/** * Static function to handle the GUI and User input related to the cascade slider. * * @param normalizedCascadePartition The array of partition sizes in the range 0.0f - 1.0f; expects ONE entry if cascades = 2, and THREE if cascades=4 * The last entry will be automatically determined by summing up the array, and doing 1.0f - sum */ public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions) { GUILayout.Label("Cascade splits"); // get the inspector width since we need it while drawing the partition rects. // Only way currently is to reserve the block in the layout using GetRect(), and then immediately drawing the empty box // to match the call to GetRect. // From this point on, we move to non-layout based code. var sliderRect = GUILayoutUtility.GetRect(GUIContent.none , s_CascadeSliderBG , GUILayout.Height(kSliderbarTopMargin + kSliderbarHeight + kSliderbarBottomMargin) , GUILayout.ExpandWidth(true)); GUI.Box(sliderRect, GUIContent.none); float currentX = sliderRect.x; float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin; float cascadeSliderWidth = sliderRect.width - (normalizedCascadePartitions.Length * kPartitionHandleWidth); Color origTextColor = GUI.color; Color origBackgroundColor = GUI.backgroundColor; int colorIndex = -1; // setup the array locally with the last partition float[] adjustedCascadePartitions = new float[normalizedCascadePartitions.Length + 1]; Array.Copy(normalizedCascadePartitions, adjustedCascadePartitions, normalizedCascadePartitions.Length); adjustedCascadePartitions[adjustedCascadePartitions.Length - 1] = 1.0f - normalizedCascadePartitions.Sum(); // check for user input on any of the partition handles // this mechanism gets the current event in the queue... make sure that the mouse is over our control before consuming the event int sliderControlId = GUIUtility.GetControlID(s_CascadeSliderId, FocusType.Passive); Event currentEvent = Event.current; int hotPartitionHandleIndex = -1; // the index of any partition handle that we are hovering over or dragging // draw each cascade partition for (int i = 0; i < adjustedCascadePartitions.Length; ++i) { float currentPartition = adjustedCascadePartitions[i]; colorIndex = (colorIndex + 1) % kCascadeColors.Length; GUI.backgroundColor = kCascadeColors[colorIndex]; float boxLength = (cascadeSliderWidth * currentPartition); // main cascade box Rect partitionRect = new Rect(currentX, cascadeBoxStartY, boxLength, kSliderbarHeight); GUI.Box(partitionRect, GUIContent.none, s_CascadeSliderBG); currentX += boxLength; // cascade box percentage text GUI.color = Color.white; Rect textRect = partitionRect; var cascadeText = UnityString.Format("{0}\n{1:F1}%", i, currentPartition * 100.0f); GUI.Label(textRect, GUIContent.Temp(cascadeText, cascadeText), s_TextCenteredStyle); // no need to draw the partition handle for last box if (i == adjustedCascadePartitions.Length - 1) { break; } // partition handle GUI.backgroundColor = Color.black; Rect handleRect = partitionRect; handleRect.x = currentX; handleRect.width = kPartitionHandleWidth; GUI.Box(handleRect, GUIContent.none, s_CascadeSliderBG); // we want a thin handle visually (since wide black bar looks bad), but a slightly larger // hit area for easier manipulation Rect handleHitRect = handleRect; handleHitRect.xMin -= kPartitionHandleExtraHitAreaWidth; handleHitRect.xMax += kPartitionHandleExtraHitAreaWidth; if (handleHitRect.Contains(currentEvent.mousePosition)) { hotPartitionHandleIndex = i; } // add regions to slider where the cursor changes to Resize-Horizontal if (s_DragCache == null) { EditorGUIUtility.AddCursorRect(handleHitRect, MouseCursor.ResizeHorizontal, sliderControlId); } currentX += kPartitionHandleWidth; } GUI.color = origTextColor; GUI.backgroundColor = origBackgroundColor; EventType eventType = currentEvent.GetTypeForControl(sliderControlId); switch (eventType) { case EventType.MouseDown: if (hotPartitionHandleIndex >= 0) { s_DragCache = new DragCache(hotPartitionHandleIndex, normalizedCascadePartitions[hotPartitionHandleIndex], currentEvent.mousePosition); if (GUIUtility.hotControl == 0) { GUIUtility.hotControl = sliderControlId; } currentEvent.Use(); // Switch active scene view into shadow cascades visualization mode, once we start // tweaking cascade splits. if (s_RestoreSceneView == null) { s_RestoreSceneView = SceneView.lastActiveSceneView; if (s_RestoreSceneView != null) { s_OldSceneDrawMode = s_RestoreSceneView.cameraMode; s_OldSceneLightingMode = s_RestoreSceneView.sceneLighting; s_RestoreSceneView.cameraMode = SceneView.GetBuiltinCameraMode(DrawCameraMode.ShadowCascades); } } } break; case EventType.MouseUp: // mouseUp event anywhere should release the hotcontrol (if it belongs to us), drags (if any) if (GUIUtility.hotControl == sliderControlId) { GUIUtility.hotControl = 0; currentEvent.Use(); } s_DragCache = null; // Restore previous scene view drawing mode once we stop tweaking cascade splits. if (s_RestoreSceneView != null) { s_RestoreSceneView.cameraMode = s_OldSceneDrawMode; s_RestoreSceneView.sceneLighting = s_OldSceneLightingMode; s_RestoreSceneView = null; } break; case EventType.MouseDrag: if (GUIUtility.hotControl != sliderControlId) { break; } // convert the mouse movement to normalized cascade width. Make sure that we are safe to apply the delta before using it. float delta = (currentEvent.mousePosition - s_DragCache.m_LastCachedMousePosition).x / cascadeSliderWidth; bool isLeftPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition] + delta) > 0.0f); bool isRightPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition + 1] - delta) > 0.0f); if (isLeftPartitionHappy && isRightPartitionHappy) { s_DragCache.m_NormalizedPartitionSize += delta; normalizedCascadePartitions[s_DragCache.m_ActivePartition] = s_DragCache.m_NormalizedPartitionSize; if (s_DragCache.m_ActivePartition < normalizedCascadePartitions.Length - 1) { normalizedCascadePartitions[s_DragCache.m_ActivePartition + 1] -= delta; } GUI.changed = true; } s_DragCache.m_LastCachedMousePosition = currentEvent.mousePosition; currentEvent.Use(); break; } }
public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions) { GUILayout.Label("Cascade splits", new GUILayoutOption[0]); Rect rect = GUILayoutUtility.GetRect(GUIContent.none, ShadowCascadeSplitGUI.s_CascadeSliderBG, new GUILayoutOption[] { GUILayout.Height(28f), GUILayout.ExpandWidth(true) }); GUI.Box(rect, GUIContent.none); float num = rect.x; float y = rect.y + 2f; float num2 = rect.width - (float)(normalizedCascadePartitions.Length * 2); Color color = GUI.color; Color backgroundColor = GUI.backgroundColor; int num3 = -1; float[] array = new float[normalizedCascadePartitions.Length + 1]; Array.Copy(normalizedCascadePartitions, array, normalizedCascadePartitions.Length); array[array.Length - 1] = 1f - normalizedCascadePartitions.Sum(); int controlID = GUIUtility.GetControlID(ShadowCascadeSplitGUI.s_CascadeSliderId, FocusType.Passive); Event current = Event.current; int num4 = -1; for (int i = 0; i < array.Length; i++) { float num5 = array[i]; num3 = (num3 + 1) % ShadowCascadeSplitGUI.kCascadeColors.Length; GUI.backgroundColor = ShadowCascadeSplitGUI.kCascadeColors[num3]; float num6 = num2 * num5; Rect rect2 = new Rect(num, y, num6, 24f); GUI.Box(rect2, GUIContent.none, ShadowCascadeSplitGUI.s_CascadeSliderBG); num += num6; GUI.color = Color.white; Rect position = rect2; string text = string.Format("{0}\n{1:F1}%", i, num5 * 100f); GUI.Label(position, GUIContent.Temp(text, text), ShadowCascadeSplitGUI.s_TextCenteredStyle); if (i == array.Length - 1) { break; } GUI.backgroundColor = Color.black; Rect rect3 = rect2; rect3.x = num; rect3.width = 2f; GUI.Box(rect3, GUIContent.none, ShadowCascadeSplitGUI.s_CascadeSliderBG); Rect position2 = rect3; position2.xMin -= 2f; position2.xMax += 2f; if (position2.Contains(current.mousePosition)) { num4 = i; } if (ShadowCascadeSplitGUI.s_DragCache == null) { EditorGUIUtility.AddCursorRect(position2, MouseCursor.ResizeHorizontal, controlID); } num += 2f; } GUI.color = color; GUI.backgroundColor = backgroundColor; EventType typeForControl = current.GetTypeForControl(controlID); if (typeForControl != EventType.MouseDown) { if (typeForControl != EventType.MouseUp) { if (typeForControl == EventType.MouseDrag) { if (GUIUtility.hotControl == controlID) { float num7 = (current.mousePosition - ShadowCascadeSplitGUI.s_DragCache.m_LastCachedMousePosition).x / num2; bool flag = array[ShadowCascadeSplitGUI.s_DragCache.m_ActivePartition] + num7 > 0f; bool flag2 = array[ShadowCascadeSplitGUI.s_DragCache.m_ActivePartition + 1] - num7 > 0f; if (flag && flag2) { ShadowCascadeSplitGUI.s_DragCache.m_NormalizedPartitionSize += num7; normalizedCascadePartitions[ShadowCascadeSplitGUI.s_DragCache.m_ActivePartition] = ShadowCascadeSplitGUI.s_DragCache.m_NormalizedPartitionSize; if (ShadowCascadeSplitGUI.s_DragCache.m_ActivePartition < normalizedCascadePartitions.Length - 1) { normalizedCascadePartitions[ShadowCascadeSplitGUI.s_DragCache.m_ActivePartition + 1] -= num7; } GUI.changed = true; } ShadowCascadeSplitGUI.s_DragCache.m_LastCachedMousePosition = current.mousePosition; current.Use(); } } } else { if (GUIUtility.hotControl == controlID) { GUIUtility.hotControl = 0; current.Use(); } ShadowCascadeSplitGUI.s_DragCache = null; if (ShadowCascadeSplitGUI.s_RestoreSceneView != null) { ShadowCascadeSplitGUI.s_RestoreSceneView.cameraMode = ShadowCascadeSplitGUI.s_OldSceneDrawMode; ShadowCascadeSplitGUI.s_RestoreSceneView.m_SceneLighting = ShadowCascadeSplitGUI.s_OldSceneLightingMode; ShadowCascadeSplitGUI.s_RestoreSceneView = null; } } } else if (num4 >= 0) { ShadowCascadeSplitGUI.s_DragCache = new ShadowCascadeSplitGUI.DragCache(num4, normalizedCascadePartitions[num4], current.mousePosition); if (GUIUtility.hotControl == 0) { GUIUtility.hotControl = controlID; } current.Use(); if (ShadowCascadeSplitGUI.s_RestoreSceneView == null) { ShadowCascadeSplitGUI.s_RestoreSceneView = SceneView.lastActiveSceneView; if (ShadowCascadeSplitGUI.s_RestoreSceneView != null) { ShadowCascadeSplitGUI.s_OldSceneDrawMode = ShadowCascadeSplitGUI.s_RestoreSceneView.cameraMode; ShadowCascadeSplitGUI.s_OldSceneLightingMode = ShadowCascadeSplitGUI.s_RestoreSceneView.m_SceneLighting; ShadowCascadeSplitGUI.s_RestoreSceneView.cameraMode = SceneView.GetBuiltinCameraMode(DrawCameraMode.ShadowCascades); } } } }