using System.Collections.Generic; using UnityEngine; using SanAndreasUnity.Behaviours; using SanAndreasUnity.Utilities; namespace SanAndreasUnity.UI { public class MapWindow : PauseMenuWindow { public static MapWindow Instance { get; private set; } //private Rect visibleMapRect = new Rect (); private Vector2 m_focusPos = Vector2.one * MiniMap.mapSize / 2.0f; private float zoomLevel = 1; private float infoAreaHeight = 90; private bool m_clipMapItems = false; private Texture2D m_infoAreaTexture; private float m_playerPointerSize = 10; public float PlayerPointerSize { get => m_playerPointerSize; set { m_playerPointerSize = value; } } private bool m_drawZones = false; private bool m_isWaypointPlaced = false; private Vector2 m_waypointMapPos = Vector2.zero; private Vector2 m_lastMousePosition = Vector2.zero; private Vector2 m_infoAreaScrollViewPos = Vector2.zero; public event System.Action onDrawMapItems = delegate {}; MapWindow() { // set default parameters this.windowName = "Map"; this.useScrollView = false; this.isDraggable = false; this.isModal = true; this.m_hasExitButton = false; this.m_hasMinimizeButton = false; } void Awake () { if (null == Instance) Instance = this; m_infoAreaTexture = F.CreateTexture (1, 1, Color.grey); } void Start () { this.RegisterButtonInPauseMenu (); // adjust rect this.windowRect = Utilities.GUIUtils.GetCenteredRectPerc (new Vector2 (1.0f, 1.0f)); } protected override void OnWindowOpened() { this.FocusOnPlayer (); } public void FocusOnPlayer() { if (null == Ped.Instance) return; Vector3 playerWorldPos = Ped.Instance.transform.position; // Vector2 focusWorldPos = new Vector2 (playerWorldPos.x, playerWorldPos.z); // Vector2 focusPosNormalized = focusPos / MiniMap.mapEdge; Vector2 focusPos = MiniMap.WorldPosToMapPos(playerWorldPos); // flip y axis // focusPos.y = MiniMap.mapSize - focusPos.y; this.SetFocusPosition (focusPos); } public void SetFocusPosition(Vector2 pos) { // Vector2 bottomLeftPos = pos; // bottomLeftPos.x -= this.visibleMapRect.width / 2.0f; // bottomLeftPos.y -= this.visibleMapRect.height / 2.0f; // this.visibleMapRect.position = bottomLeftPos; this.m_focusPos = pos; } public Vector2 GetFocusPosition() { // return this.visibleMapRect.position + this.visibleMapRect.size / 2.0f; return this.m_focusPos; } /// /// Rect in which the map is displayed, relative to window area. /// public Rect GetMapDisplayRect() { float mapDisplayWidth = this.windowRect.width; float mapDisplayHeight = this.windowRect.height - this.infoAreaHeight; Rect mapDisplayRect = new Rect (0, 0, mapDisplayWidth, mapDisplayHeight); return mapDisplayRect; } public Vector2 GetVisibleMapSize() { Rect mapDisplayRect = this.GetMapDisplayRect (); float visibleMapWidth = Mathf.Min( MiniMap.mapSize / 4.0f / this.zoomLevel, MiniMap.mapSize); float visibleMapHeight = Mathf.Min (visibleMapWidth * mapDisplayRect.height / mapDisplayRect.width, MiniMap.mapSize); return new Vector2 (visibleMapWidth, visibleMapHeight); } public Rect GetVisibleMapRect() { Vector2 size = GetVisibleMapSize (); return new Rect (this.m_focusPos - size / 2.0f, size); } // private void AdjustVisibleMapRectAfterZooming() { // // Vector2 focusPos = this.GetFocusPosition (); // // // visible map size is changed after zooming // Vector2 size = this.GetVisibleMapSize (); // // this.visibleMapRect = new Rect(focusPos - size / 2.0f, size); // // } public static Vector2 ClampPositionInsideMap(Vector2 pos) { pos.x = Mathf.Clamp( pos.x, 0.0f, MiniMap.mapSize); pos.y = Mathf.Clamp( pos.y, 0.0f, MiniMap.mapSize); return pos; } private void ClampFocusPos() { // clamp focus position inside map this.SetFocusPosition (ClampPositionInsideMap (this.GetFocusPosition ())); // again, clamp focus position, but based on visible map rectangle - the rectangle must not go out of map boundaries, or the texture will stretch // Vector2 visibleMapSize = this.GetVisibleMapSize(); // if (visibleMapSize.x < GetMapSize ()) { // this.m_focusPos.x = Mathf.Clamp (this.m_focusPos.x, GetMinMapPos ().x + visibleMapSize.x / 2.0f, GetMaxMapPos ().x - visibleMapSize.x / 2.0f); // } // if (visibleMapSize.y < GetMapSize ()) { // this.m_focusPos.y = Mathf.Clamp (this.m_focusPos.y, GetMinMapPos ().y + visibleMapSize.y / 2.0f, GetMaxMapPos ().y - visibleMapSize.y / 2.0f); // } } public static Vector2 GetMinMapPos() { return Vector2.zero; } public static Vector2 GetMaxMapPos() { return Vector2.one * MiniMap.mapSize; } public static float GetMapSize() { return MiniMap.mapSize; } public Vector2 ScreenPosToDisplayPos(Vector2 screenPos) { Rect displayRect = this.GetMapDisplayRect (); Vector2 displayPos = screenPos - displayRect.position; // flip Y axis displayPos.y = Screen.height - displayPos.y; return displayPos; } public bool GetMapPosUnderMouse(out Vector2 mapPos) { mapPos = Vector2.zero; Vector2 displayPos = ScreenPosToDisplayPos (m_lastMousePosition); // check if it is inside display rect if (!this.GetMapDisplayRect ().Contains (displayPos)) return false; mapPos = DisplayPosToMapPos (displayPos); return true; } public bool GetWorldPosUnderMouse(out Vector3 worldPos) { worldPos = Vector3.zero; Vector2 mapPos; if(!this.GetMapPosUnderMouse(out mapPos)) return false; worldPos = MiniMap.MapPosToWorldPos (mapPos); return true; } public Vector2 DisplayPosToMapPos(Vector2 displayPos) { Rect mapDisplayRect = this.GetMapDisplayRect (); Rect visibleMapRect = this.GetVisibleMapRect (); // don't know why is this needed // flip Y axis displayPos.y = mapDisplayRect.height - displayPos.y; Vector2 normalizedPos = Rect.PointToNormalized (mapDisplayRect, displayPos); Vector2 mapPos = Rect.NormalizedToPoint (visibleMapRect, normalizedPos); return mapPos; } private void TeleportToWaypoint() { if (!m_isWaypointPlaced) return; Ped.Instance.Teleport (MiniMap.MapPosToWorldPos (m_waypointMapPos)); } void Update() { if (Input.GetKeyDown (KeyCode.M)) { // toggle map if (this.IsOpened) { this.IsOpened = false; // also close pause menu PauseMenu.IsOpened = false; } else { this.IsOpened = true; // also open pause menu PauseMenu.IsOpened = true; } } if (!PauseMenu.IsOpened || !this.IsOpened) return; // move focused position this.m_focusPos += new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw("Vertical")) * 100 * Time.deltaTime / this.zoomLevel; this.ClampFocusPos (); // zoom float oldZoomLevel = this.zoomLevel; if (Input.GetKey (KeyCode.KeypadPlus)) { zoomLevel *= 1.1f; } if (Input.GetKey (KeyCode.KeypadMinus)) { zoomLevel /= 1.1f; } // mouse scroll if (Input.mouseScrollDelta.y > 0) zoomLevel *= 1.1f; else if(Input.mouseScrollDelta.y < 0) zoomLevel /= 1.1f; zoomLevel = Mathf.Clamp (zoomLevel, 0.25f, 10f); if (oldZoomLevel != this.zoomLevel) { // this.AdjustVisibleMapRectAfterZooming (); } // toggle waypoint on map if (Input.GetMouseButtonDown (1)) { Vector2 mouseMapPos; if (this.GetMapPosUnderMouse (out mouseMapPos)) { m_isWaypointPlaced = !m_isWaypointPlaced; if (m_isWaypointPlaced) m_waypointMapPos = mouseMapPos; } } // focus on player key shortcut if (Input.GetKeyDown (KeyCode.F)) { this.FocusOnPlayer (); } // teleport to waypoint key shortcut // if (Input.GetKeyDown (KeyCode.T)) { // this.TeleportToWaypoint (); // } // remember last mouse position m_lastMousePosition = Input.mousePosition; } protected override void OnWindowGUI () { if (null == MiniMap.Instance) return; if (null == Ped.Instance) return; int uiSize = (int) this.windowRect.width; Texture2D mapTexture = MiniMap.Instance.MapTexture; Texture2D blackPixel = MiniMap.Instance.BlackPixel; Texture2D seaPixel = MiniMap.Instance.SeaPixel; Rect mapDisplayRect = this.GetMapDisplayRect (); Rect visibleMapRect = this.GetVisibleMapRect (); // this.visibleMapRect.size = this.GetVisibleMapSize(); //if (!toggleMap) { if(false) { //GUILayout.BeginArea (new Rect (Screen.width - uiSize - 10, uiSize + 20, uiSize, 80)); GUIStyle style = new GUIStyle ("label") { alignment = TextAnchor.MiddleCenter }; // draw some info in upper left corner Vector2 labelSize = new Vector2 (uiSize, 25); Rect labelRect = new Rect (Vector2.zero, labelSize); GUI.DrawTexture (labelRect, blackPixel); if (Ped.Instance != null) { Vector3 pPos = Ped.Instance.transform.position; GUI.Label (labelRect, string.Format ("x: {0}, y: {1}, z: {2}", pPos.x.ToString ("F2"), pPos.y.ToString ("F2"), pPos.z.ToString ("F2")), style); } // draw zone name //Rect zoneRect = new Rect (uiSize / 2 - uiSize / (2 * 3), 25, uiSize / 3, 25); //GUI.DrawTexture (zoneRect, blackPixel); //GUI.Label (zoneRect, ZoneName, style); bool showZoomPanel = true; if (showZoomPanel) { // display zoom panel Color previousColor = GUI.color; Rect zoomPanel = new Rect (uiSize / 2 - uiSize / (2 * 4), 55, uiSize / 4, 25); float fAlpha = 1; GUI.color = new Color (0, 0, 0, fAlpha); // fill everything with black GUI.DrawTexture (zoomPanel, blackPixel); GUI.color = new Color (255, 255, 255, fAlpha); // display zoom percentage float curZoomPercentage = 1; GUI.Label (zoomPanel, string.Format ("x{0}", curZoomPercentage.ToString ("F2")), style); GUI.color = previousColor; } //GUILayout.EndArea (); } else { //mapRect = new Vector2 (mapTexture.width, mapTexture.height) * (baseScale * (mapScale / mapMaxScale) * 2); // fill everything with black - why ? //GUI.DrawTexture (new Rect (50, 50, Screen.width - 100, Screen.height - 100), blackPixel); // fill everything with sea GUI.DrawTexture (mapDisplayRect, seaPixel); //GUILayout.BeginArea (new Rect (mapUpperLeftCorner, windowSize)); //GUILayout.BeginArea (new Rect (mapScroll, mapRect)); // draw the map texture this.DrawMapTexture( mapDisplayRect, visibleMapRect ); // what's this ? //GUI.DrawTexture (new Rect (Vector2.zero, Vector2.one * 16), blackPixel); //GUILayout.EndArea (); //GUILayout.EndArea (); // draw 2 lines crossing under cursor Vector2 mouseDisplayPos = ScreenPosToDisplayPos( m_lastMousePosition ); float linesWidth = 4; Color linesColor = (Color.yellow + Color.black) / 2.0f; // vertical line GUIUtils.DrawRect (new Rect(mouseDisplayPos.x - linesWidth / 2.0f, 0, linesWidth, mapDisplayRect.height), linesColor); // horizontal line GUIUtils.DrawRect (new Rect(0, mouseDisplayPos.y - linesWidth / 2.0f, mapDisplayRect.width, linesWidth), linesColor); // draw map items this.DrawMapItems (mapDisplayRect); // draw info area this.DrawInfoArea( mapDisplayRect ); } } private void DrawMapTexture(Rect mapDisplayRect, Rect visibleMapRect) { Texture2D mapTexture = MiniMap.Instance.MapTexture; //GUI.DrawTexture (new Rect (mapZoomPos, mapRect), mapTexture); //GUI.DrawTexture (new Rect (Vector2.zero, this.windowRect.size), MiniMap.Instance.MapTexture); Rect texCoords = new Rect(visibleMapRect.x / mapTexture.width, visibleMapRect.y / mapTexture.height, visibleMapRect.width / mapTexture.width, visibleMapRect.height / mapTexture.height); texCoords = Utilities.F.Clamp01 (texCoords); // adjust display rect Rect renderRect = mapDisplayRect; // float mulX = mapDisplayRect.width / GetMapSize (); // float mulY = mapDisplayRect.height / GetMapSize (); if(visibleMapRect.xMax > GetMapSize()) { // reduce display width // renderRect.width -= (visibleMapRect.xMax - GetMapSize()) * mulX ; float perc = (visibleMapRect.xMax - GetMapSize()) / visibleMapRect.width; renderRect.xMax -= perc * mapDisplayRect.width; } if (visibleMapRect.xMin < 0) { // increase x pos // renderRect.xMin += - visibleMapRect.xMin * mulX; float perc = - visibleMapRect.xMin / visibleMapRect.width; renderRect.xMin += perc * mapDisplayRect.width; } if(visibleMapRect.yMax > GetMapSize()) { // reduce display height from top // renderRect.yMin += (visibleMapRect.yMax - GetMapSize()) * mulY ; float perc = (visibleMapRect.yMax - GetMapSize()) / visibleMapRect.height; renderRect.yMin += perc * mapDisplayRect.height; } if (visibleMapRect.yMin < 0) { // reduce display height from bottom // renderRect.yMax -= - visibleMapRect.yMin * mulY; float perc = - visibleMapRect.yMin / visibleMapRect.height; renderRect.yMax -= perc * mapDisplayRect.height; } // mapTexture.wrapMode = TextureWrapMode.Clamp; GUI.DrawTextureWithTexCoords(renderRect, mapTexture, texCoords); } private void DrawInfoArea (Rect mapDisplayRect) { Rect infoAreaRect = new Rect (3, mapDisplayRect.yMax, mapDisplayRect.width - 3, this.infoAreaHeight); GUILayout.BeginArea (infoAreaRect); GUI.DrawTexture (new Rect(new Vector2(-infoAreaRect.x, 0), infoAreaRect.size), m_infoAreaTexture); m_infoAreaScrollViewPos = GUILayout.BeginScrollView (m_infoAreaScrollViewPos); GUILayout.Space (10); // first row - controls GUILayout.BeginHorizontal (GUILayout.MaxWidth (infoAreaRect.width)); if (GUILayout.Button ("Focus on player [F]")) { this.FocusOnPlayer (); } if (GUILayout.Button ("Teleport to waypoint")) { this.TeleportToWaypoint (); } GUILayout.Space (5); GUILayout.Label ("Player size: " + (int) m_playerPointerSize, GUILayout.ExpandWidth(false)); m_playerPointerSize = GUILayout.HorizontalSlider (m_playerPointerSize, 1, 50, GUILayout.MinWidth(40)); m_drawZones = GUILayout.Toggle (m_drawZones, "Draw zones"); GUILayout.EndHorizontal (); // second row - info GUILayout.BeginHorizontal (GUILayout.MaxWidth (infoAreaRect.width)); GUILayout.Label ("Player world pos: " + Ped.Instance.transform.position); GUILayout.Space (5); GUILayout.Label ("Player minimap pos: " + MiniMap.WorldPosToMapPos (Ped.Instance.transform.position)); GUILayout.Space (5); GUILayout.Label ("Focus pos: " + this.GetFocusPosition ()); GUILayout.Space (5); Vector2 cursorMapPos; if (this.GetMapPosUnderMouse (out cursorMapPos)) GUILayout.Label ("Cursor pos: " + cursorMapPos); GUILayout.Space (5); GUILayout.Label ("Zoom: " + this.zoomLevel); // zone name under cursor GUILayout.Space (5); Vector3 mouseWorldPos; if (this.GetWorldPosUnderMouse (out mouseWorldPos)) { GUILayout.Label ("cursor world pos: " + mouseWorldPos); GUILayout.Label ("Zone: " + SZone.GetZoneName (mouseWorldPos, true), GUILayout.Width(80)); } GUILayout.EndHorizontal (); GUILayout.Space (5); GUILayout.Label ("Controls: arrows/WASD - move, +/-/scroll - zoom, right click - place waypoint"); GUILayout.EndScrollView (); GUILayout.EndArea (); } private void DrawMapItems(Rect mapDisplayRect) { if (!m_clipMapItems) { GUI.EndClip (); // GUI.EndGroup (); } else { GUI.BeginGroup (mapDisplayRect); // ensure that all map items are drawn inside this rect - doesn't work when items are rotated } // draw registered items onDrawMapItems(); // draw player pointer this.DrawItemOnMapRotated( MiniMap.Instance.PlayerBlip, Ped.Instance.transform.position, Ped.Instance.transform.forward, (int) m_playerPointerSize ); // this.DrawItemOnMapRotated( MiniMap.Instance.PlayerBlip, Player.Instance.transform.position, Player.Instance.transform.forward, 10 ); // this.DrawItemOnMap( blackPixel, Player.Instance.transform.position, 50 ); // draw all zones if (m_drawZones) { foreach (var zone in SZone.AllZones) { Vector2 min = MiniMap.WorldPosToMapPos (zone.vmin); Vector2 max = MiniMap.WorldPosToMapPos (zone.vmax); Rect rect = new Rect (min, max - min); Rect renderRect; if (this.GetMapItemRenderRect (rect, out renderRect)) { if (renderRect.height > 2 && renderRect.width > 2) { // add some space between zones renderRect.xMin ++; renderRect.xMax --; renderRect.yMin ++; renderRect.yMax --; GUI.Box (renderRect, ""); GUIUtils.CenteredLabel (renderRect.center, zone.name); } } } } // draw waypoint if (m_isWaypointPlaced) { this.DrawItemOnMap (MiniMap.Instance.WaypointTexture, m_waypointMapPos, 12); } if (!m_clipMapItems) { // GUI.BeginGroup (new Rect (0, 0, Screen.width, Screen.height)); GUI.BeginClip (this.windowRect); } else { GUI.EndGroup (); } } public bool GetMapItemRenderRect( Rect itemMapBoundsRect, out Rect renderRect ) { renderRect = Rect.zero; // Texture2D mapTexture = MiniMap.Instance.MapTexture; Rect visibleMapRect = this.GetVisibleMapRect (); if (!visibleMapRect.Overlaps (itemMapBoundsRect) && !visibleMapRect.Contains (itemMapBoundsRect)) { // Debug.LogFormat ("Item rect {0} is not within visible rect {1}", itemRect, visibleMapRect); return false; } // just convert map pos to screen pos Rect displayRectNormalized = itemMapBoundsRect.Normalized( visibleMapRect ); /* // get intersection between these rects Rect intersectionRect = itemRect.Intersection (visibleMapRect); Rect displayRectNormalized = intersectionRect.Normalized (visibleMapRect); // displayRectNormalized.y = 1.0f - displayRectNormalized.y; Rect texCoords = intersectionRect.Normalized (itemRect); // just in case displayRectNormalized = displayRectNormalized.Clamp01(); texCoords = texCoords.Clamp01 (); */ // adjust display rect Rect mapDisplayRect = this.GetMapDisplayRect (); Vector2 renderRectPos = mapDisplayRect.position + Vector2.Scale (mapDisplayRect.size, displayRectNormalized.position); renderRectPos.y = mapDisplayRect.height - renderRectPos.y; Vector2 renderRectSize = Vector2.Scale (mapDisplayRect.size, displayRectNormalized.size); renderRectPos.y -= renderRectSize.y; renderRect = new Rect (renderRectPos, renderRectSize); // GUI.DrawTextureWithTexCoords(renderRect, itemTexture, texCoords); // Debug.LogFormat ("Drawn item: item rect {0} visible map rect {1} intersection rect {2} displayRectNormalized {3} " + // "texCoords {4} mapDisplayRect {5} renderRect {6}", itemRect, visibleMapRect, intersectionRect, displayRectNormalized, // texCoords, mapDisplayRect, renderRect); return true; } public void DrawItemOnMap( Texture2D itemTexture, Rect itemRect ) { Rect renderRect; if (GetMapItemRenderRect (itemRect, out renderRect)) { GUI.DrawTexture (renderRect, itemTexture); } } public void DrawItemOnMap( Texture2D itemTexture, Vector2 mapPos, int itemSize ) { this.DrawItemOnMap (itemTexture, F.CreateRect (mapPos, Vector2.one * itemSize)); } public void DrawItemOnMap( Texture2D itemTexture, Vector3 worldPos, int itemSize ) { Vector2 mapPos = MiniMap.WorldPosToMapPos (worldPos); this.DrawItemOnMap (itemTexture, mapPos, itemSize); } public void DrawItemOnMapRotated( Texture2D itemTexture, Vector3 worldPos, Vector3 worldDir, int itemSize ) { Vector2 mapPos = MiniMap.WorldPosToMapPos (worldPos); this.DrawItemOnMapRotated (itemTexture, F.CreateRect (mapPos, Vector2.one * itemSize), worldDir); } public void DrawItemOnMapRotated( Texture2D itemTexture, Rect itemRect, Vector3 worldDir ) { Rect renderRect; if (!GetMapItemRenderRect (itemRect, out renderRect)) { return; } // find angle around Y axis Vector3 dir = new Vector3(worldDir.x, 0, worldDir.z).normalized; Quaternion q = Quaternion.LookRotation (dir, Vector3.up); float angle = q.eulerAngles.y - 180.0f; // save matrix var oldMatrix = GUI.matrix; // rotate around center of item GUIUtility.RotateAroundPivot( angle, renderRect.center ); // draw GUI.DrawTexture (renderRect, itemTexture); // restore matrix GUI.matrix = oldMatrix; } } }