UIUtils.cs 21 KB

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  1. using CommonUI.Data;
  2. using CommonUnity3D.UGUI;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. using UnityEngine;
  8. using UnityImage = CommonUI_Unity3D.Impl.UnityImage;
  9. using TextAnchor = CommonUI.Data.TextAnchor;
  10. using FontStyle = CommonUI.Data.FontStyle;
  11. using UnityEngine.UI;
  12. namespace CommonUnity3D.UGUI
  13. {
  14. public static class UIUtils
  15. {
  16. public static string UnityRichTextToXmlText(string text)
  17. {
  18. return UGUIAttributedStringDecoder.UnityRichTextToXmlText(text);
  19. }
  20. public static Color UInt32_RGBA_To_Color(uint rgba)
  21. {
  22. Color c = new Color();
  23. CommonUI.Display.Color.toRGBAF(rgba, out c.r, out c.g, out c.b, out c.a);
  24. return c;
  25. }
  26. public static uint Color_To_UInt32_RGBA(Color c)
  27. {
  28. return CommonUI.Display.Color.toRGBA(c.r, c.g, c.b, c.a);
  29. }
  30. public static Color UInt32_ARGB_To_Color(uint argb)
  31. {
  32. Color c = new Color();
  33. CommonUI.Display.Color.toARGBF(argb, out c.r, out c.g, out c.b, out c.a);
  34. return c;
  35. }
  36. public static Color HexArgbToColor(string hex)
  37. {
  38. uint argb;
  39. UnityEngine.Color color = new UnityEngine.Color();
  40. if (uint.TryParse(hex, System.Globalization.NumberStyles.HexNumber, System.Globalization.CultureInfo.InvariantCulture, out argb))
  41. {
  42. CommonUI.Display.Color.toARGBF(argb, out color.r, out color.g, out color.b, out color.a);
  43. }
  44. return color;
  45. }
  46. public static TextBorderCount ToTextShadowCount(Vector2 offset)
  47. {
  48. if (offset.x == -1 && offset.y == -1)
  49. return TextBorderCount.Shadow_L_T;
  50. if (offset.x == 0 && offset.y == -1)
  51. return TextBorderCount.Shadow_C_T;
  52. if (offset.x == 1 && offset.y == -1)
  53. return TextBorderCount.Shadow_R_T;
  54. if (offset.x == -1 && offset.y == 0)
  55. return TextBorderCount.Shadow_L_C;
  56. if (offset.x == 1 && offset.y == 0)
  57. return TextBorderCount.Shadow_R_C;
  58. if (offset.x == -1 && offset.y == 1)
  59. return TextBorderCount.Shadow_L_B;
  60. if (offset.x == 0 && offset.y == 1)
  61. return TextBorderCount.Shadow_C_B;
  62. if (offset.x == 1 && offset.y == 1)
  63. return TextBorderCount.Shadow_R_B;
  64. return TextBorderCount.Null;
  65. }
  66. public static Vector2 ToTextBorderOffset(TextBorderCount count)
  67. {
  68. switch (count)
  69. {
  70. case CommonUI.Data.TextBorderCount.Border: return new Vector2(1, 1);
  71. case CommonUI.Data.TextBorderCount.Shadow_L_T: return new Vector2(-1, -1);
  72. case CommonUI.Data.TextBorderCount.Shadow_C_T: return new Vector2(0, -1);
  73. case CommonUI.Data.TextBorderCount.Shadow_R_T: return new Vector2(1, -1);
  74. case CommonUI.Data.TextBorderCount.Shadow_L_C: return new Vector2(-1, 0);
  75. case CommonUI.Data.TextBorderCount.Shadow_C_C: return new Vector2(0, 0);
  76. case CommonUI.Data.TextBorderCount.Shadow_R_C: return new Vector2(1, 0);
  77. case CommonUI.Data.TextBorderCount.Shadow_L_B: return new Vector2(-1, 1);
  78. case CommonUI.Data.TextBorderCount.Shadow_C_B: return new Vector2(0, 1);
  79. case CommonUI.Data.TextBorderCount.Shadow_R_B: return new Vector2(1, 1);
  80. }
  81. return new Vector2(0, 0);
  82. }
  83. public static UnityEngine.TextAnchor ToUnityAnchor(CommonUI.Data.TextAnchor anchor)
  84. {
  85. switch (anchor)
  86. {
  87. case CommonUI.Data.TextAnchor.L_T: return UnityEngine.TextAnchor.UpperLeft;
  88. case CommonUI.Data.TextAnchor.C_T: return UnityEngine.TextAnchor.UpperCenter;
  89. case CommonUI.Data.TextAnchor.R_T: return UnityEngine.TextAnchor.UpperRight;
  90. case CommonUI.Data.TextAnchor.L_C: return UnityEngine.TextAnchor.MiddleLeft;
  91. case CommonUI.Data.TextAnchor.C_C: return UnityEngine.TextAnchor.MiddleCenter;
  92. case CommonUI.Data.TextAnchor.R_C: return UnityEngine.TextAnchor.MiddleRight;
  93. case CommonUI.Data.TextAnchor.L_B: return UnityEngine.TextAnchor.LowerLeft;
  94. case CommonUI.Data.TextAnchor.C_B: return UnityEngine.TextAnchor.LowerCenter;
  95. case CommonUI.Data.TextAnchor.R_B: return UnityEngine.TextAnchor.LowerRight;
  96. }
  97. return UnityEngine.TextAnchor.MiddleCenter;
  98. }
  99. public static CommonUI.Data.TextAnchor ToTextAnchor(CommonUI.Display.Text.RichTextAlignment a)
  100. {
  101. switch (a)
  102. {
  103. case CommonUI.Display.Text.RichTextAlignment.taCENTER:
  104. return CommonUI.Data.TextAnchor.C_B;
  105. case CommonUI.Display.Text.RichTextAlignment.taLEFT:
  106. return CommonUI.Data.TextAnchor.L_B;
  107. case CommonUI.Display.Text.RichTextAlignment.taRIGHT:
  108. return CommonUI.Data.TextAnchor.R_B;
  109. default:
  110. return CommonUI.Data.TextAnchor.L_B;
  111. }
  112. }
  113. public static CommonUI.Display.Text.RichTextAlignment ToRichTextAnchor(CommonUI.Data.TextAnchor a)
  114. {
  115. switch (a)
  116. {
  117. case CommonUI.Data.TextAnchor.L_T: return CommonUI.Display.Text.RichTextAlignment.taLEFT;
  118. case CommonUI.Data.TextAnchor.L_C: return CommonUI.Display.Text.RichTextAlignment.taLEFT;
  119. case CommonUI.Data.TextAnchor.L_B: return CommonUI.Display.Text.RichTextAlignment.taLEFT;
  120. case CommonUI.Data.TextAnchor.C_T: return CommonUI.Display.Text.RichTextAlignment.taCENTER;
  121. case CommonUI.Data.TextAnchor.C_C: return CommonUI.Display.Text.RichTextAlignment.taCENTER;
  122. case CommonUI.Data.TextAnchor.C_B: return CommonUI.Display.Text.RichTextAlignment.taCENTER;
  123. case CommonUI.Data.TextAnchor.R_T: return CommonUI.Display.Text.RichTextAlignment.taRIGHT;
  124. case CommonUI.Data.TextAnchor.R_C: return CommonUI.Display.Text.RichTextAlignment.taRIGHT;
  125. case CommonUI.Data.TextAnchor.R_B: return CommonUI.Display.Text.RichTextAlignment.taRIGHT;
  126. }
  127. return CommonUI.Display.Text.RichTextAlignment.taLEFT;
  128. }
  129. public static CommonUI.Display.FontStyle ToTextLayerFontStyle(CommonUI.Data.FontStyle fs, bool underline)
  130. {
  131. if (underline)
  132. {
  133. switch (fs)
  134. {
  135. case FontStyle.Bold: return CommonUI.Display.FontStyle.STYLE_BOLD_UNDERLINED;
  136. case FontStyle.BoldAndItalic: return CommonUI.Display.FontStyle.STYLE_BOLD_ITALIC_UNDERLINED;
  137. case FontStyle.Italic: return CommonUI.Display.FontStyle.STYLE_ITALIC_UNDERLINED;
  138. case FontStyle.Normal: return CommonUI.Display.FontStyle.STYLE_UNDERLINED;
  139. }
  140. }
  141. else
  142. {
  143. switch (fs)
  144. {
  145. case FontStyle.Bold: return CommonUI.Display.FontStyle.STYLE_BOLD;
  146. case FontStyle.BoldAndItalic: return CommonUI.Display.FontStyle.STYLE_BOLD_ITALIC;
  147. case FontStyle.Italic: return CommonUI.Display.FontStyle.STYLE_ITALIC;
  148. case FontStyle.Normal: return CommonUI.Display.FontStyle.STYLE_PLAIN;
  149. }
  150. }
  151. return CommonUI.Display.FontStyle.STYLE_PLAIN;
  152. }
  153. public static CommonUI.Data.FontStyle ToFontStyle(CommonUI.Display.FontStyle fs, out bool underline)
  154. {
  155. underline = false;
  156. switch (fs)
  157. {
  158. case CommonUI.Display.FontStyle.STYLE_BOLD:
  159. return CommonUI.Data.FontStyle.Bold;
  160. case CommonUI.Display.FontStyle.STYLE_BOLD_ITALIC:
  161. return CommonUI.Data.FontStyle.BoldAndItalic;
  162. case CommonUI.Display.FontStyle.STYLE_ITALIC:
  163. return CommonUI.Data.FontStyle.Italic;
  164. case CommonUI.Display.FontStyle.STYLE_PLAIN:
  165. return CommonUI.Data.FontStyle.Normal;
  166. case CommonUI.Display.FontStyle.STYLE_BOLD_UNDERLINED:
  167. underline = true;
  168. return CommonUI.Data.FontStyle.Bold;
  169. case CommonUI.Display.FontStyle.STYLE_BOLD_ITALIC_UNDERLINED:
  170. underline = true;
  171. return CommonUI.Data.FontStyle.BoldAndItalic;
  172. case CommonUI.Display.FontStyle.STYLE_ITALIC_UNDERLINED:
  173. underline = true;
  174. return CommonUI.Data.FontStyle.Italic;
  175. case CommonUI.Display.FontStyle.STYLE_UNDERLINED:
  176. underline = true;
  177. return CommonUI.Data.FontStyle.Normal;
  178. }
  179. return CommonUI.Data.FontStyle.Normal;
  180. }
  181. public static void AdjustAnchor(CommonUI.Data.TextAnchor anchor, Vector2 containerSize, ref Rect bounds)
  182. {
  183. float cw = containerSize.x;
  184. float ch = containerSize.y;
  185. switch (anchor)
  186. {
  187. case CommonUI.Data.TextAnchor.L_T:
  188. bounds.x = 0;
  189. bounds.y = 0;
  190. break;
  191. case CommonUI.Data.TextAnchor.C_T:
  192. bounds.x = (cw - bounds.width) / 2;
  193. bounds.y = 0;
  194. break;
  195. case CommonUI.Data.TextAnchor.R_T:
  196. bounds.x = (cw - bounds.width);
  197. bounds.y = 0;
  198. break;
  199. case TextAnchor.L_C:
  200. bounds.x = 0;
  201. bounds.y = (ch - bounds.height) / 2;
  202. break;
  203. case TextAnchor.C_C:
  204. bounds.x = (cw - bounds.width) / 2;
  205. bounds.y = (ch - bounds.height) / 2;
  206. break;
  207. case TextAnchor.R_C:
  208. bounds.x = (cw - bounds.width);
  209. bounds.y = (ch - bounds.height) / 2;
  210. break;
  211. case TextAnchor.L_B:
  212. bounds.x = 0;
  213. bounds.y = (ch - bounds.height);
  214. break;
  215. case TextAnchor.C_B:
  216. bounds.x = (cw - bounds.width) / 2;
  217. bounds.y = (ch - bounds.height);
  218. break;
  219. case TextAnchor.R_B:
  220. bounds.x = (cw - bounds.width);
  221. bounds.y = (ch - bounds.height);
  222. break;
  223. }
  224. }
  225. public static void AdjustAnchor(ImageAnchor anchor, Vector2 containerSize, ref Rect bounds)
  226. {
  227. AdjustAnchor((TextAnchor)anchor, containerSize, ref bounds);
  228. }
  229. public static void AdjustAnchor(TextAnchor anchor, DisplayNode container, DisplayNode child, Vector2 offset)
  230. {
  231. Rect bounds = child.Bounds2D;
  232. UIUtils.AdjustAnchor(anchor, container.Size2D, ref bounds);
  233. bounds.position += offset;
  234. child.Bounds2D = bounds;
  235. }
  236. public static void AdjustAnchor(ImageAnchor anchor, DisplayNode container, DisplayNode child, Vector2 offset)
  237. {
  238. AdjustAnchor((TextAnchor)anchor, container, child, offset);
  239. }
  240. public static void AdjustGaugeOrientation(GaugeOrientation orientation, DisplayNode container, DisplayNode child, float percent)
  241. {
  242. float rate = (percent / 100f);
  243. Vector2 containerSize = container.Size2D;
  244. Rect bounds = child.Bounds2D;
  245. switch (orientation)
  246. {
  247. case GaugeOrientation.LEFT_2_RIGHT:
  248. bounds.width = containerSize.x * rate;
  249. bounds.height = containerSize.y;
  250. bounds.x = 0;
  251. bounds.y = 0;
  252. break;
  253. case GaugeOrientation.RIGTH_2_LEFT:
  254. bounds.width = containerSize.x * rate;
  255. bounds.height = containerSize.y;
  256. bounds.x = containerSize.x - bounds.width;
  257. bounds.y = 0;
  258. break;
  259. case GaugeOrientation.TOP_2_BOTTOM:
  260. bounds.width = containerSize.x;
  261. bounds.height = containerSize.y * rate;
  262. bounds.x = 0;
  263. bounds.y = 0;
  264. break;
  265. case GaugeOrientation.BOTTOM_2_TOP:
  266. bounds.width = containerSize.x;
  267. bounds.height = containerSize.y * rate;
  268. bounds.x = 0;
  269. bounds.y = containerSize.y - bounds.height;
  270. break;
  271. }
  272. child.Bounds2D = bounds;
  273. }
  274. //-----------------------------------------------------------------------------------------------------------
  275. /// <summary>
  276. /// 2DUI坐标系,转换到Unity坐标系
  277. /// </summary>
  278. /// <param name="src"></param>
  279. /// <param name="clip"></param>
  280. /// <param name="pivot"></param>
  281. /// <param name="pixelsPerUnit"></param>
  282. /// <param name="extrude"></param>
  283. /// <param name="meshType"></param>
  284. /// <param name="border"></param>
  285. /// <returns></returns>
  286. public static Sprite CreateSprite(
  287. UnityImage src,
  288. Rect clip,
  289. Vector2 pivot,
  290. float pixelsPerUnit,
  291. uint extrude,
  292. SpriteMeshType meshType,
  293. Vector4 border)
  294. {
  295. var sprite = Sprite.Create(src.Texture as Texture2D,
  296. new Rect(clip.x, src.Texture.height - clip.y, clip.width, clip.height),
  297. pivot, pixelsPerUnit, extrude, meshType, border);
  298. return sprite;
  299. }
  300. /// <summary>
  301. /// 2DUI坐标系,转换到Unity坐标系
  302. /// </summary>
  303. /// <param name="src"></param>
  304. /// <param name="clip"></param>
  305. /// <param name="pivot"></param>
  306. /// <returns></returns>
  307. public static Sprite CreateSprite(UnityImage src, Rect clip, Vector2 pivot)
  308. {
  309. var sprite = Sprite.Create(src.Texture as Texture2D, new Rect(clip.x, src.Texture.height - clip.y - clip.height, clip.width, clip.height), pivot);
  310. return sprite;
  311. }
  312. /// <summary>
  313. /// 2DUI坐标系,转换到Unity坐标系
  314. /// </summary>
  315. /// <param name="src"></param>
  316. /// <param name="clip"></param>
  317. /// <param name="pivot"></param>
  318. /// <param name="pixelsPerUnit"></param>
  319. /// <param name="extrude"></param>
  320. /// <param name="meshType"></param>
  321. /// <param name="border"></param>
  322. /// <returns></returns>
  323. public static Sprite CreateSprite(
  324. UnityImage src,
  325. CommonUI.Gemo.Rectangle2D clip,
  326. Vector2 pivot,
  327. float pixelsPerUnit,
  328. uint extrude,
  329. SpriteMeshType meshType,
  330. Vector4 border)
  331. {
  332. var sprite = Sprite.Create(src.Texture as Texture2D,
  333. new Rect(clip.x, src.Texture.height - clip.y, clip.width, clip.height),
  334. pivot, pixelsPerUnit, extrude, meshType, border);
  335. return sprite;
  336. }
  337. /// <summary>
  338. /// 2DUI坐标系,转换到Unity坐标系
  339. /// </summary>
  340. /// <param name="src"></param>
  341. /// <param name="clip"></param>
  342. /// <param name="pivot"></param>
  343. /// <returns></returns>
  344. public static Sprite CreateSprite(UnityImage src, CommonUI.Gemo.Rectangle2D clip, Vector2 pivot)
  345. {
  346. var sprite = Sprite.Create(src.Texture as Texture2D, new Rect(clip.x, src.Texture.height - clip.y - clip.height, clip.width, clip.height), pivot);
  347. return sprite;
  348. }
  349. /// <summary>
  350. /// 2DUI坐标系,转换到Unity坐标系
  351. /// </summary>
  352. /// <param name="src"></param>
  353. /// <param name="color">color</param>
  354. /// <param name="sx">图片源X</param>
  355. /// <param name="sy">图片源Y</param>
  356. /// <param name="dx">目标X</param>
  357. /// <param name="dy">目标Y</param>
  358. /// <returns></returns>
  359. public static UIVertex CreateVertex(UnityImage src, Color color, float sx, float sy, float dx, float dy)
  360. {
  361. UIVertex vertex = UIVertex.simpleVert;
  362. vertex.position = new Vector3(dx, -dy);
  363. vertex.uv0 = new Vector2(sx / src.Texture.width, 1f - sy / src.Texture.height);
  364. vertex.color = color;
  365. return vertex;
  366. }
  367. /// <summary>
  368. /// 2DUI坐标系,转换到Unity坐标系
  369. /// </summary>
  370. /// <param name="color"></param>
  371. /// <param name="dx">目标X</param>
  372. /// <param name="dy">目标Y</param>
  373. /// <returns></returns>
  374. public static UIVertex CreateVertexColor(UnityEngine.Color color, float dx, float dy)
  375. {
  376. UIVertex vertex = UIVertex.simpleVert;
  377. vertex.position = new Vector3(dx, -dy);
  378. vertex.color = color;
  379. return vertex;
  380. }
  381. /// <summary>
  382. /// 2DUI坐标系,转换到Unity坐标系(一次创建4个顶点)
  383. /// </summary>
  384. /// <param name="src"></param>
  385. /// <param name="color"></param>
  386. /// <param name="sx"></param>
  387. /// <param name="sy"></param>
  388. /// <param name="dx"></param>
  389. /// <param name="dy"></param>
  390. /// <param name="w"></param>
  391. /// <param name="h"></param>
  392. /// <returns></returns>
  393. public static UIVertex[] CreateVertexQuard(UnityImage src, Color color, float sx, float sy, float dx, float dy, float w, float h)
  394. {
  395. UIVertex[] quard = new UIVertex[4];
  396. quard[0] = CreateVertex(src, color, sx, sy, dx, dy);
  397. quard[1] = CreateVertex(src, color, sx + w, sy, dx + w, dy);
  398. quard[2] = CreateVertex(src, color, sx + w, sy + h, dx + w, dy + h);
  399. quard[3] = CreateVertex(src, color, sx, sy + h, dx, dy + h);
  400. return quard;
  401. }
  402. /// <summary>
  403. /// 2DUI坐标系,转换到Unity坐标系(一次创建4个顶点)
  404. /// </summary>
  405. /// <param name="color"></param>
  406. /// <param name="dx"></param>
  407. /// <param name="dy"></param>
  408. /// <param name="w"></param>
  409. /// <param name="h"></param>
  410. /// <returns></returns>
  411. public static UIVertex[] CreateVertexQuardColor(UnityEngine.Color color, float dx, float dy, float w, float h)
  412. {
  413. UIVertex[] quard = new UIVertex[4];
  414. quard[0] = CreateVertexColor(color, dx, dy);
  415. quard[1] = CreateVertexColor(color, dx + w, dy);
  416. quard[2] = CreateVertexColor(color, dx + w, dy + h);
  417. quard[3] = CreateVertexColor(color, dx, dy + h);
  418. return quard;
  419. }
  420. public static void CreateVertexQuard(UnityImage src, Color color, float sx, float sy, float dx, float dy, float w, float h, List<UIVertex> vbo)
  421. {
  422. vbo.Add(CreateVertex(src, color, sx, sy, dx, dy));
  423. vbo.Add(CreateVertex(src, color, sx + w, sy, dx + w, dy));
  424. vbo.Add(CreateVertex(src, color, sx + w, sy + h, dx + w, dy + h));
  425. vbo.Add(CreateVertex(src, color, sx, sy + h, dx, dy + h));
  426. }
  427. public static void CreateVertexQuardColor(UnityEngine.Color color, float dx, float dy, float w, float h, List<UIVertex> vbo)
  428. {
  429. vbo.Add(CreateVertexColor(color, dx, dy));
  430. vbo.Add(CreateVertexColor(color, dx + w, dy));
  431. vbo.Add(CreateVertexColor(color, dx + w, dy + h));
  432. vbo.Add(CreateVertexColor(color, dx, dy + h));
  433. }
  434. #if UNITY_5
  435. public static void CreateVertexQuard(UnityImage src, Color color, float sx, float sy, float dx, float dy, float w, float h, VertexHelper vbo)
  436. {
  437. int vcount = vbo.currentVertCount;
  438. vbo.AddVert(CreateVertex(src, color, sx, sy, dx, dy));
  439. vbo.AddVert(CreateVertex(src, color, sx + w, sy, dx + w, dy));
  440. vbo.AddVert(CreateVertex(src, color, sx + w, sy + h, dx + w, dy + h));
  441. vbo.AddVert(CreateVertex(src, color, sx, sy + h, dx, dy + h));
  442. vbo.AddTriangle(vcount, vcount + 1, vcount + 2);
  443. vbo.AddTriangle(vcount + 2, vcount + 3, vcount);
  444. }
  445. public static void CreateVertexQuardColor(UnityEngine.Color color, float dx, float dy, float w, float h, VertexHelper vbo)
  446. {
  447. int vcount = vbo.currentVertCount;
  448. vbo.AddVert(CreateVertexColor(color, dx, dy));
  449. vbo.AddVert(CreateVertexColor(color, dx + w, dy));
  450. vbo.AddVert(CreateVertexColor(color, dx + w, dy + h));
  451. vbo.AddVert(CreateVertexColor(color, dx, dy + h));
  452. vbo.AddTriangle(vcount, vcount + 1, vcount + 2);
  453. vbo.AddTriangle(vcount + 2, vcount + 3, vcount);
  454. }
  455. #endif
  456. //-----------------------------------------------------------------------------------------------------------
  457. }
  458. }