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Copy pathDisplayObject.cs
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1974 lines (1765 loc) · 62.8 KB
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using System;
using System.Text;
using UnityEngine;
using FairyGUI.Utils;
using System.Collections.Generic;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class DisplayObject : EventDispatcher, IBatchable
{
/// <summary>
///
/// </summary>
public string name;
/// <summary>
///
/// </summary>
public Container parent { get; private set; }
/// <summary>
///
/// </summary>
public GameObject gameObject { get; protected set; }
/// <summary>
///
/// </summary>
public Transform cachedTransform { get; protected set; }
/// <summary>
///
/// </summary>
public NGraphics graphics { get; protected set; }
/// <summary>
///
/// </summary>
public NGraphics paintingGraphics { get; protected set; }
/// <summary>
///
/// </summary>
public event Action onPaint;
/// <summary>
///
/// </summary>
public GObject gOwner;
/// <summary>
///
/// </summary>
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;
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;
}
/// <summary>
///
/// </summary>
public EventListener onClick
{
get { return _onClick ?? (_onClick = new EventListener(this, "onClick")); }
}
/// <summary>
///
/// </summary>
public EventListener onRightClick
{
get { return _onRightClick ?? (_onRightClick = new EventListener(this, "onRightClick")); }
}
/// <summary>
///
/// </summary>
public EventListener onTouchBegin
{
get { return _onTouchBegin ?? (_onTouchBegin = new EventListener(this, "onTouchBegin")); }
}
/// <summary>
///
/// </summary>
public EventListener onTouchMove
{
get { return _onTouchMove ?? (_onTouchMove = new EventListener(this, "onTouchMove")); }
}
/// <summary>
///
/// </summary>
public EventListener onTouchEnd
{
get { return _onTouchEnd ?? (_onTouchEnd = new EventListener(this, "onTouchEnd")); }
}
/// <summary>
///
/// </summary>
public EventListener onRollOver
{
get { return _onRollOver ?? (_onRollOver = new EventListener(this, "onRollOver")); }
}
/// <summary>
///
/// </summary>
public EventListener onRollOut
{
get { return _onRollOut ?? (_onRollOut = new EventListener(this, "onRollOut")); }
}
/// <summary>
///
/// </summary>
public EventListener onMouseWheel
{
get { return _onMouseWheel ?? (_onMouseWheel = new EventListener(this, "onMouseWheel")); }
}
/// <summary>
///
/// </summary>
public EventListener onAddedToStage
{
get { return _onAddedToStage ?? (_onAddedToStage = new EventListener(this, "onAddedToStage")); }
}
/// <summary>
///
/// </summary>
public EventListener onRemovedFromStage
{
get { return _onRemovedFromStage ?? (_onRemovedFromStage = new EventListener(this, "onRemovedFromStage")); }
}
/// <summary>
///
/// </summary>
public EventListener onKeyDown
{
get { return _onKeyDown ?? (_onKeyDown = new EventListener(this, "onKeyDown")); }
}
/// <summary>
///
/// </summary>
public EventListener onClickLink
{
get { return _onClickLink ?? (_onClickLink = new EventListener(this, "onClickLink")); }
}
/// <summary>
///
/// </summary>
public EventListener onFocusIn
{
get { return _onFocusIn ?? (_onFocusIn = new EventListener(this, "onFocusIn")); }
}
/// <summary>
///
/// </summary>
public EventListener onFocusOut
{
get { return _onFocusOut ?? (_onFocusOut = new EventListener(this, "onFocusOut")); }
}
/// <summary>
///
/// </summary>
public EventListener onEnable
{
get
{
CreateEventComponent();
return _onEnable ?? (_onEnable = new EventListener(this, "onEnable"));
}
}
/// <summary>
///
/// </summary>
public EventListener onDisable
{
get
{
CreateEventComponent();
return _onDisable ?? (_onDisable = new EventListener(this, "onDisable"));
}
}
EventListener _onEnable;
EventListener _onDisable;
class DisplayObjectEvents : MonoBehaviour
{
public Action onEnable;
public Action onDisable;
void OnDisable()
{
onDisable?.Invoke();
}
void OnEnable()
{
onEnable?.Invoke();
}
}
DisplayObjectEvents _events;
protected void CreateEventComponent()
{
if (_events == null)
{
_events = gameObject.AddComponent<DisplayObjectEvents>();
_events.onEnable = () => _onEnable?.Call();
_events.onDisable = () => _onDisable?.Call();
}
}
protected void CreateGameObject(string gameObjectName)
{
gameObject = new GameObject(gameObjectName);
cachedTransform = gameObject.transform;
if (Application.isPlaying)
{
UnityEngine.Object.DontDestroyOnLoad(gameObject);
DisplayObjectInfo info = gameObject.AddComponent<DisplayObjectInfo>();
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;
}
}
/// <summary>
///
/// </summary>
public float alpha
{
get { return _alpha; }
set { _alpha = value; }
}
/// <summary>
///
/// </summary>
public bool grayed
{
get { return _grayed; }
set { _grayed = value; }
}
/// <summary>
///
/// </summary>
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);
}
}
}
/// <summary>
///
/// </summary>
public float x
{
get { return cachedTransform.localPosition.x; }
set
{
SetPosition(value, -cachedTransform.localPosition.y, cachedTransform.localPosition.z);
}
}
/// <summary>
///
/// </summary>
public float y
{
get { return -cachedTransform.localPosition.y; }
set
{
SetPosition(cachedTransform.localPosition.x, value, cachedTransform.localPosition.z);
}
}
/// <summary>
///
/// </summary>
public float z
{
get { return cachedTransform.localPosition.z; }
set
{
SetPosition(cachedTransform.localPosition.x, -cachedTransform.localPosition.y, value);
}
}
/// <summary>
///
/// </summary>
public Vector2 xy
{
get { return new Vector2(this.x, this.y); }
set { SetPosition(value.x, value.y, cachedTransform.localPosition.z); }
}
/// <summary>
///
/// </summary>
public Vector3 position
{
get { return new Vector3(this.x, this.y, this.z); }
set { SetPosition(value.x, value.y, value.z); }
}
/// <summary>
///
/// </summary>
/// <param name="xv"></param>
/// <param name="yv"></param>
public void SetXY(float xv, float yv)
{
SetPosition(xv, yv, cachedTransform.localPosition.z);
}
/// <summary>
///
/// </summary>
/// <param name="xv"></param>
/// <param name="yv"></param>
/// <param name="zv"></param>
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;
}
}
}
/// <summary>
/// If the object position is align by pixel
/// </summary>
public bool pixelPerfect
{
get { return (_flags & Flags.PixelPerfect) != 0; }
set
{
if (value)
_flags |= Flags.PixelPerfect;
else
_flags &= ~Flags.PixelPerfect;
}
}
/// <summary>
///
/// </summary>
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();
}
}
}
/// <summary>
///
/// </summary>
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();
}
}
}
/// <summary>
///
/// </summary>
public Vector2 size
{
get
{
EnsureSizeCorrect();
return _contentRect.size;
}
set
{
SetSize(value.x, value.y);
}
}
/// <summary>
///
/// </summary>
/// <param name="wv"></param>
/// <param name="hv"></param>
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;
}
/// <summary>
///
/// </summary>
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();
}
}
/// <summary>
///
/// </summary>
public float scaleY
{
get { return cachedTransform.localScale.y; }
set
{
Vector3 v = cachedTransform.localScale;
v.y = ValidateScale(value);
cachedTransform.localScale = v;
_flags |= Flags.OutlineChanged;
ApplyPivot();
}
}
/// <summary>
///
/// </summary>
/// <param name="xv"></param>
/// <param name="yv"></param>
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();
}
/// <summary>
/// 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。
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
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;
}
/// <summary>
///
/// </summary>
public Vector2 scale
{
get { return cachedTransform.localScale; }
set
{
SetScale(value.x, value.y);
}
}
/// <summary>
///
/// </summary>
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();
}
}
}
/// <summary>
///
/// </summary>
public float rotationX
{
get
{
return _rotation.x;
}
set
{
_rotation.x = value;
_flags |= Flags.OutlineChanged;
if (_perspective)
UpdateTransformMatrix();
else
{
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
}
}
}
/// <summary>
///
/// </summary>
public float rotationY
{
get
{
return _rotation.y;
}
set
{
_rotation.y = value;
_flags |= Flags.OutlineChanged;
if (_perspective)
UpdateTransformMatrix();
else
{
cachedTransform.localEulerAngles = _rotation;
ApplyPivot();
}
}
}
/// <summary>
///
/// </summary>
public Vector2 skew
{
get { return _skew; }
set
{
_skew = value;
_flags |= Flags.OutlineChanged;
if (!Application.isPlaying) //编辑期间不支持!!
return;
UpdateTransformMatrix();
}
}
/// <summary>
/// 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。
/// </summary>
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();
}
}
}
/// <summary>
///
/// </summary>
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;
}
/// <summary>
///
/// </summary>
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;
}
}
/// <summary>
/// This is the pivot position
/// </summary>
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);
}
}
/// <summary>
///
/// </summary>
public Material material
{
get
{
if (graphics != null)
return graphics.material;
else
return null;
}
set
{
if (graphics != null)
graphics.material = value;
}
}
/// <summary>
///
/// </summary>
public string shader
{
get
{
if (graphics != null)
return graphics.shader;
else
return null;
}
set
{
if (graphics != null)
graphics.shader = value;
}
}
/// <summary>
///
/// </summary>
public int renderingOrder
{
get
{
return _renderingOrder;
}
}
virtual public void SetRenderingOrder(UpdateContext context, bool inBatch)
{
if ((_flags & Flags.GameObjectDisposed) != 0)
{
DisplayDisposedWarning();
return;
}
_renderingOrder = context.renderingOrder + 1;
if (graphics != null)
graphics.SetRenderingOrder(context, inBatch);
else
context.renderingOrder++;
if (_paintingMode > 0)
paintingGraphics.renderingOrder = _renderingOrder;
}
/// <summary>
///
/// </summary>
public int layer
{
get
{
if (_paintingMode > 0)
return paintingGraphics.gameObject.layer;
else
return gameObject.layer;
}
set
{
SetLayer(value, false);
}
}
/// <summary>
/// If the object can be focused?
/// </summary>
public bool focusable
{
get { return (_flags & Flags.NotFocusable) == 0; }
set
{
if (value)
_flags &= ~Flags.NotFocusable;
else
_flags |= Flags.NotFocusable;
}
}
/// <summary>
/// If the object can be navigated by TAB?
/// </summary>
public bool tabStop
{
get { return (_flags & Flags.TabStop) != 0; }
set
{
if (value)
_flags |= Flags.TabStop;
else
_flags &= ~Flags.TabStop;
}
}
/// <summary>
/// If the object focused?