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