//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
///
/// 2D Sprite is capable of drawing sprites added in Unity 4.3. When importing your textures,
/// import them as Sprites and you will be able to draw them with this widget.
/// If you provide a Packing Tag in your import settings, your sprites will get automatically
/// packed into an atlas for you, so creating an atlas beforehand is not necessary.
///
[ExecuteInEditMode]
[AddComponentMenu("NGUI/UI/NGUI Unity2D Sprite")]
public class UI2DSprite : UIBasicSprite
{
[HideInInspector][SerializeField] UnityEngine.Sprite mSprite;
[HideInInspector][SerializeField] Material mMat;
[HideInInspector][SerializeField] Shader mShader;
[HideInInspector][SerializeField] Vector4 mBorder = Vector4.zero;
[HideInInspector][SerializeField] bool mFixedAspect = false;
[HideInInspector][SerializeField] float mPixelSize = 1f;
///
/// To be used with animations.
///
public UnityEngine.Sprite nextSprite;
[System.NonSerialized] int mPMA = -1;
///
/// UnityEngine.Sprite drawn by this widget.
///
public UnityEngine.Sprite sprite2D
{
get
{
return mSprite;
}
set
{
if (mSprite != value)
{
RemoveFromPanel();
mSprite = value;
nextSprite = null;
CreatePanel();
}
}
}
///
/// Material used by the widget.
///
public override Material material
{
get
{
return mMat;
}
set
{
if (mMat != value)
{
RemoveFromPanel();
mMat = value;
mPMA = -1;
MarkAsChanged();
}
}
}
///
/// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not).
///
public override Shader shader
{
get
{
if (mMat != null) return mMat.shader;
#if NGUI_USE_RGB
if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored_RGB");
#else
if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored");
#endif
return mShader;
}
set
{
if (mShader != value)
{
RemoveFromPanel();
mShader = value;
if (mMat == null)
{
mPMA = -1;
MarkAsChanged();
}
}
}
}
///
/// Texture used by the UITexture. You can set it directly, without the need to specify a material.
///
public override Texture mainTexture
{
get
{
if (mSprite != null) return mSprite.texture;
if (mMat != null) return mMat.mainTexture;
return null;
}
}
///
/// Whether the texture is using a premultiplied alpha material.
///
public override bool premultipliedAlpha
{
get
{
if (mPMA == -1)
{
Shader sh = shader;
mPMA = (sh != null && sh.name.Contains("Premultiplied")) ? 1 : 0;
}
return (mPMA == 1);
}
}
///
/// Size of the pixel -- used for drawing.
///
override public float pixelSize { get { return mPixelSize; } }
///
/// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
/// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even.
/// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered.
///
public override Vector4 drawingDimensions
{
get
{
Vector2 offset = pivotOffset;
float x0 = -offset.x * mWidth;
float y0 = -offset.y * mHeight;
float x1 = x0 + mWidth;
float y1 = y0 + mHeight;
if (mSprite != null && mType != UISprite.Type.Tiled)
{
int w = Mathf.RoundToInt(mSprite.rect.width);
int h = Mathf.RoundToInt(mSprite.rect.height);
int padLeft = Mathf.RoundToInt(mSprite.textureRectOffset.x);
int padBottom = Mathf.RoundToInt(mSprite.textureRectOffset.y);
int padRight = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);
int padTop = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);
float px = 1f;
float py = 1f;
if (w > 0 && h > 0 && (mType == UISprite.Type.Simple || mType == UISprite.Type.Filled))
{
if ((w & 1) != 0) ++padRight;
if ((h & 1) != 0) ++padTop;
px = (1f / w) * mWidth;
py = (1f / h) * mHeight;
}
if (mFlip == UISprite.Flip.Horizontally || mFlip == UISprite.Flip.Both)
{
x0 += padRight * px;
x1 -= padLeft * px;
}
else
{
x0 += padLeft * px;
x1 -= padRight * px;
}
if (mFlip == UISprite.Flip.Vertically || mFlip == UISprite.Flip.Both)
{
y0 += padTop * py;
y1 -= padBottom * py;
}
else
{
y0 += padBottom * py;
y1 -= padTop * py;
}
}
float fw, fh;
if (mFixedAspect)
{
fw = 0f;
fh = 0f;
}
else
{
Vector4 br = border * pixelSize;
fw = (br.x + br.z);
fh = (br.y + br.w);
}
float vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x);
float vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y);
float vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z);
float vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w);
return new Vector4(vx, vy, vz, vw);
}
}
///
/// Sprite's border. X = left, Y = bottom, Z = right, W = top.
///
public override Vector4 border
{
get
{
// Normally this would be enough... but there seems to be no way to SET the 'border' anywhere. Sigh, Unity.
//return (mSprite != null) ? mSprite.border : Vector4.zero;
return mBorder;
}
set
{
if (mBorder != value)
{
mBorder = value;
MarkAsChanged();
}
}
}
///
/// Update the sprite in case it was animated.
///
protected override bool OnUpdate ()
{
if (nextSprite != null)
{
if (nextSprite != mSprite)
sprite2D = nextSprite;
nextSprite = null;
}
var result = base.OnUpdate();
if (mFixedAspect)
{
Texture tex = mainTexture;
if (tex != null)
{
int w = Mathf.RoundToInt(mSprite.rect.width);
int h = Mathf.RoundToInt(mSprite.rect.height);
int padLeft = Mathf.RoundToInt(mSprite.textureRectOffset.x);
int padBottom = Mathf.RoundToInt(mSprite.textureRectOffset.y);
int padRight = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);
int padTop = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);
w += padLeft + padRight;
h += padTop + padBottom;
float widgetWidth = mWidth;
float widgetHeight = mHeight;
float widgetAspect = widgetWidth / widgetHeight;
float textureAspect = (float)w / h;
if (textureAspect < widgetAspect)
{
float x = (widgetWidth - widgetHeight * textureAspect) / widgetWidth * 0.5f;
drawRegion = new Vector4(x, 0f, 1f - x, 1f);
}
else
{
float y = (widgetHeight - widgetWidth / textureAspect) / widgetHeight * 0.5f;
drawRegion = new Vector4(0f, y, 1f, 1f - y);
}
}
}
return result;
}
#if UNITY_EDITOR
///
/// Keep sane values.
///
protected override void OnValidate ()
{
base.OnValidate();
mBorder.x = Mathf.Max(mBorder.x, 0);
mBorder.y = Mathf.Max(mBorder.y, 0);
mBorder.z = Mathf.Max(mBorder.z, 0);
mBorder.w = Mathf.Max(mBorder.w, 0);
}
#endif
///
/// Adjust the scale of the widget to make it pixel-perfect.
///
public override void MakePixelPerfect ()
{
base.MakePixelPerfect();
if (mType == Type.Tiled) return;
Texture tex = mainTexture;
if (tex == null) return;
if (mType == Type.Simple || mType == Type.Filled || !hasBorder)
{
if (tex != null)
{
Rect rect = mSprite.rect;
int w = Mathf.RoundToInt(rect.width);
int h = Mathf.RoundToInt(rect.height);
if ((w & 1) == 1) ++w;
if ((h & 1) == 1) ++h;
width = w;
height = h;
}
}
}
///
/// Virtual function called by the UIPanel that fills the buffers.
///
public override void OnFill (BetterList verts, BetterList uvs, BetterList cols)
{
Texture tex = mainTexture;
if (tex == null) return;
Rect outer = (mSprite != null) ? mSprite.textureRect : new Rect(0f, 0f, tex.width, tex.height);
Rect inner = outer;
Vector4 br = border;
inner.xMin += br.x;
inner.yMin += br.y;
inner.xMax -= br.z;
inner.yMax -= br.w;
float w = 1f / tex.width;
float h = 1f / tex.height;
outer.xMin *= w;
outer.xMax *= w;
outer.yMin *= h;
outer.yMax *= h;
inner.xMin *= w;
inner.xMax *= w;
inner.yMin *= h;
inner.yMax *= h;
int offset = verts != null ? verts.size : 0;
Fill(verts, uvs, cols, outer, inner);
if (onPostFill != null)
onPostFill(this, offset, verts, uvs, cols);
}
}