// <summary>
/// Data Provider interface that deals with Sprite Bone data.
/// </summary>
public interface ISpriteBoneDataProvider
{
/// <summary>
/// Returns the list of SpriteBone for the corresponding Sprite ID.
/// </summary>
/// <param name="guid">Sprite ID.</param>
/// <returns>The list of SpriteBone associated with the Sprite</returns>
List<SpriteBone> GetBones(GUID guid);
/// <summary>Sets a new set of SpriteBone for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
/// <param name = "bones" > List of SpriteBone to associate with the Sprite.</param>
void SetBones(GUID guid, List<SpriteBone> bones);
}
/// <summary>
/// Data provider that provides data for ID to be used given a SpriteRect's name.
/// </summary>
/// <remarks>
/// The name and ID pair is used to allow mapping back a previous created SpriteRect.
/// </remarks>
public interface ISpriteNameFileIdDataProvider
{
/// <summary>Returns an IEnumerable of SpriteNameFileIdPair representing the name and file id pairs the provider has.</summary>
/// <returns>Name and file id pairs.</returns>
IEnumerable<SpriteNameFileIdPair> GetNameFileIdPairs();
/// <summary>Sets the data provider's current NameFileIdPair.</summary>
/// <param name="nameFileIdPairs">Updated IEnumerable of SpriteNameFileIdPair.</param>
void SetNameFileIdPairs(IEnumerable<SpriteNameFileIdPair> nameFileIdPairs);
}
/// <summary>Data provider that provides the outline data for SpriteRect.</summary>
/// <remarks>The outline data is used to tessellate a Sprite's mesh.</remarks>
public interface ISpriteOutlineDataProvider
{
/// <summary>Given a GUID, returns the outline data used for tessellating the SpriteRect.</summary>
/// <param name="guid">GUID of the SpriteRect.</param>
/// <returns>Outline data for theSpriteRect.</returns>
List<Vector2[]> GetOutlines(GUID guid);
/// <summary>Given a GUID, sets the outline data used for tessellating the SpriteRect.</summary>
/// <param name="guid">GUID of the SpriteRect.</param>
/// <param name="data">Outline data for theSpriteRect.</param>
void SetOutlines(GUID guid, List<Vector2[]> data);
/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
/// <param name = "guid" > GUID of the SpriteRect.</param>
/// <returns>The tessellation value.</returns>
float GetTessellationDetail(GUID guid);
/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
/// <param name = "guid" > GUID of the SpriteRect.</param>
/// <param name="value">The tessellation value.</param>
void SetTessellationDetail(GUID guid, float value);
}
/// <summary>Data provider that provides the Physics outline data for SpriteRect.</summary>
/// <remarks>Uses the outline data to generate the Sprite's Physics shape for Polygon Collider 2D.</remarks>
public interface ISpritePhysicsOutlineDataProvider
{
/// <summary>Given a GUID, returns the Physics outline data used for the SpriteRect.</summary>
/// <param name="guid">GUID of the SpriteRect.</param>
/// <returns>Physics outline data for the SpriteRect.</returns>
List<Vector2[]> GetOutlines(GUID guid);
/// <summary>Given a GUID, sets the Physics outline data used for the SpriteRect.</summary>
/// <param name="guid">GUID of the SpriteRect.</param>
/// <param name="data">Physics outline data for the SpriteRect.</param>
void SetOutlines(GUID guid, List<Vector2[]> data);
/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
/// <param name = "guid" > GUID of the SpriteRect.</param>
/// <returns>The tessellation value.</returns>
float GetTessellationDetail(GUID guid);
/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
/// <param name = "guid" > GUID of the SpriteRect.</param>
/// <param name="value">The tessellation value.</param>
void SetTessellationDetail(GUID guid, float value);
}
/// <summary>Data provider that provides texture data needed for Sprite Editor Window.</summary>
public interface ITextureDataProvider
{
/// <summary>Texture2D representation of the data provider.</summary>
Texture2D texture { get; }
/// <summary>Texture2D that represents the preview for ITextureDataProvider.texture.</summary>
Texture2D previewTexture { get; }
/// <summary>The actual width and height of the texture data.</summary>
/// <param name="width">Out value for width.</param>
/// <param name="height">Out value for height.</param>
void GetTextureActualWidthAndHeight(out int width , out int height);
/// <summary>Readable version of ITextureProvider.texture.</summary>
/// <returns>Texture2D that is readable.</returns>
Texture2D GetReadableTexture2D();
}
/// <summary>Data provider that provides secoondary texture data needed for Sprite Editor Window.</summary>
public interface ISecondaryTextureDataProvider
{
/// <summary>
/// Get set method for an array of SecondarySpriteTexture in the Data Provider
/// </summary>
SecondarySpriteTexture[] textures { get; set; }
}
/// <summary>A structure that contains meta data about vertices in a Sprite.</summary>
[Serializable]
public struct Vertex2DMetaData
{
/// <summary>The position of the vertex.</summary>
public Vector2 position;
/// <summary>The BoneWeight of the vertex.</summary>
public BoneWeight boneWeight;
}
/// <summary>Data Provider interface that deals with Sprite mesh data.</summary>
public interface ISpriteMeshDataProvider
{
/// <summary>Returns the list of vertex datas for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
Vertex2DMetaData[] GetVertices(GUID guid);
/// <summary>Sets a new list of vertices for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
void SetVertices(GUID guid, Vertex2DMetaData[] vertices);
/// <summary>Returns the list of mesh index for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
int[] GetIndices(GUID guid);
/// <summary>Sets a new list of indices for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
void SetIndices(GUID guid, int[] indices);
/// <summary>Returns the list of mesh edges for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
Vector2Int[] GetEdges(GUID guid);
/// <summary>Sets a new list of edges for the corresponding Sprite ID.</summary>
/// <param name = "guid" > Sprite ID.</param>
void SetEdges(GUID guid, Vector2Int[] edges);
}
/// <summary>
/// Data Provider interface that allows to get and set custom Sprite data.
/// </summary>
internal interface ISpriteCustomDataProvider
{
/// <summary>
/// Gets all available keys.
/// </summary>
/// <returns>Collection of all available keys.</returns>
public IEnumerable<string> GetKeys();
/// <summary>
/// Sets the custom data at the given key.
/// </summary>
/// <param name="key">Name of the key.</param>
/// <param name="data">Value.</param>
public void SetData(string key, string data);
/// <summary>
/// Removes the custom data at the given key.
/// </summary>
/// <param name="key">Name of the key.</param>
public void RemoveData(string key);
/// <summary>
/// Gets the custom data at the given key.
/// </summary>
/// <param name="key">Name of the key.</param>
/// <param name="data">Value.</param>
/// <returns>True if the value retrieved successfully.</returns>
public bool GetData(string key, out string data);
}
}