using System;
using System.Text;
using UnityEngine;
using FairyGUI.Utils;
namespace FairyGUI
{
///
///
///
public class DisplayObject : EventDispatcher
{
///
///
///
public string name;
///
///
///
public Container parent { get; private set; }
///
///
///
public GameObject gameObject { get; protected set; }
///
///
///
public Transform cachedTransform { get; protected set; }
///
///
///
public NGraphics graphics { get; protected set; }
///
///
///
public NGraphics paintingGraphics { get; protected set; }
///
///
///
public event Action onPaint;
///
///
///
public GObject gOwner;
///
///
///
public uint id;
bool _visible;
bool _touchable;
Vector2 _pivot;
Vector3 _pivotOffset;
Vector3 _rotation; //由于万向锁,单独旋转一个轴是会影响到其他轴的,所以这里需要单独保存
Vector2 _skew;
int _renderingOrder;
float _alpha;
bool _grayed;
BlendMode _blendMode;
IFilter _filter;
Transform _home;
string _cursor;
bool _perspective;
int _focalLength;
Vector3 _pixelPerfectAdjustment;
int _checkPixelPerfect;
EventListener _onClick;
EventListener _onRightClick;
EventListener _onTouchBegin;
EventListener _onTouchMove;
EventListener _onTouchEnd;
EventListener _onRollOver;
EventListener _onRollOut;
EventListener _onMouseWheel;
EventListener _onAddedToStage;
EventListener _onRemovedFromStage;
EventListener _onKeyDown;
EventListener _onClickLink;
EventListener _onFocusIn;
EventListener _onFocusOut;
protected internal int _paintingMode; //1-滤镜,2-blendMode,4-transformMatrix, 8-cacheAsBitmap
protected internal PaintingInfo _paintingInfo;
protected Rect _contentRect;
protected NGraphics.VertexMatrix _vertexMatrix;
protected internal Flags _flags;
protected internal float[] _batchingBounds;
internal static uint _gInstanceCounter;
internal static HideFlags hideFlags = HideFlags.None;
public DisplayObject()
{
id = _gInstanceCounter++;
_alpha = 1;
_visible = true;
_touchable = true;
_blendMode = BlendMode.Normal;
_focalLength = 2000;
_flags |= Flags.OutlineChanged;
if (UIConfig.makePixelPerfect)
_flags |= Flags.PixelPerfect;
}
///
///
///
public EventListener onClick
{
get { return _onClick ?? (_onClick = new EventListener(this, "onClick")); }
}
///
///
///
public EventListener onRightClick
{
get { return _onRightClick ?? (_onRightClick = new EventListener(this, "onRightClick")); }
}
///
///
///
public EventListener onTouchBegin
{
get { return _onTouchBegin ?? (_onTouchBegin = new EventListener(this, "onTouchBegin")); }
}
///
///
///
public EventListener onTouchMove
{
get { return _onTouchMove ?? (_onTouchMove = new EventListener(this, "onTouchMove")); }
}
///
///
///
public EventListener onTouchEnd
{
get { return _onTouchEnd ?? (_onTouchEnd = new EventListener(this, "onTouchEnd")); }
}
///
///
///
public EventListener onRollOver
{
get { return _onRollOver ?? (_onRollOver = new EventListener(this, "onRollOver")); }
}
///
///
///
public EventListener onRollOut
{
get { return _onRollOut ?? (_onRollOut = new EventListener(this, "onRollOut")); }
}
///
///
///
public EventListener onMouseWheel
{
get { return _onMouseWheel ?? (_onMouseWheel = new EventListener(this, "onMouseWheel")); }
}
///
///
///
public EventListener onAddedToStage
{
get { return _onAddedToStage ?? (_onAddedToStage = new EventListener(this, "onAddedToStage")); }
}
///
///
///
public EventListener onRemovedFromStage
{
get { return _onRemovedFromStage ?? (_onRemovedFromStage = new EventListener(this, "onRemovedFromStage")); }
}
///
///
///
public EventListener onKeyDown
{
get { return _onKeyDown ?? (_onKeyDown = new EventListener(this, "onKeyDown")); }
}
///
///
///
public EventListener onClickLink
{
get { return _onClickLink ?? (_onClickLink = new EventListener(this, "onClickLink")); }
}
///
///
///
public EventListener onFocusIn
{
get { return _onFocusIn ?? (_onFocusIn = new EventListener(this, "onFocusIn")); }
}
///
///
///
public EventListener onFocusOut
{
get { return _onFocusOut ?? (_onFocusOut = new EventListener(this, "onFocusOut")); }
}
protected void CreateGameObject(string gameObjectName)
{
gameObject = new GameObject(gameObjectName);
cachedTransform = gameObject.transform;
if (Application.isPlaying)
{
UnityEngine.Object.DontDestroyOnLoad(gameObject);
DisplayObjectInfo info = gameObject.AddComponent();
info.displayObject = this;
}
gameObject.hideFlags = DisplayObject.hideFlags;
gameObject.SetActive(false);
}
protected void SetGameObject(GameObject gameObject)
{
this.gameObject = gameObject;
this.cachedTransform = gameObject.transform;
_rotation = cachedTransform.localEulerAngles;
_flags |= Flags.UserGameObject;
}
protected void DestroyGameObject()
{
if ((_flags & Flags.UserGameObject) == 0 && gameObject != null)
{
if (Application.isPlaying)
GameObject.Destroy(gameObject);
else
GameObject.DestroyImmediate(gameObject);
gameObject = null;
cachedTransform = null;
}
}
///
///
///
public float alpha
{
get { return _alpha; }
set { _alpha = value; }
}
///
///
///
public bool grayed
{
get { return _grayed; }
set { _grayed = value; }
}
///
///
///
public bool visible
{
get { return _visible; }
set
{
if (_visible != value)
{
_visible = value;
_flags |= Flags.OutlineChanged;
if (parent != null && _visible)
{
gameObject.SetActive(true);
InvalidateBatchingState();
if (this is Container)
((Container)this).InvalidateBatchingState(true);
}
else
gameObject.SetActive(false);
}
}
}
///
///
///
public float x
{
get { return cachedTransform.localPosition.x; }
set
{
SetPosition(value, -cachedTransform.localPosition.y, cachedTransform.localPosition.z);
}
}
///
///
///
public float y
{
get { return -cachedTransform.localPosition.y; }
set
{
SetPosition(cachedTransform.localPosition.x, value, cachedTransform.localPosition.z);
}
}
///
///
///
public float z
{
get { return cachedTransform.localPosition.z; }
set
{
SetPosition(cachedTransform.localPosition.x, -cachedTransform.localPosition.y, value);
}
}
///
///
///
public Vector2 xy
{
get { return new Vector2(this.x, this.y); }
set { SetPosition(value.x, value.y, cachedTransform.localPosition.z); }
}
///
///
///
public Vector3 position
{
get { return new Vector3(this.x, this.y, this.z); }
set { SetPosition(value.x, value.y, value.z); }
}
///
///
///
///
///
public void SetXY(float xv, float yv)
{
SetPosition(xv, yv, cachedTransform.localPosition.z);
}
///
///
///
///
///
///
public void SetPosition(float xv, float yv, float zv)
{
Vector3 v = new Vector3();
v.x = xv;
v.y = -yv;
v.z = zv;
if (v != cachedTransform.localPosition)
{
cachedTransform.localPosition = v;
_flags |= Flags.OutlineChanged;
if ((_flags & Flags.PixelPerfect) != 0)
{
//总在下一帧再完成PixelPerfect,这样当物体在连续运动时,不会因为PixelPerfect而发生抖动。
_checkPixelPerfect = Time.frameCount;
_pixelPerfectAdjustment = Vector3.zero;
}
}
}
///
/// If the object position is align by pixel
///
public bool pixelPerfect
{
get { return (_flags & Flags.PixelPerfect) != 0; }
set
{
if (value)
_flags |= Flags.PixelPerfect;
else
_flags &= ~Flags.PixelPerfect;
}
}
///
///
///
public float width
{
get
{
EnsureSizeCorrect();
return _contentRect.width;
}
set
{
if (!Mathf.Approximately(value, _contentRect.width))
{
_contentRect.width = value;
_flags |= Flags.WidthChanged;
_flags &= ~Flags.HeightChanged;
OnSizeChanged();
}
}
}
///
///
///
public float height
{
get
{
EnsureSizeCorrect();
return _contentRect.height;
}
set
{
if (!Mathf.Approximately(value, _contentRect.height))
{
_contentRect.height = value;
_flags &= ~Flags.WidthChanged;
_flags |= Flags.HeightChanged;
OnSizeChanged();
}
}
}
///
///
///
public Vector2 size
{
get
{
EnsureSizeCorrect();
return _contentRect.size;
}
set
{
SetSize(value.x, value.y);
}
}
///
///
///
///
///
public void SetSize(float wv, float hv)
{
if (!Mathf.Approximately(wv, _contentRect.width))
_flags |= Flags.WidthChanged;
else
_flags &= ~Flags.WidthChanged;
if (!Mathf.Approximately(hv, _contentRect.height))
_flags |= Flags.HeightChanged;
else
_flags &= ~Flags.HeightChanged;
if ((_flags & Flags.WidthChanged) != 0 || (_flags & Flags.HeightChanged) != 0)
{
_contentRect.width = wv;
_contentRect.height = hv;
OnSizeChanged();
}
}
virtual public void EnsureSizeCorrect()
{
}
virtual protected void OnSizeChanged()
{
ApplyPivot();
if (_paintingInfo != null)
_paintingInfo.flag = 1;
if (graphics != null)
graphics.contentRect = _contentRect;
_flags |= Flags.OutlineChanged;
}
///
///
///
public float scaleX
{
get { return cachedTransform.localScale.x; }
set
{
Vector3 v = cachedTransform.localScale;
v.x = v.z = ValidateScale(value);
cachedTransform.localScale = v;
_flags |= Flags.OutlineChanged;
ApplyPivot();
}
}
///
///
///
public float scaleY
{
get { return cachedTransform.localScale.y; }
set
{
Vector3 v = cachedTransform.localScale;
v.y = ValidateScale(value);
cachedTransform.localScale = v;
_flags |= Flags.OutlineChanged;
ApplyPivot();
}
}
///
///
///
///
///
public void SetScale(float xv, float yv)
{
Vector3 v = new Vector3();
v.x = v.z = ValidateScale(xv);
v.y = ValidateScale(yv);
cachedTransform.localScale = v;
_flags |= Flags.OutlineChanged;
ApplyPivot();
}
///
/// 在scale过小情况(极端情况=0),当使用Transform的坐标变换时,变换到世界,再从世界变换到本地,会由于精度问题造成结果错误。
/// 这种错误会导致Batching错误,因为Batching会使用缓存的outline。
/// 这里限制一下scale的最小值作为当前解决方案。
/// 这个方案并不完美,因为限制了本地scale值并不能保证对世界scale不会过小。
///
///
///
private float ValidateScale(float value)
{
if (value >= 0 && value < 0.001f)
value = 0.001f;
else if (value < 0 && value > -0.001f)
value = -0.001f;
return value;
}
///
///
///
public Vector2 scale
{
get { return cachedTransform.localScale; }
set
{
SetScale(value.x, value.y);
}
}
///
///
///
public float rotation
{
get
{
//和Unity默认的旋转方向相反
return -_rotation.z;
}
set
{
_rotation.z = -value;
_flags |= Flags.OutlineChanged;
if (_perspective)
UpdateTransformMatrix();
else
{
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
}
}
}
///
///
///
public float rotationX
{
get
{
return _rotation.x;
}
set
{
_rotation.x = value;
_flags |= Flags.OutlineChanged;
if (_perspective)
UpdateTransformMatrix();
else
{
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
}
}
}
///
///
///
public float rotationY
{
get
{
return _rotation.y;
}
set
{
_rotation.y = value;
_flags |= Flags.OutlineChanged;
if (_perspective)
UpdateTransformMatrix();
else
{
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
}
}
}
///
///
///
public Vector2 skew
{
get { return _skew; }
set
{
_skew = value;
_flags |= Flags.OutlineChanged;
if (!Application.isPlaying) //编辑期间不支持!!
return;
UpdateTransformMatrix();
}
}
///
/// 当对象处于ScreenSpace,也就是使用正交相机渲染时,对象虽然可以绕X轴或者Y轴旋转,但没有透视效果。设置perspective,可以模拟出透视效果。
///
public bool perspective
{
get
{
return _perspective;
}
set
{
if (_perspective != value)
{
_perspective = value;
if (_perspective)//屏蔽Unity自身的旋转变换
cachedTransform.localEulerAngles = Vector3.zero;
else
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
UpdateTransformMatrix();
}
}
}
///
///
///
public int focalLength
{
get { return _focalLength; }
set
{
if (value <= 0)
value = 1;
_focalLength = value;
if (_vertexMatrix != null)
UpdateTransformMatrix();
}
}
void UpdateTransformMatrix()
{
Matrix4x4 matrix = Matrix4x4.identity;
if (_skew.x != 0 || _skew.y != 0)
ToolSet.SkewMatrix(ref matrix, _skew.x, _skew.y);
if (_perspective)
matrix *= Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(_rotation), Vector3.one);
if (matrix.isIdentity)
_vertexMatrix = null;
else if (_vertexMatrix == null)
_vertexMatrix = new NGraphics.VertexMatrix();
//组件的transformMatrix是通过paintingMode实现的,因为全部通过矩阵变换的话,和unity自身的变换混杂在一起,无力理清。
if (_vertexMatrix != null)
{
_vertexMatrix.matrix = matrix;
_vertexMatrix.cameraPos = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
if (graphics == null)
EnterPaintingMode(4, null);
}
else
{
if (graphics == null)
LeavePaintingMode(4);
}
if (_paintingMode > 0)
{
paintingGraphics.vertexMatrix = _vertexMatrix;
_paintingInfo.flag = 1;
}
else if (graphics != null)
graphics.vertexMatrix = _vertexMatrix;
_flags |= Flags.OutlineChanged;
}
///
///
///
public Vector2 pivot
{
get { return _pivot; }
set
{
Vector3 deltaPivot = new Vector2((value.x - _pivot.x) * _contentRect.width, (_pivot.y - value.y) * _contentRect.height);
Vector3 oldOffset = _pivotOffset;
_pivot = value;
UpdatePivotOffset();
Vector3 v = cachedTransform.localPosition;
v += oldOffset - _pivotOffset + deltaPivot;
cachedTransform.localPosition = v;
_flags |= Flags.OutlineChanged;
}
}
void UpdatePivotOffset()
{
float px = _pivot.x * _contentRect.width;
float py = _pivot.y * _contentRect.height;
//注意这里不用处理skew,因为在顶点变换里有对pivot的处理
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, cachedTransform.localRotation, cachedTransform.localScale);
_pivotOffset = matrix.MultiplyPoint(new Vector3(px, -py, 0));
if (_vertexMatrix != null)
_vertexMatrix.cameraPos = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
}
void ApplyPivot()
{
if (_pivot.x != 0 || _pivot.y != 0)
{
Vector3 oldOffset = _pivotOffset;
UpdatePivotOffset();
Vector3 v = cachedTransform.localPosition;
if ((_flags & Flags.PixelPerfect) != 0)
{
v -= _pixelPerfectAdjustment;
_checkPixelPerfect = Time.frameCount;
_pixelPerfectAdjustment = Vector3.zero;
}
v += oldOffset - _pivotOffset;
cachedTransform.localPosition = v;
_flags |= Flags.OutlineChanged;
}
}
///
/// This is the pivot position
///
public Vector3 location
{
get
{
Vector3 pos = this.position;
pos.x += _pivotOffset.x;
pos.y -= _pivotOffset.y;
pos.z += _pivotOffset.z;
return pos;
}
set
{
this.SetPosition(value.x - _pivotOffset.x, value.y + _pivotOffset.y, value.z - _pivotOffset.z);
}
}
///
///
///
virtual public Material material
{
get
{
if (graphics != null)
return graphics.material;
else
return null;
}
set
{
if (graphics != null)
graphics.material = value;
}
}
///
///
///
virtual public string shader
{
get
{
if (graphics != null)
return graphics.shader;
else
return null;
}
set
{
if (graphics != null)
graphics.shader = value;
}
}
///
///
///
virtual public int renderingOrder
{
get
{
return _renderingOrder;
}
set
{
if ((_flags & Flags.GameObjectDisposed) != 0)
{
DisplayDisposedWarning();
return;
}
_renderingOrder = value;
if (graphics != null)
graphics.sortingOrder = value;
if (_paintingMode > 0)
paintingGraphics.sortingOrder = value;
}
}
///
///
///
public int layer
{
get
{
if (_paintingMode > 0)
return paintingGraphics.gameObject.layer;
else
return gameObject.layer;
}
set
{
SetLayer(value, false);
}
}
///
/// If the object can be focused?
///
public bool focusable
{
get { return (_flags & Flags.NotFocusable) == 0; }
set
{
if (value)
_flags &= ~Flags.NotFocusable;
else
_flags |= Flags.NotFocusable;
}
}
///
/// If the object can be navigated by TAB?
///
public bool tabStop
{
get { return (_flags & Flags.TabStop) != 0; }
set
{
if (value)
_flags |= Flags.TabStop;
else
_flags &= ~Flags.TabStop;
}
}
///
/// If the object focused?
///
public bool focused
{
get
{
return Stage.inst.focus == this || (this is Container) && ((Container)this).IsAncestorOf(Stage.inst.focus);
}
}
internal bool _AcceptTab()
{
if (_touchable && _visible
&& ((_flags & Flags.TabStop) != 0 || (_flags & Flags.TabStopChildren) != 0)
&& (_flags & Flags.NotFocusable) == 0)
{
Stage.inst.SetFocus(this, true);
return true;
}
else
return false;
}
///
///
///
///
public string cursor
{
get { return _cursor; }
set
{
_cursor = value;
if (Application.isPlaying
&& (this == Stage.inst.touchTarget || (this is Container) && ((Container)this).IsAncestorOf(Stage.inst.touchTarget)))
{
Stage.inst._ChangeCursor(_cursor);
}
}
}
///
///
///
public bool isDisposed
{
get { return (_flags & Flags.Disposed) != 0 || gameObject == null; }
}
internal void InternalSetParent(Container value)
{
if (parent != value)
{
if (value == null && (parent._flags & Flags.Disposed) != 0)
parent = value;
else
{
parent = value;
UpdateHierarchy();
}
_flags |= Flags.OutlineChanged;
}
}
///
///
///
public Container topmost
{
get
{
DisplayObject currentObject = this;
while (currentObject.parent != null)
currentObject = currentObject.parent;
return currentObject as Container;
}
}
///
///
///
public Stage stage
{
get
{
return topmost as Stage;
}
}
///
///
///
public Container worldSpaceContainer
{
get
{
Container wsc = null;
DisplayObject currentObject = this;
while (currentObject.parent != null)
{
if ((currentObject is Container) && ((Container)currentObject).renderMode == RenderMode.WorldSpace)
{
wsc = (Container)currentObject;
break;
}
currentObject = currentObject.parent;
}
return wsc;
}
}
///
///
///
public bool touchable
{
get { return _touchable; }
set
{
if (_touchable != value)
{
_touchable = value;
if (this is Container)
{
ColliderHitTest hitArea = ((Container)this).hitArea as ColliderHitTest;
if (hitArea != null)
hitArea.collider.enabled = value;
}
}
}
}
///
///
///
///
public bool touchDisabled
{
get { return (_flags & Flags.TouchDisabled) != 0; }
}
///
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
///
public void EnterPaintingMode()
{
EnterPaintingMode(16384, null, 1);
}
///
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
/// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。
///
/// 请求者id
/// 纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。
public void EnterPaintingMode(int requestorId, Margin? extend)
{
EnterPaintingMode(requestorId, extend, 1);
}
///
/// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。
/// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。
/// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。
///
/// 请求者id
/// 扩展纹理。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。
/// 附加一个缩放系数
public void EnterPaintingMode(int requestorId, Margin? extend, float scale)
{
bool first = _paintingMode == 0;
_paintingMode |= requestorId;
if (first)
{
if (_paintingInfo == null)
{
_paintingInfo = new PaintingInfo()
{
captureDelegate = Capture,
scale = 1
};
}
if (paintingGraphics == null)
{
if (graphics == null)
paintingGraphics = new NGraphics(this.gameObject);
else
{
GameObject go = new GameObject(this.gameObject.name + " (Painter)");
go.layer = this.gameObject.layer;
go.transform.SetParent(cachedTransform, false);
go.hideFlags = DisplayObject.hideFlags;
paintingGraphics = new NGraphics(go);
}
}
else
paintingGraphics.enabled = true;
paintingGraphics.vertexMatrix = null;
if (this is Container)
{
((Container)this).SetChildrenLayer(CaptureCamera.hiddenLayer);
((Container)this).UpdateBatchingFlags();
}
else
this.InvalidateBatchingState();
if (graphics != null)
this.gameObject.layer = CaptureCamera.hiddenLayer;
}
if (extend != null)
_paintingInfo.extend = (Margin)extend;
_paintingInfo.scale = scale;
_paintingInfo.flag = 1;
}
///
/// 离开绘画模式
///
///
public void LeavePaintingMode(int requestorId)
{
if (_paintingMode == 0 || (_flags & Flags.Disposed) != 0)
return;
_paintingMode ^= requestorId;
if (_paintingMode == 0)
{
paintingGraphics.enabled = false;
if (this is Container)
{
((Container)this).SetChildrenLayer(this.layer);
((Container)this).UpdateBatchingFlags();
}
else
this.InvalidateBatchingState();
if (graphics != null)
this.gameObject.layer = paintingGraphics.gameObject.layer;
}
}
///
///
///
public bool paintingMode
{
get { return _paintingMode > 0; }
}
///
/// 将整个显示对象(如果是容器,则容器包含的整个显示列表)静态化,所有内容被缓冲到一张纹理上。
/// DC将保持为1。CPU消耗将降到最低。但对象的任何变化不会更新。
/// 当cacheAsBitmap已经为true时,再次调用cacheAsBitmap=true将会刷新对象一次。
///
public bool cacheAsBitmap
{
get { return (_flags & Flags.CacheAsBitmap) != 0; }
set
{
if (value)
{
_flags |= Flags.CacheAsBitmap;
EnterPaintingMode(8, null, UIContentScaler.scaleFactor);
}
else
{
_flags &= ~Flags.CacheAsBitmap;
LeavePaintingMode(8);
}
}
}
///
///
///
///
///
///
public Texture2D GetScreenShot(Margin? extend, float scale)
{
EnterPaintingMode(8, null, scale);
UpdatePainting();
Capture();
Texture2D output;
if (paintingGraphics.texture == null)
output = new Texture2D(1, 1, TextureFormat.RGBA32, false, true);
else
{
RenderTexture rt = (RenderTexture)paintingGraphics.texture.nativeTexture;
output = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false, true);
RenderTexture old = RenderTexture.active;
RenderTexture.active = rt;
output.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
output.Apply();
RenderTexture.active = old;
}
LeavePaintingMode(8);
return output;
}
///
///
///
public IFilter filter
{
get
{
return _filter;
}
set
{
if (!Application.isPlaying) //编辑期间不支持!!
return;
if (value == _filter)
return;
if (_filter != null)
_filter.Dispose();
if (value != null && value.target != null)
value.target.filter = null;
_filter = value;
if (_filter != null)
_filter.target = this;
}
}
///
///
///
public BlendMode blendMode
{
get { return _blendMode; }
set
{
_blendMode = value;
InvalidateBatchingState();
if (graphics == null)
{
if (_blendMode != BlendMode.Normal)
{
if (!Application.isPlaying) //Not supported in edit mode!
return;
EnterPaintingMode(2, null);
paintingGraphics.blendMode = _blendMode;
}
else
LeavePaintingMode(2);
}
else
graphics.blendMode = _blendMode;
}
}
///
///
///
///
///
virtual public Rect GetBounds(DisplayObject targetSpace)
{
EnsureSizeCorrect();
if (targetSpace == this) // optimization
{
return _contentRect;
}
else if (targetSpace == parent && _rotation.z == 0)
{
return new Rect(cachedTransform.localPosition.x, -cachedTransform.localPosition.y,
_contentRect.width * cachedTransform.localScale.x, _contentRect.height * cachedTransform.localScale.y);
}
else
return TransformRect(_contentRect, targetSpace);
}
internal DisplayObject InternalHitTest()
{
if (_visible && (!HitTestContext.forTouch || _touchable))
return HitTest();
else
return null;
}
internal DisplayObject InternalHitTestMask()
{
if (_visible)
return HitTest();
else
return null;
}
virtual protected DisplayObject HitTest()
{
Rect rect = GetBounds(this);
if (rect.width == 0 || rect.height == 0)
return null;
Vector2 localPoint = WorldToLocal(HitTestContext.worldPoint, HitTestContext.direction);
if (rect.Contains(localPoint))
return this;
else
return null;
}
///
/// 将舞台坐标转换为本地坐标
///
///
///
public Vector2 GlobalToLocal(Vector2 point)
{
Container wsc = this.worldSpaceContainer;
if (wsc != null)//I am in a world space
{
Camera cam = wsc.GetRenderCamera();
Vector3 worldPoint;
Vector3 direction;
Vector3 screenPoint = new Vector3();
screenPoint.x = point.x;
screenPoint.y = Screen.height - point.y;
if (wsc.hitArea is MeshColliderHitTest)
{
Ray ray = cam.ScreenPointToRay(screenPoint);
RaycastHit hit;
if (((MeshColliderHitTest)wsc.hitArea).collider.Raycast(ray, out hit, 100))
{
point = new Vector2(hit.textureCoord.x * _contentRect.width, (1 - hit.textureCoord.y) * _contentRect.height);
worldPoint = Stage.inst.cachedTransform.TransformPoint(point.x, -point.y, 0);
direction = Vector3.back;
}
else //当射线没有击中模型时,无法确定本地坐标
return new Vector2(float.NaN, float.NaN);
}
else
{
screenPoint.z = cam.WorldToScreenPoint(this.cachedTransform.position).z;
worldPoint = cam.ScreenToWorldPoint(screenPoint);
Ray ray = cam.ScreenPointToRay(screenPoint);
direction = Vector3.zero - ray.direction;
}
return this.WorldToLocal(worldPoint, direction);
}
else //I am in stage space
{
Vector3 worldPoint = Stage.inst.cachedTransform.TransformPoint(point.x, -point.y, 0);
return this.WorldToLocal(worldPoint, Vector3.back);
}
}
///
/// 将本地坐标转换为舞台坐标
///
///
///
public Vector2 LocalToGlobal(Vector2 point)
{
Container wsc = this.worldSpaceContainer;
Vector3 worldPoint = this.cachedTransform.TransformPoint(point.x, -point.y, 0);
if (wsc != null)
{
if (wsc.hitArea is MeshColliderHitTest) //Not supported for UIPainter, use TransfromPoint instead.
return new Vector2(float.NaN, float.NaN);
Vector3 screePoint = wsc.GetRenderCamera().WorldToScreenPoint(worldPoint);
return new Vector2(screePoint.x, Stage.inst.size.y - screePoint.y);
}
else
{
point = Stage.inst.cachedTransform.InverseTransformPoint(worldPoint);
point.y = -point.y;
return point;
}
}
///
/// 转换世界坐标点到等效的本地xy平面的点。等效的意思是他们在屏幕方向看到的位置一样。
/// 返回的点是在对象的本地坐标空间,且z=0
///
///
///
///
public Vector3 WorldToLocal(Vector3 worldPoint, Vector3 direction)
{
Vector3 localPoint = this.cachedTransform.InverseTransformPoint(worldPoint);
if (localPoint.z != 0) //如果对象绕x轴或y轴旋转过,或者对象是在透视相机,那么z值可能不为0,
{
//将世界坐标的摄影机方向在本地空间上投射,求出与xy平面的交点
direction = this.cachedTransform.InverseTransformDirection(direction);
float distOnLine = Vector3.Dot(Vector3.zero - localPoint, Vector3.forward) / Vector3.Dot(direction, Vector3.forward);
if (float.IsInfinity(distOnLine))
return Vector2.zero;
localPoint = localPoint + direction * distOnLine;
}
else if (_vertexMatrix != null)
{
Vector3 center = _vertexMatrix.cameraPos;
center.z = 0;
center -= _vertexMatrix.matrix.MultiplyPoint(center);
Matrix4x4 mm = _vertexMatrix.matrix.inverse;
localPoint -= center;
localPoint = mm.MultiplyPoint(localPoint);
Vector3 camPos = mm.MultiplyPoint(_vertexMatrix.cameraPos);
Vector3 vec = localPoint - camPos;
float lambda = -camPos.z / vec.z;
localPoint = camPos + lambda * vec;
localPoint.z = 0;
}
localPoint.y = -localPoint.y;
return localPoint;
}
///
///
///
///
///
public Vector3 LocalToWorld(Vector3 localPoint)
{
localPoint.y = -localPoint.y;
if (_vertexMatrix != null)
{
Vector3 center = _vertexMatrix.cameraPos;
center.z = 0;
center -= _vertexMatrix.matrix.MultiplyPoint(center);
localPoint = _vertexMatrix.matrix.MultiplyPoint(localPoint);
localPoint += center;
Vector3 camPos = _vertexMatrix.cameraPos;
Vector3 vec = localPoint - camPos;
float lambda = -camPos.z / vec.z;
localPoint = camPos + lambda * vec;
localPoint.z = 0;
}
return this.cachedTransform.TransformPoint(localPoint);
}
///
///
///
///
/// null if to world space
///
public Vector2 TransformPoint(Vector2 point, DisplayObject targetSpace)
{
if (targetSpace == this)
return point;
point = LocalToWorld(point);
if (targetSpace != null)
point = targetSpace.WorldToLocal(point, Vector3.back);
return point;
}
///
///
///
///
/// null if to world space
///
public Rect TransformRect(Rect rect, DisplayObject targetSpace)
{
if (targetSpace == this)
return rect;
if (targetSpace == parent && _rotation.z == 0) // optimization
{
Vector3 vec = cachedTransform.localScale;
return new Rect((this.x + rect.x) * vec.x, (this.y + rect.y) * vec.y,
rect.width * vec.x, rect.height * vec.y);
}
else
{
Vector4 vec4 = new Vector4(float.MaxValue, float.MaxValue, float.MinValue, float.MinValue);
TransformRectPoint(rect.xMin, rect.yMin, targetSpace, ref vec4);
TransformRectPoint(rect.xMax, rect.yMin, targetSpace, ref vec4);
TransformRectPoint(rect.xMin, rect.yMax, targetSpace, ref vec4);
TransformRectPoint(rect.xMax, rect.yMax, targetSpace, ref vec4);
return Rect.MinMaxRect(vec4.x, vec4.y, vec4.z, vec4.w);
}
}
protected void TransformRectPoint(float px, float py, DisplayObject targetSpace, ref Vector4 vec4)
{
Vector2 v = TransformPoint(new Vector2(px, py), targetSpace);
if (vec4.x > v.x) vec4.x = v.x;
if (vec4.z < v.x) vec4.z = v.x;
if (vec4.y > v.y) vec4.y = v.y;
if (vec4.w < v.y) vec4.w = v.y;
}
///
///
///
public void RemoveFromParent()
{
if (parent != null)
parent.RemoveChild(this);
}
///
///
///
public void InvalidateBatchingState()
{
if (parent != null)
parent.InvalidateBatchingState(true);
}
virtual public void Update(UpdateContext context)
{
if (_checkPixelPerfect != 0)
{
if (_rotation == Vector3.zero)
{
Vector3 v = cachedTransform.localPosition;
v.x = Mathf.Round(v.x);
v.y = Mathf.Round(v.y);
_pixelPerfectAdjustment = v - cachedTransform.localPosition;
if (_pixelPerfectAdjustment != Vector3.zero)
cachedTransform.localPosition = v;
}
_checkPixelPerfect = 0;
}
if (graphics != null)
graphics.Update(context, context.alpha * _alpha, context.grayed | _grayed);
if (_paintingMode != 0)
{
UpdatePainting();
//如果是容器,Capture要等到Container.Update的最后执行,因为容器中可能也有需要Capture的内容,要等他们完成后再进行容器的Capture。
if (!(this is Container))
{
if ((_flags & Flags.CacheAsBitmap) == 0 || _paintingInfo.flag != 2)
UpdateContext.OnEnd += _paintingInfo.captureDelegate;
}
paintingGraphics.Update(context, 1, false);
}
if (_filter != null)
_filter.Update();
Stats.ObjectCount++;
}
void UpdatePainting()
{
NTexture paintingTexture = paintingGraphics.texture;
if (paintingTexture != null && paintingTexture.disposed) //Texture可能已被Stage.MonitorTexture销毁
{
paintingTexture = null;
_paintingInfo.flag = 1;
}
if (_paintingInfo.flag == 1)
{
_paintingInfo.flag = 0;
//从优化考虑,决定使用绘画模式的容器都需要明确指定大小,而不是自动计算包围。这在UI使用上并没有问题,因为组件总是有固定大小的
Margin extend = _paintingInfo.extend;
paintingGraphics.contentRect = new Rect(-extend.left, -extend.top, _contentRect.width + extend.left + extend.right, _contentRect.height + extend.top + extend.bottom);
int textureWidth = Mathf.RoundToInt(paintingGraphics.contentRect.width * _paintingInfo.scale);
int textureHeight = Mathf.RoundToInt(paintingGraphics.contentRect.height * _paintingInfo.scale);
if (paintingTexture == null || paintingTexture.width != textureWidth || paintingTexture.height != textureHeight)
{
if (paintingTexture != null)
paintingTexture.Dispose();
if (textureWidth > 0 && textureHeight > 0)
{
paintingTexture = new NTexture(CaptureCamera.CreateRenderTexture(textureWidth, textureHeight, UIConfig.depthSupportForPaintingMode));
Stage.inst.MonitorTexture(paintingTexture);
}
else
paintingTexture = null;
paintingGraphics.texture = paintingTexture;
}
}
if (paintingTexture != null)
paintingTexture.lastActive = Time.time;
}
void Capture()
{
if (paintingGraphics.texture == null)
return;
Vector2 offset = new Vector2(_paintingInfo.extend.left, _paintingInfo.extend.top);
CaptureCamera.Capture(this, (RenderTexture)paintingGraphics.texture.nativeTexture, paintingGraphics.contentRect.height, offset);
_paintingInfo.flag = 2; //2表示已完成一次Capture
if (onPaint != null)
onPaint();
}
///
/// 为对象设置一个默认的父Transform。当对象不在显示列表里时,它的GameObject挂到哪里。
///
public Transform home
{
get { return _home; }
set
{
_home = value;
if (value != null && cachedTransform.parent == null)
cachedTransform.SetParent(value, false);
}
}
void UpdateHierarchy()
{
if ((_flags & Flags.GameObjectDisposed) != 0)
return;
if ((_flags & Flags.UserGameObject) != 0)
{
//we dont change transform parent of this object
if (gameObject != null)
{
if (parent != null && visible)
gameObject.SetActive(true);
else
gameObject.SetActive(false);
}
}
else if (parent != null)
{
cachedTransform.SetParent(parent.cachedTransform, false);
if (_visible)
gameObject.SetActive(true);
int layerValue = parent.gameObject.layer;
if (parent._paintingMode != 0)
layerValue = CaptureCamera.hiddenLayer;
SetLayer(layerValue, true);
}
else if ((_flags & Flags.Disposed) == 0 && this.gameObject != null && !StageEngine.beingQuit)
{
if (Application.isPlaying)
{
if (gOwner == null || gOwner.parent == null)//如果gOwner还有parent的话,说明只是暂时的隐藏
{
cachedTransform.SetParent(_home, false);
if (_home == null)
UnityEngine.Object.DontDestroyOnLoad(this.gameObject);
}
}
gameObject.SetActive(false);
}
}
virtual protected bool SetLayer(int value, bool fromParent)
{
if ((_flags & Flags.LayerSet) != 0) //setted
{
if (fromParent)
return false;
}
else if ((_flags & Flags.LayerFromParent) != 0) //inherit from parent
{
if (!fromParent)
_flags |= Flags.LayerSet;
}
else
{
if (fromParent)
_flags |= Flags.LayerFromParent;
else
_flags |= Flags.LayerSet;
}
if (_paintingMode > 0)
paintingGraphics.gameObject.layer = value;
else if (gameObject.layer != value)
{
gameObject.layer = value;
if ((this is Container))
{
int cnt = ((Container)this).numChildren;
for (int i = 0; i < cnt; i++)
{
DisplayObject child = ((Container)this).GetChildAt(i);
child.SetLayer(value, true);
}
}
}
return true;
}
internal void _SetLayerDirect(int value)
{
if (_paintingMode > 0)
paintingGraphics.gameObject.layer = value;
else
gameObject.layer = value;
}
virtual public void Dispose()
{
if ((_flags & Flags.Disposed) != 0)
return;
_flags |= Flags.Disposed;
RemoveFromParent();
RemoveEventListeners();
if (graphics != null)
graphics.Dispose();
if (_filter != null)
_filter.Dispose();
if (paintingGraphics != null)
{
if (paintingGraphics.texture != null)
paintingGraphics.texture.Dispose();
paintingGraphics.Dispose();
if (paintingGraphics.gameObject != this.gameObject)
{
if (Application.isPlaying)
UnityEngine.Object.Destroy(paintingGraphics.gameObject);
else
UnityEngine.Object.DestroyImmediate(paintingGraphics.gameObject);
}
}
DestroyGameObject();
}
internal void DisplayDisposedWarning()
{
if ((_flags & Flags.DisposedWarning) == 0)
{
_flags |= Flags.DisposedWarning;
StringBuilder sb = new StringBuilder();
sb.Append("DisplayObject is still in use but GameObject was disposed. (");
if (gOwner != null)
{
sb.Append("type=").Append(gOwner.GetType().Name).Append(", x=").Append(gOwner.x).Append(", y=").Append(gOwner.y).Append(", name=").Append(gOwner.name);
if (gOwner.packageItem != null)
sb.Append(", res=" + gOwner.packageItem.name);
}
else
{
sb.Append("id=").Append(id).Append(", type=").Append(this.GetType().Name).Append(", name=").Append(name);
}
sb.Append(")");
Debug.LogError(sb.ToString());
}
}
protected internal class PaintingInfo
{
public Action captureDelegate; //缓存这个delegate,可以防止Capture状态下每帧104B的GC
public Margin extend;
public float scale;
public int flag;
}
[Flags]
protected internal enum Flags
{
Disposed = 1,
UserGameObject = 2,
TouchDisabled = 4,
OutlineChanged = 8,
UpdatingSize = 0x10,
WidthChanged = 0x20,
HeightChanged = 0x40,
PixelPerfect = 0x80,
LayerSet = 0x100,
LayerFromParent = 0x200,
NotFocusable = 0x400,
TabStop = 0x800,
TabStopChildren = 0x1000,
FairyBatching = 0x2000,
BatchingRequested = 0x4000,
BatchingRoot = 0x8000,
SkipBatching = 0x10000,
CacheAsBitmap = 0x20000,
GameObjectDisposed = 0x40000,
DisposedWarning = 0x80000
}
}
///
///
///
public class DisplayObjectInfo : MonoBehaviour
{
///
///
/// ///
[System.NonSerialized]
public DisplayObject displayObject;
private void OnDestroy()
{
if (displayObject != null)
displayObject._flags |= DisplayObject.Flags.GameObjectDisposed;
}
}
}