SanAndreasUnity/Assets/Scripts/Utilities/GUI/GUIUtils.cs
AlexWei e236f7d032 Import gxt (#23)
* import GTX code

import GTX code
add some empty function before integrate

* set gtx path

* refactor code

* fix typo and ui prefab

change gtx to gxt

remove window from start scene and add it in prefab

* add language interface

add language interface;
add some todo comments;
change file tab; make it consistent with project.

* fix game path and typo

add test ui

* add ui part

* fix set gui style pos

it will cause bug in ctor

* add pages to gxt ui

* revert changes to startup scene
2020-05-31 19:09:49 +02:00

350 lines
No EOL
10 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace SanAndreasUnity.Utilities
{
public enum ScreenCorner { TopRight, TopLeft, BottomRight, BottomLeft }
public static class GUIUtils
{
private static GUIStyle styleWithBackground = new GUIStyle ();
private static GUIStyle s_centeredLabelStyle = null;
public static GUIStyle CenteredLabelStyle {
get {
if (null == s_centeredLabelStyle)
s_centeredLabelStyle = new GUIStyle (GUI.skin.label) { alignment = TextAnchor.MiddleCenter };
return s_centeredLabelStyle;
}
}
public static Rect ScreenRect { get { return new Rect (0, 0, Screen.width, Screen.height); } }
public static Rect GetCornerRect(ScreenCorner corner, Vector2 size, Vector2? padding = null)
{
return GetCornerRect(corner, size.x, size.y, padding);
}
public static Rect GetCornerRect(ScreenCorner corner, float width, float height, Vector2? padding = null)
{
float padX = 0,
padY = 0;
if (padding != null)
{
padX = padding.Value.x;
padY = padding.Value.y;
}
switch (corner)
{
case ScreenCorner.TopLeft:
return new Rect(padX, padY, width, height);
case ScreenCorner.TopRight:
return new Rect(Screen.width - (width + padX), padY, width, height);
case ScreenCorner.BottomLeft:
return new Rect(padX, Screen.height - (height + padY), width, height);
case ScreenCorner.BottomRight:
return new Rect(Screen.width - (width + padX), Screen.height - (height + padY), width, height);
}
return default(Rect);
}
public static Rect GetCenteredRect( Vector2 size ) {
Vector2 pos = new Vector2 (Screen.width * 0.5f, Screen.height * 0.5f);
pos -= size * 0.5f;
return new Rect (pos, size);
}
public static Rect GetCenteredRectPerc( Vector2 sizeInScreenPercentage ) {
return GetCenteredRect (new Vector2 (Screen.width * sizeInScreenPercentage.x, Screen.height * sizeInScreenPercentage.y));
}
public static Vector2 CalcScreenSizeForContent( GUIContent content, GUIStyle style ) {
return style.CalcScreenSize (style.CalcSize (content));
}
public static Vector2 CalcScreenSizeForText( string text, GUIStyle style ) {
return CalcScreenSizeForContent (new GUIContent (text), style);
}
public static bool ButtonWithCalculatedSize( string text ) {
return ButtonWithCalculatedSize(new GUIContent(text));
}
public static bool ButtonWithCalculatedSize(string text, float minWidth, float minHeight)
{
return ButtonWithCalculatedSize(new GUIContent(text), minWidth, minHeight);
}
public static bool ButtonWithCalculatedSize(GUIContent content)
{
return ButtonWithCalculatedSize(content, 0f, 0f);
}
public static bool ButtonWithCalculatedSize(GUIContent content, float minWidth, float minHeight)
{
Vector2 size = CalcScreenSizeForContent (content, GUI.skin.button);
if (size.x < minWidth)
size.x = minWidth;
if (size.y < minHeight)
size.y = minHeight;
return GUILayout.Button (content, GUILayout.Width (size.x), GUILayout.Height (size.y));
}
public static bool ButtonWithColor( Rect rect, string text, Color color) {
var oldColor = GUI.backgroundColor;
GUI.backgroundColor = color;
bool result = GUI.Button (rect, text);
GUI.backgroundColor = oldColor;
return result;
}
public static void DrawRect (Rect position, Color color, GUIContent content = null)
{
var backgroundColor = GUI.backgroundColor;
GUI.backgroundColor = color;
styleWithBackground.normal.background = Texture2D.whiteTexture;
GUI.Box (position, content ?? GUIContent.none, styleWithBackground);
GUI.backgroundColor = backgroundColor;
}
public static void DrawBar (Rect rect, float fillPerc, Color fillColor, Color backgroundColor, float borderWidth)
{
fillPerc = Mathf.Clamp01 (fillPerc);
Rect fillRect = rect;
fillRect.position += Vector2.one * borderWidth;
fillRect.size -= Vector2.one * borderWidth * 2;
// first fill with black - that will be the border
GUIUtils.DrawRect( rect, Color.black );
// fill with background
GUIUtils.DrawRect( fillRect, backgroundColor );
// draw filled part
fillRect.width *= fillPerc;
GUIUtils.DrawRect( fillRect, fillColor );
}
public static int TabsControl (int currentTabIndex, params string[] tabNames)
{
return GUILayout.Toolbar (currentTabIndex, tabNames);
}
public static Rect GetRectForBarAsBillboard (Vector3 worldPos, float worldWidth, float worldHeight, Camera cam)
{
Vector3 camRight = cam.transform.right;
// Vector3 camUp = cam.transform.up;
// Vector3 upperLeft = worldPos - camRight * worldWidth * 0.5f + camUp * worldHeight * 0.5f;
// Vector3 upperRight = upperLeft + camRight * worldWidth;
// Vector3 lowerLeft = upperLeft - camUp * worldHeight;
// Vector3 lowerRight = lowerLeft + camRight * worldWidth;
Vector3 leftWorld = worldPos - camRight * worldWidth * 0.5f;
Vector3 rightWorld = worldPos + camRight * worldWidth * 0.5f;
Vector3 leftScreen = cam.WorldToScreenPoint (leftWorld);
Vector3 rightScreen = cam.WorldToScreenPoint (rightWorld);
if (leftScreen.z < 0 || rightScreen.z < 0)
return Rect.zero;
// transform to gui coordinates
leftScreen.y = Screen.height - leftScreen.y;
rightScreen.y = Screen.height - rightScreen.y;
float screenWidth = rightScreen.x - leftScreen.x;
float screenHeight = screenWidth * worldHeight / worldWidth;
return new Rect (new Vector2(leftScreen.x, leftScreen.y - screenHeight * 0.5f), new Vector2(screenWidth, screenHeight) );
}
public static void CenteredLabel(Vector2 pos, string text) {
Vector2 size = CalcScreenSizeForText (text, GUI.skin.label);
GUI.Label (new Rect (pos - size * 0.5f, size), text);
}
public static void DrawHorizontalLine(float height, float spaceBetween, Color color)
{
GUILayout.Space(spaceBetween);
float width = GUILayoutUtility.GetLastRect().width;
Rect rect = GUILayoutUtility.GetRect(width, height);
GUIUtils.DrawRect(rect, color);
GUILayout.Space(spaceBetween);
}
/// <summary> Draws the texture flipped around Y axis. </summary>
public static void DrawTextureWithYFlipped(Rect rect, Texture2D tex) {
var savedMatrix = GUI.matrix;
GUIUtility.ScaleAroundPivot (new Vector2 (1, -1), rect.center);
GUI.DrawTexture (rect, tex);
GUI.matrix = savedMatrix;
}
public static Rect DrawItemsInARowPerc (Rect rect, System.Action<Rect, string> drawItem, string[] items, float[] widthPercs ) {
Rect itemRect = rect;
float x = rect.position.x;
for (int i = 0; i < items.Length; i++) {
float width = widthPercs [i] * rect.width;
itemRect.position = new Vector2 (x, itemRect.position.y);
itemRect.width = width;
drawItem (itemRect, items [i]);
x += width;
}
rect.position += new Vector2 (x, 0f);
rect.width -= x;
return rect;
}
public static Rect DrawItemsInARow (Rect rect, System.Action<Rect, string> drawItem, string[] items, float[] widths ) {
float[] widthPercs = new float[widths.Length];
for (int i = 0; i < widths.Length; i++) {
widthPercs [i] = widths [i] / rect.width;
}
return DrawItemsInARowPerc (rect, drawItem, items, widthPercs);
}
public static Rect GetNextRectInARowPerc (Rect rowRect, ref int currentRectIndex, float spacing, params float[] widthPercs) {
float x = rowRect.position.x;
for (int i = 0; i < currentRectIndex; i++) {
x += widthPercs [i] * rowRect.width;
x += spacing;
}
float width = widthPercs [currentRectIndex] * rowRect.width;
currentRectIndex++;
return new Rect( x, rowRect.position.y, width, rowRect.height );
}
public static Rect GetNextRectInARow (Rect rowRect, ref int currentRectIndex, float spacing, params float[] widths) {
float[] widthPercs = new float[widths.Length];
for (int i = 0; i < widths.Length; i++) {
widthPercs [i] = widths [i] / rowRect.width;
}
return GetNextRectInARowPerc (rowRect, ref currentRectIndex, spacing, widthPercs);
}
public static int DrawPagedViewNumbers (Rect rect, int currentPage, int numPages)
{
int resultingPage = currentPage;
float spacing = 1f;
var btnRect=rect;
btnRect.width = 25f;
/*
* <_x_x_...x_>
* suppose we got y pages, then there are y+1 spacing.
* totalWidth =y*btnWidth+(y+1)*spacing+2*btnWidth
* 1) if totalWidth<= rect.width use < and > , when click result page -- or ++
* 2) if totalWidth> rect.width use << and >> , when click add number of max to all,
* result page will be max+!
*/
var totalWidth = numPages * btnRect.width + (numPages + 1) * spacing + 2 * btnRect.width;
var showNextSign = totalWidth <= rect.width;
var maxShow =showNextSign?numPages:Mathf.FloorToInt( numPages/( (totalWidth-2*btnRect.width) /( rect.width-2*btnRect.width)));
if (GUI.Button (btnRect,showNextSign? "<":"<<")) {
if (showNextSign)
{
resultingPage--;
}
else
{
resultingPage -= maxShow;
}
}
btnRect.position += new Vector2(btnRect.width + spacing, 0f);
int startBtnIndex = 0;
if (maxShow != 0)
{
if (currentPage % maxShow == 0)
{
startBtnIndex =((currentPage / maxShow)-1)*maxShow;
}
else
{
startBtnIndex =currentPage / maxShow*maxShow;
}
}
for (int i = 0; i < maxShow; i++)
{
var btnIndex = startBtnIndex + i + 1;
var style = currentPage == btnIndex ? GUI.skin.box : GUI.skin.button;
if (GUI.Button (btnRect, (btnIndex).ToString (), style))
resultingPage = btnIndex ;
btnRect.position += new Vector2(btnRect.width + spacing, 0f);
}
if (GUI.Button (btnRect, showNextSign?">":">>")) {
if (showNextSign)
{
resultingPage++;
}
else
{
resultingPage += maxShow;
}
}
resultingPage = Mathf.Clamp( resultingPage, 1, numPages );
return resultingPage;
}
public static int DrawPagedViewNumbers (Rect rect, int currentPage, int totalNumItems, int numItemsPerPage)
{
int numPages = Mathf.CeilToInt (totalNumItems / (float) numItemsPerPage);
return DrawPagedViewNumbers (rect, currentPage, numPages);
}
}
}