summaryrefslogtreecommitdiff
path: root/Assets/uGUI-2017.1/Editor/UI/SpriteDrawUtility.cs
blob: 32b94983d4956814a424aeeb74cc7605587645ec (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
using System.Collections.Generic;
using UnityEngine;

namespace UnityEditor.UI
{
    // Tools for the editor
    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)
            {
                GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
                GUI.DrawTextureWithTexCoords(paddedTexArea, tex, uv, true);
                GL.sRGBWrite = false;
            }
            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();
        }
    }
}