Files
crtr/Assets/Cryville/Common/Unity/UI/ImageSliced3.cs

189 lines
6.7 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Sprites;
using UnityEngine.UI;
namespace Cryville.Common.Unity.UI {
/// <summary>
/// An image that is sliced into three parts, with the middle part stretched and the two borders preserved their aspect ratio.
/// </summary>
[ExecuteInEditMode]
public class ImageSliced3 : MaskableGraphic {
[SerializeField]
[Tooltip("The sliced sprite.")]
private Sprite m_sprite;
/// <summary>
/// The sliced sprite.
/// </summary>
public Sprite Sprite {
get { return m_sprite; }
set { m_sprite = value; }
}
/// <summary>
/// The mode how a sliced image is generated when it is too compact.
/// </summary>
public enum CompactMode {
/// <summary>
/// Squeezes both the left border and the right border.
/// </summary>
SqueezeBoth = 0,
/// <summary>
/// Squeezes the left border and preserves the width of the right border.
/// </summary>
SqueezeLeft = 2,
/// <summary>
/// Squeezes the right border and preserves the width of the left border.
/// </summary>
SqueezeRight = 3,
/// <summary>
/// Squeezes the lower edge of the left border and the upper edge of the right border.
/// </summary>
DiagonalLeft = 4,
/// <summary>
/// Squeezes the upper edge of the left border and the lower edge of the right border.
/// </summary>
DiagonalRight = 5,
}
[SerializeField]
[Tooltip("The mode how a sliced image is generated when it is too compact.")]
private CompactMode m_compact;
/// <summary>
/// The mode how a sliced image is generated when it is too compact.
/// </summary>
public CompactMode Compact {
get { return m_compact; }
set { m_compact = value; }
}
[SerializeField]
[Tooltip("Whether the sprite is vertical.")]
private bool m_isVertical;
/// <summary>
/// Whether the sprite is vertical.
/// </summary>
public bool IsVertical {
get { return m_isVertical; }
set { m_isVertical = value; }
}
public override Texture mainTexture {
get { return Sprite == null ? s_WhiteTexture : Sprite.texture; }
}
void GetCornerLength(int axis, int corner, Vector4 uv, out float length, out float uvLength) {
float border = Sprite.border[(corner << 1) | axis];
float sizeRatio = border / (axis == 0 ? Sprite.rect.height : Sprite.rect.width);
length = sizeRatio * (axis == 0 ? rectTransform.rect.height : rectTransform.rect.width);
uvLength = (uv[(axis ^ 1) | 2] - uv[axis ^ 1]) * (border / (axis == 0 ? Sprite.rect.width : Sprite.rect.height));
}
protected override void OnPopulateMesh(VertexHelper vh) {
if (Sprite == null) {
throw new UnityException("No sprite");
}
else if (Sprite.border == Vector4.zero) {
throw new UnityException("No sprite border");
}
int axis = IsVertical ? 1 : 0;
float actualLength = axis == 0 ? rectTransform.rect.width : rectTransform.rect.height;
Vector4 uv = DataUtility.GetOuterUV(Sprite);
GetCornerLength(axis, 0, uv, out var actualStartCornerLength, out var actualStartUVWidth);
GetCornerLength(axis, 1, uv, out var actualEndCornerLength, out var actualEndUVLength);
float actualTotalCornerLength = actualStartCornerLength + actualEndCornerLength;
float w3, w4, w5, w6;
if (actualTotalCornerLength > actualLength) {
switch (Compact) {
case CompactMode.SqueezeBoth:
w3 = w4 = actualStartCornerLength / actualTotalCornerLength * actualLength;
w5 = w6 = actualEndCornerLength / actualTotalCornerLength * actualLength;
break;
case CompactMode.SqueezeLeft:
w3 = w4 = actualLength - actualEndCornerLength;
w5 = w6 = actualEndCornerLength;
break;
case CompactMode.SqueezeRight:
w3 = w4 = actualStartCornerLength;
w5 = w6 = actualLength - actualStartCornerLength;
break;
case CompactMode.DiagonalLeft:
w3 = actualStartCornerLength;
w4 = actualLength - actualEndCornerLength;
w5 = actualLength - actualStartCornerLength;
w6 = actualEndCornerLength;
break;
case CompactMode.DiagonalRight:
w3 = actualLength - actualEndCornerLength;
w4 = actualStartCornerLength;
w5 = actualEndCornerLength;
w6 = actualLength - actualStartCornerLength;
break;
default:
throw new ArgumentOutOfRangeException("Compact");
}
}
else {
w3 = w4 = actualStartCornerLength;
w5 = w6 = actualEndCornerLength;
}
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.one;
corner1.x -= rectTransform.pivot[axis];
corner1.y -= rectTransform.pivot[axis ^ 1];
corner2.x -= rectTransform.pivot[axis];
corner2.y -= rectTransform.pivot[axis ^ 1];
corner1.x *= actualLength;
corner1.y *= axis == 0 ? rectTransform.rect.height : rectTransform.rect.width;
corner2.x *= actualLength;
corner2.y *= axis == 0 ? rectTransform.rect.height : rectTransform.rect.width;
vh.Clear();
if (axis == 0) {
vh.AddVert(new Vector3(corner1.x, corner2.y), color, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(corner1.x, corner1.y), color, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(corner1.x + w3, corner2.y), color, new Vector2(uv.x + actualStartUVWidth, uv.w));
vh.AddVert(new Vector3(corner1.x + w4, corner1.y), color, new Vector2(uv.x + actualStartUVWidth, uv.y));
vh.AddVert(new Vector3(corner2.x - w5, corner2.y), color, new Vector2(uv.z - actualEndUVLength, uv.w));
vh.AddVert(new Vector3(corner2.x - w6, corner1.y), color, new Vector2(uv.z - actualEndUVLength, uv.y));
vh.AddVert(new Vector3(corner2.x, corner2.y), color, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(corner2.x, corner1.y), color, new Vector2(uv.z, uv.y));
}
else {
vh.AddVert(new Vector3(corner1.y, corner1.x), color, new Vector2(uv.x, uv.w));
vh.AddVert(new Vector3(corner2.y, corner1.x), color, new Vector2(uv.z, uv.w));
vh.AddVert(new Vector3(corner1.y, corner1.x + w4), color, new Vector2(uv.x, uv.w - actualStartUVWidth));
vh.AddVert(new Vector3(corner2.y, corner1.x + w3), color, new Vector2(uv.z, uv.w - actualStartUVWidth));
vh.AddVert(new Vector3(corner1.y, corner2.x - w6), color, new Vector2(uv.x, uv.y + actualEndUVLength));
vh.AddVert(new Vector3(corner2.y, corner2.x - w5), color, new Vector2(uv.z, uv.y + actualEndUVLength));
vh.AddVert(new Vector3(corner1.y, corner2.x), color, new Vector2(uv.x, uv.y));
vh.AddVert(new Vector3(corner2.y, corner2.x), color, new Vector2(uv.z, uv.y));
}
if (((int)Compact & 0x1) == 0) {
vh.AddTriangle(2, 1, 0);
vh.AddTriangle(1, 2, 3);
vh.AddTriangle(4, 3, 2);
vh.AddTriangle(3, 4, 5);
vh.AddTriangle(6, 5, 4);
vh.AddTriangle(5, 6, 7);
}
else {
vh.AddTriangle(3, 1, 0);
vh.AddTriangle(0, 2, 3);
vh.AddTriangle(5, 3, 2);
vh.AddTriangle(2, 4, 5);
vh.AddTriangle(7, 5, 4);
vh.AddTriangle(4, 6, 7);
}
}
}
}