Example #1
0
    static public void Destroy(UIDrawCall dc)
    {
        if (dc)
        {
            if (Application.isPlaying)
            {
                if (mActiveList.Remove(dc))
                {
                    NGUITools.SetActive(dc.gameObject, false);
                    mInactiveList.Add(dc);
#if OPTIMISE_NGUI_GC_ALLOC
                    CachedGeometries.PushToCachedGeometries(dc.verts, dc.uvs, dc.cols);
                    dc.verts = new BetterList <Vector3>();
                    dc.uvs   = new BetterList <Vector2>();
                    dc.cols  = new BetterList <Color32>();
#endif
                }
            }
            else
            {
                mActiveList.Remove(dc);
#if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR
                if (UnityEditor.Selection.activeGameObject == dc.gameObject)
                {
                    UnityEditor.Selection.activeGameObject = null;
                }
#endif
                NGUITools.DestroyImmediate(dc.gameObject);
            }
        }
    }
    void SimpleFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        Vector4 v = drawingDimensions;
        Vector4 u = drawingUVs;
        Color32 c = drawingColor;

#if OPTIMISE_NGUI_GC_ALLOC
        if (geometry.verts.buffer == null || geometry.verts.buffer.Length < 4)
        {
            CachedGeometries.PullFromCachedGeometries(4, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }
#endif
        verts.Add(new Vector3(v.x, v.y));
        verts.Add(new Vector3(v.x, v.w));
        verts.Add(new Vector3(v.z, v.w));
        verts.Add(new Vector3(v.z, v.y));

        uvs.Add(new Vector2(u.x, u.y));
        uvs.Add(new Vector2(u.x, u.w));
        uvs.Add(new Vector2(u.z, u.w));
        uvs.Add(new Vector2(u.z, u.y));

        cols.Add(c);
        cols.Add(c);
        cols.Add(c);
        cols.Add(c);
    }
Example #3
0
 void OnDestroy()
 {
     if (geometry.verts.buffer != null && geometry.verts.buffer.Length > 0)
     {
         CachedGeometries.PushToCachedGeometries(geometry);
     }
     RemoveFromPanel();
 }
Example #4
0
 void OnDestroy()
 {
     if (geometry.verts.Capacity > 0)
     {
         CachedGeometries.PushToCachedGeometries(geometry);
     }
     RemoveFromPanel();
 }
Example #5
0
    void FillDrawCallBuffers(UIDrawCall dc, int verticesCount)
    {
        //dc.verts.GrowIfMust(verticesCount);
        //dc.uvs.GrowIfMust(verticesCount);
        //dc.cols.GrowIfMust(verticesCount);
        List <Vector3> notUsed = null;

        CachedGeometries.PullFromCachedGeometries(verticesCount, ref dc.verts, ref dc.uvs, ref dc.cols, ref notUsed);
        foreach (var widget in widgetsInDrawCall)
        {
            if (generateNormals)
            {
                widget.WriteToBuffers(dc.verts, dc.uvs, dc.cols, dc.norms, dc.tans, generateUV2 ? dc.uv2 : null);
            }
            else
            {
                widget.WriteToBuffers(dc.verts, dc.uvs, dc.cols, null, null, generateUV2 ? dc.uv2 : null);
            }
        }
        widgetsInDrawCall.Clear();
    }
    void SimpleFill(List <Vector3> verts, List <Vector2> uvs, List <Color> cols)
    {
        Vector4 v  = drawingDimensions;
        Vector4 u  = drawingUVs;
        Color   gc = drawingColor;

#if OPTIMISE_NGUI_GC_ALLOC
        if (geometry.verts.Capacity < 4)
        {
            CachedGeometries.PullFromCachedGeometries(4, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }
#endif
        verts.Add(new Vector3(v.x, v.y));
        verts.Add(new Vector3(v.x, v.w));
        verts.Add(new Vector3(v.z, v.w));
        verts.Add(new Vector3(v.z, v.y));

        uvs.Add(new Vector2(u.x, u.y));
        uvs.Add(new Vector2(u.x, u.w));
        uvs.Add(new Vector2(u.z, u.w));
        uvs.Add(new Vector2(u.z, u.y));

        if (!mApplyGradient)
        {
            cols.Add(gc);
            cols.Add(gc);
            cols.Add(gc);
            cols.Add(gc);
        }
        else
        {
            AddVertexColours(cols, ref gc, 1, 1);
            AddVertexColours(cols, ref gc, 1, 2);
            AddVertexColours(cols, ref gc, 2, 2);
            AddVertexColours(cols, ref gc, 2, 1);
        }
    }
Example #7
0
    public override void OnFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        if (!isValid)
        {
            return;
        }

        int   offset = verts.size;
        Color col    = color;

        col.a = finalAlpha;

        if (mFont != null && mFont.premultipliedAlphaShader)
        {
            col = NGUITools.ApplyPMA(col);
        }

        if (QualitySettings.activeColorSpace == ColorSpace.Linear)
        {
            col.r = Mathf.Pow(col.r, 2.2f);
            col.g = Mathf.Pow(col.g, 2.2f);
            col.b = Mathf.Pow(col.b, 2.2f);
        }

        string text  = processedText;
        int    start = verts.size;

        UpdateNGUIText();

        NGUIText.tint = col;
#if OPTIMISE_NGUI_GC_ALLOC
        vertsForOnFill.Clear();
        uvsForOnFill.Clear();
        colsForOnFill.Clear();
        NGUIText.Print(text, vertsForOnFill, uvsForOnFill, colsForOnFill);
        var diff = effectStyle == Effect.None ? 0 : vertsForOnFill.size - offset;
        if (effectStyle == Effect.Outline)
        {
            diff += 3 * diff;
        }
        diff += vertsForOnFill.size;
        if (geometry.verts.buffer == null || geometry.verts.buffer.Length < diff)
        {
            CachedGeometries.PullFromCachedGeometries(diff, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }
        verts.AddRange(vertsForOnFill);
        uvs.AddRange(uvsForOnFill);
        cols.AddRange(colsForOnFill);
#else
        NGUIText.Print(text, verts, uvs, cols);
#endif
        NGUIText.bitmapFont = null;
#if DYNAMIC_FONT
        NGUIText.dynamicFont = null;
#endif
        // Center the content within the label vertically
        Vector2 pos = ApplyOffset(verts, start);

        // Effects don't work with packed fonts
        if (mFont != null && mFont.packedFontShader)
        {
            return;
        }

        // Apply an effect if one was requested
        if (effectStyle != Effect.None)
        {
            int end = verts.size;
            pos.x = mEffectDistance.x;
            pos.y = mEffectDistance.y;

            ApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y);

            if (effectStyle == Effect.Outline)
            {
                offset = end;
                end    = verts.size;

                ApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y);

                offset = end;
                end    = verts.size;

                ApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y);

                offset = end;
                end    = verts.size;

                ApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y);
            }
        }

        if (onPostFill != null)
        {
            onPostFill(this, offset, verts, uvs, cols);
        }
    }
Example #8
0
    public override void OnFill(List <Vector3> verts, List <Vector2> uvs, List <Color> cols)
    {
        if (!isValid)
        {
            return;
        }

        int   offset = verts.Count;
        Color col    = color;

        col.a = finalAlpha;

        if (mFont != null && mFont.premultipliedAlphaShader)
        {
            col = NGUITools.ApplyPMA(col);
        }

        string text  = processedText;
        int    start = verts.Count;

        UpdateNGUIText();

        NGUIText.tint = col;
#if OPTIMISE_NGUI_GC_ALLOC
        vertsForOnFill.Clear();
        uvsForOnFill.Clear();
        colsForOnFill.Clear();
        NGUIText.Print(text, vertsForOnFill, uvsForOnFill, colsForOnFill);
        var diff = effectStyle == Effect.None ? 0 : vertsForOnFill.Count - offset;
        if (effectStyle == Effect.Outline)
        {
            diff += 3 * diff;
        }
        else if (effectStyle == Effect.Outline8)
        {
            diff += 7 * diff;
        }
        diff += vertsForOnFill.Count;
        if (geometry.verts.Capacity < diff)
        {
            CachedGeometries.PullFromCachedGeometries(diff, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }
        verts.AddRange(vertsForOnFill);
        uvs.AddRange(uvsForOnFill);
        cols.AddRange(colsForOnFill);
#else
        NGUIText.Print(text, verts, uvs, cols);
#endif
        NGUIText.bitmapFont  = null;
        NGUIText.dynamicFont = null;

        // Center the content within the label vertically
        Vector2 pos = ApplyOffset(verts, start);

        // Effects don't work with packed fonts
        if (mFont != null && mFont.packedFontShader)
        {
            return;
        }
        // Apply an effect if one was requested
        if (effectStyle != Effect.None)
        {
            int end = verts.Count;
            pos.x = mEffectDistance.x;
            pos.y = mEffectDistance.y;

            ApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y);

            if ((effectStyle == Effect.Outline) || (effectStyle == Effect.Outline8))
            {
                offset = end;
                end    = verts.Count;

                ApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y);

                offset = end;
                end    = verts.Count;

                ApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y);

                offset = end;
                end    = verts.Count;

                ApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y);

                if (effectStyle == Effect.Outline8)
                {
                    offset = end;
                    end    = verts.Count;

                    ApplyShadow(verts, uvs, cols, offset, end, -pos.x, 0);

                    offset = end;
                    end    = verts.Count;

                    ApplyShadow(verts, uvs, cols, offset, end, pos.x, 0);

                    offset = end;
                    end    = verts.Count;

                    ApplyShadow(verts, uvs, cols, offset, end, 0, pos.y);

                    offset = end;
                    end    = verts.Count;

                    ApplyShadow(verts, uvs, cols, offset, end, 0, -pos.y);
                }
            }
        }

        if (onPostFill != null)
        {
            onPostFill(this, offset, verts, uvs, cols);
        }
    }
    void SlicedFill(List <Vector3> verts, List <Vector2> uvs, List <Color> cols)
    {
        Vector4 br = border * pixelSize;

        if (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)
        {
            SimpleFill(verts, uvs, cols);
            return;
        }

        Color   gc = drawingColor;
        Vector4 v  = drawingDimensions;

        mTempPos[0].x = v.x;
        mTempPos[0].y = v.y;
        mTempPos[3].x = v.z;
        mTempPos[3].y = v.w;

        if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
        {
            mTempPos[1].x = mTempPos[0].x + br.z;
            mTempPos[2].x = mTempPos[3].x - br.x;

            mTempUVs[3].x = mOuterUV.xMin;
            mTempUVs[2].x = mInnerUV.xMin;
            mTempUVs[1].x = mInnerUV.xMax;
            mTempUVs[0].x = mOuterUV.xMax;
        }
        else
        {
            mTempPos[1].x = mTempPos[0].x + br.x;
            mTempPos[2].x = mTempPos[3].x - br.z;

            mTempUVs[0].x = mOuterUV.xMin;
            mTempUVs[1].x = mInnerUV.xMin;
            mTempUVs[2].x = mInnerUV.xMax;
            mTempUVs[3].x = mOuterUV.xMax;
        }

        if (mFlip == Flip.Vertically || mFlip == Flip.Both)
        {
            mTempPos[1].y = mTempPos[0].y + br.w;
            mTempPos[2].y = mTempPos[3].y - br.y;

            mTempUVs[3].y = mOuterUV.yMin;
            mTempUVs[2].y = mInnerUV.yMin;
            mTempUVs[1].y = mInnerUV.yMax;
            mTempUVs[0].y = mOuterUV.yMax;
        }
        else
        {
            mTempPos[1].y = mTempPos[0].y + br.y;
            mTempPos[2].y = mTempPos[3].y - br.w;

            mTempUVs[0].y = mOuterUV.yMin;
            mTempUVs[1].y = mInnerUV.yMin;
            mTempUVs[2].y = mInnerUV.yMax;
            mTempUVs[3].y = mOuterUV.yMax;
        }

#if OPTIMISE_NGUI_GC_ALLOC
        var newSize = 0;
        for (int x = 0; x < 3; ++x)
        {
            for (int y = 0; y < 3; ++y)
            {
                if (centerType == AdvancedType.Invisible && x == 1 && y == 1)
                {
                    continue;
                }
                newSize += 4;
            }
        }
        if (geometry.verts.Capacity < newSize)
        {
            CachedGeometries.PullFromCachedGeometries(newSize, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }
#endif

        for (int x = 0; x < 3; ++x)
        {
            int x2 = x + 1;

            for (int y = 0; y < 3; ++y)
            {
                if (centerType == AdvancedType.Invisible && x == 1 && y == 1)
                {
                    continue;
                }

                int y2 = y + 1;

                verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));
                verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));
                verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));
                verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));

                uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));
                uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));
                uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));
                uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));

                if (!mApplyGradient)
                {
                    cols.Add(gc);
                    cols.Add(gc);
                    cols.Add(gc);
                    cols.Add(gc);
                }
                else
                {
                    AddVertexColours(cols, ref gc, x, y);
                    AddVertexColours(cols, ref gc, x, y2);
                    AddVertexColours(cols, ref gc, x2, y2);
                    AddVertexColours(cols, ref gc, x2, y);
                }
            }
        }
    }
    void TiledFill(List <Vector3> verts, List <Vector2> uvs, List <Color> cols)
    {
        Texture tex = mainTexture;

        if (tex == null)
        {
            return;
        }

        Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);

        size *= pixelSize;
        if (tex == null || size.x < 2f || size.y < 2f)
        {
            return;
        }

        Color   c = drawingColor;
        Vector4 v = drawingDimensions;
        Vector4 u;

        if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
        {
            u.x = mInnerUV.xMax;
            u.z = mInnerUV.xMin;
        }
        else
        {
            u.x = mInnerUV.xMin;
            u.z = mInnerUV.xMax;
        }

        if (mFlip == Flip.Vertically || mFlip == Flip.Both)
        {
            u.y = mInnerUV.yMax;
            u.w = mInnerUV.yMin;
        }
        else
        {
            u.y = mInnerUV.yMin;
            u.w = mInnerUV.yMax;
        }

        float x0 = v.x;
        float y0 = v.y;

        float u0 = u.x;
        float v0 = u.y;

#if OPTIMISE_NGUI_GC_ALLOC
        var newSize = 0;
        while (y0 < v.w)
        {
            x0 = v.x;
            float y1 = y0 + size.y;

            if (y1 > v.w)
            {
                y1 = v.w;
            }

            while (x0 < v.z)
            {
                float x1 = x0 + size.x;

                if (x1 > v.z)
                {
                    x1 = v.z;
                }
                newSize += 4;
                x0      += size.x;
            }
            y0 += size.y;
        }
        if (geometry.verts.Capacity < newSize)
        {
            CachedGeometries.PullFromCachedGeometries(newSize, geometry);
            verts = geometry.verts;
            uvs   = geometry.uvs;
            cols  = geometry.cols;
        }

        x0 = v.x;
        y0 = v.y;
#endif

        while (y0 < v.w)
        {
            x0 = v.x;
            float y1 = y0 + size.y;
            float v1 = u.w;

            if (y1 > v.w)
            {
                v1 = Mathf.Lerp(u.y, u.w, (v.w - y0) / size.y);
                y1 = v.w;
            }

            while (x0 < v.z)
            {
                float x1 = x0 + size.x;
                float u1 = u.z;

                if (x1 > v.z)
                {
                    u1 = Mathf.Lerp(u.x, u.z, (v.z - x0) / size.x);
                    x1 = v.z;
                }

                verts.Add(new Vector3(x0, y0));
                verts.Add(new Vector3(x0, y1));
                verts.Add(new Vector3(x1, y1));
                verts.Add(new Vector3(x1, y0));

                uvs.Add(new Vector2(u0, v0));
                uvs.Add(new Vector2(u0, v1));
                uvs.Add(new Vector2(u1, v1));
                uvs.Add(new Vector2(u1, v0));

                cols.Add(c);
                cols.Add(c);
                cols.Add(c);
                cols.Add(c);

                x0 += size.x;
            }
            y0 += size.y;
        }
    }