Merge branch 'cNori-RadialMenu-and-material-nodes'
This commit is contained in:
@@ -936,6 +936,142 @@ namespace FlaxEditor.Surface.Archetypes
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
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}
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},
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new NodeArchetype
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{
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TypeID = 43,
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Title = "Rotate UV",
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Description = "Rotates 2D vector by given angle around (0,0) origin",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(250, 40),
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ConnectionsHints = ConnectionsHint.Vector,
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DefaultValues =
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[
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0.0f,
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 2),
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]
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},
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new NodeArchetype
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{
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TypeID = 44,
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Title = "Cone Gradient",
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Description = "Creates cone gradient around normalized UVs (range [-1; 1]), angle is in radians (range [0; TwoPi])",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 40),
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ConnectionsHints = ConnectionsHint.Vector,
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DefaultValues =
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[
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0.0f,
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
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]
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},
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new NodeArchetype
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{
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TypeID = 45,
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Title = "Cycle Gradient",
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Description = "Creates 2D sphere mask gradient around normalized UVs (range [-1; 1])",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 20),
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ConnectionsHints = ConnectionsHint.Vector,
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 1),
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]
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},
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new NodeArchetype
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{
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TypeID = 46,
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Title = "Falloff and Offset",
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Description = "",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 60),
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ConnectionsHints = ConnectionsHint.Numeric,
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DefaultValues =
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[
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0.0f,
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0.9f
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "Value", true, typeof(float), 0),
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NodeElementArchetype.Factory.Input(1, "Offset", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Input(2, "Falloff", true, typeof(float), 2, 1),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 3),
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]
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},
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new NodeArchetype
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{
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TypeID = 47,
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Title = "Linear Gradient",
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Description = "x = Gradient along X axis, y = Gradient along Y axis",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 60),
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ConnectionsHints = ConnectionsHint.Vector,
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DefaultValues =
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[
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0.0f,
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false
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Input(2, "Mirror", true, typeof(bool), 2, 1),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 3),
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]
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},
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new NodeArchetype
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{
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TypeID = 48,
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Title = "Radial Gradient",
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Description = "",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 40),
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ConnectionsHints = ConnectionsHint.Vector,
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DefaultValues =
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[
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0.0f,
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
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]
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},
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new NodeArchetype
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{
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TypeID = 49,
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Title = "Ring Gradient",
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Description = "x = InnerMask,y = OuterMask,z = Mask",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(175, 80),
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ConnectionsHints = ConnectionsHint.Vector,
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DefaultValues =
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[
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1.0f,
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0.8f,
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0.05f,
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],
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Elements =
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[
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NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
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NodeElementArchetype.Factory.Input(1, "OuterBounds", true, typeof(float), 1, 0),
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NodeElementArchetype.Factory.Input(2, "InnerBounds", true, typeof(float), 2, 1),
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NodeElementArchetype.Factory.Input(3, "Falloff", true, typeof(float), 3, 2),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float3), 4),
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]
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},
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};
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}
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}
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@@ -569,6 +569,106 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Do the inverse interpolation and saturate it
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value = writeLocal(ValueType::Float, String::Format(TEXT("saturate((({0} - {1}) / ({2} - {1})))"), gradient.Value, lowerEdge.Value, upperEdge.Value), node);
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}
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// Rotate UV [Rotator Simple]
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case 43:
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{
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//cosine = cos(rotation);
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//sine = sin(rotation);
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//float2 out = float2(cosine * uv.x + sine * uv.y,cosine * uv.y - sine * uv.x);
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node);
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auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node);
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value = writeLocal(ValueType::Float2, String::Format(TEXT("float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
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break;
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}
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// Cone Gradient
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case 44:
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{
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//float gradient = angle - abs(atan2(uv.x,uv.y));
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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value = writeLocal(ValueType::Float, String::Format(TEXT("{1} - abs(atan2({0}.x, {0}.y))"), uv.Value, rotationAngle.Value), node);
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break;
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}
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// Cycle Gradient
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case 45:
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{
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//float gradient = 1 - length(uv * 2);
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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value = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node);
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break;
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}
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// Falloff and Offset
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case 46:
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{
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//float out = clamp((((Value - (1 - Offset)) + Falloff) / Falloff),0,1)
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const auto in = tryGetValue(node->GetBox(0), ShaderGraphValue::Zero);
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const auto graphValue = tryGetValue(node->GetBox(1), node->Values[0].AsFloat);
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const auto falloff = tryGetValue(node->GetBox(2), node->Values[1].AsFloat);
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value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - {1})) + {2}) / {2}))"), in.Value, graphValue.Value, falloff.Value), node);
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break;
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}
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// Linear Gradient
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case 47:
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{
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// float2 uv = Input0.xy;
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// float r = Input0.z;
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// float2 A = 1.0 - float2(cos(r) * uv.x + sin(r) * uv.y, cos(r) * uv.y - sin(r) * uv.x);
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// float2 out = float2(Mirror ? abs(A.x < 1.0 ? (A.x - 0.5) * 2 : (2 - ((A.x - 0.5) * 2)) * -1) : A.x < 1.0 ? (A.x - 0.5) * 2 : 1,Mirror ? abs(A.y < 1.0 ? (A.y - 0.5) * 2 : (2 - ((A.y - 0.5) * 2)) * -1) : A.y < 1.0 ? (A.y - 0.5) * 2 : 1);
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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const auto mirror = tryGetValue(node->GetBox(2), node->Values[1].AsBool).AsBool();
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auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node);
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auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node);
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auto a = writeLocal(ValueType::Float2, String::Format(TEXT("1.0 - float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
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value = writeLocal(
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ValueType::Float2, String::Format(TEXT
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(
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"float2({0} ? abs({1}.x < 1.0 ? ({1}.x - 0.5) * 2 : (2 - (({1}.x - 0.5) * 2)) * -1) : {1}.x < 1.0 ? ({1}.x - 0.5) * 2 : 1,{0} ? abs({1}.y < 1.0 ? ({1}.y - 0.5) * 2 : (2 - (({1}.y - 0.5) * 2)) * -1) : {1}.y < 1.0 ? ({1}.y - 0.5) * 2 : 1)"
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), mirror.Value, a.Value),
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node);
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break;
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}
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// Radial Gradient
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case 48:
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{
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//float gradient = clamp(atan2(uv.x,uv.y) - angle,0.0,1.0);
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(atan2({0}.x, {0}.y) - {1})"), uv.Value, rotationAngle.Value), node);
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break;
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}
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// Ring Gradient
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case 49:
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{
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// Nodes:
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// float c = CycleGradient(uv)
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// float InnerMask = FalloffAndOffset(c,(OuterBounds - Falloff),Falloff)
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// float OuterMask = FalloffAndOffset(1-c,1-InnerBounds,Falloff)
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// float Mask = OuterMask * InnerMask;
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// TODO: check if there is some useless operators
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//expanded
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//float cycleGradient = 1 - length(uv * 2);
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//float InnerMask = clamp((((c - (1 - (OuterBounds - Falloff))) + Falloff) / Falloff),0,1)
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//float OuterMask = clamp(((((1-c) - (1 - (1-InnerBounds))) + Falloff) / Falloff),0,1)
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//float Mask = OuterMask * InnerMask;
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto outerBounds = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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const auto innerBounds = tryGetValue(node->GetBox(2), node->Values[1].AsFloat).AsFloat();
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const auto falloff = tryGetValue(node->GetBox(3), node->Values[2].AsFloat).AsFloat();
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auto c = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node);
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auto innerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - ({1} - {2}))) + {2}) / {2}))"), c.Value, outerBounds.Value, falloff.Value), node);
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auto outerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((((1.0 - {0}) - (1.0 - (1.0 - {1}))) + {2}) / {2}))"), c.Value, innerBounds.Value, falloff.Value), node);
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auto mask = writeLocal(ValueType::Float, String::Format(TEXT("{0} * {1}"), innerMask.Value, outerMask.Value), node);
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value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), innerMask.Value, outerMask.Value, mask.Value), node);
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break;
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}
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default:
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break;
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}
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389
Source/Engine/UI/GUI/Special/RadialMenu.cs
Normal file
389
Source/Engine/UI/GUI/Special/RadialMenu.cs
Normal file
@@ -0,0 +1,389 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine.GUI
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{
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/// <summary>
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/// Radial menu control that arranges child controls (of type Image) in a circle.
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/// </summary>
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/// <seealso cref="FlaxEngine.GUI.ContainerControl" />
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public class RadialMenu : ContainerControl
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{
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private bool _materialIsDirty = true;
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private float _angle;
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private float _selectedSegment;
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private int _highlightSegment = -1;
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private MaterialBase _material;
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||||
private MaterialInstance _materialInstance;
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||||
private int _segmentCount;
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||||
private Color _highlightColor;
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private Color _foregroundColor;
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||||
private Color _selectionColor;
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||||
private float _edgeOffset;
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||||
private float _thickness = 0.2f;
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||||
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||||
private float USize => Size.X < Size.Y ? Size.X : Size.Y;
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||||
private bool ShowMatProp => _material != null;
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||||
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||||
/// <summary>
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||||
/// The material to use for menu background drawing.
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/// </summary>
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||||
[EditorOrder(1)]
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||||
public MaterialBase Material
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||||
{
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||||
get => _material;
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||||
set
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||||
{
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||||
if (_material == value)
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||||
return;
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||||
_material = value;
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||||
Object.DestroyNow(_materialInstance);
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||||
_materialInstance = null;
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||||
_materialIsDirty = true;
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||||
}
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Gets or sets the edge offset.
|
||||
/// </summary>
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||||
[EditorOrder(2), Range(0, 1)]
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||||
public float EdgeOffset
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||||
{
|
||||
get => _edgeOffset;
|
||||
set
|
||||
{
|
||||
_edgeOffset = Math.Clamp(value, 0, 1);
|
||||
_materialIsDirty = true;
|
||||
PerformLayout();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the thickness.
|
||||
/// </summary>
|
||||
[EditorOrder(3), Range(0, 1), VisibleIf(nameof(ShowMatProp))]
|
||||
public float Thickness
|
||||
{
|
||||
get => _thickness;
|
||||
set
|
||||
{
|
||||
_thickness = Math.Clamp(value, 0, 1);
|
||||
_materialIsDirty = true;
|
||||
PerformLayout();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets control background color (transparent color (alpha=0) means no background rendering).
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public new Color BackgroundColor
|
||||
{
|
||||
get => base.BackgroundColor;
|
||||
set
|
||||
{
|
||||
_materialIsDirty = true;
|
||||
base.BackgroundColor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the color of the highlight.
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public Color HighlightColor
|
||||
{
|
||||
get => _highlightColor;
|
||||
set
|
||||
{
|
||||
_materialIsDirty = true;
|
||||
_highlightColor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the color of the foreground.
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public Color ForegroundColor
|
||||
{
|
||||
get => _foregroundColor;
|
||||
set
|
||||
{
|
||||
_materialIsDirty = true;
|
||||
_foregroundColor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the color of the selection.
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public Color SelectionColor
|
||||
{
|
||||
get => _selectionColor;
|
||||
set
|
||||
{
|
||||
_materialIsDirty = true;
|
||||
_selectionColor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The selected callback
|
||||
/// </summary>
|
||||
[HideInEditor]
|
||||
public Action<int> Selected;
|
||||
|
||||
/// <summary>
|
||||
/// The allow change selection when inside
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public bool AllowChangeSelectionWhenInside;
|
||||
|
||||
/// <summary>
|
||||
/// The center as button
|
||||
/// </summary>
|
||||
[VisibleIf(nameof(ShowMatProp))]
|
||||
public bool CenterAsButton;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RadialMenu"/> class.
|
||||
/// </summary>
|
||||
public RadialMenu()
|
||||
: this(0, 0)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RadialMenu"/> class.
|
||||
/// </summary>
|
||||
/// <param name="x">Position X coordinate</param>
|
||||
/// <param name="y">Position Y coordinate</param>
|
||||
/// <param name="width">Width</param>
|
||||
/// <param name="height">Height</param>
|
||||
public RadialMenu(float x, float y, float width = 100, float height = 100)
|
||||
: base(x, y, width, height)
|
||||
{
|
||||
var style = Style.Current;
|
||||
if (style != null)
|
||||
{
|
||||
BackgroundColor = style.BackgroundNormal;
|
||||
HighlightColor = style.BackgroundSelected;
|
||||
ForegroundColor = style.BackgroundHighlighted;
|
||||
SelectionColor = style.BackgroundSelected;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="RadialMenu"/> class.
|
||||
/// </summary>
|
||||
/// <param name="location">Position</param>
|
||||
/// <param name="size">Size</param>
|
||||
public RadialMenu(Float2 location, Float2 size)
|
||||
: this(location.X, location.Y, size.X, size.Y)
|
||||
{
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void DrawSelf()
|
||||
{
|
||||
if (_materialInstance == null && Material != null)
|
||||
{
|
||||
_materialInstance = Material.CreateVirtualInstance();
|
||||
_materialIsDirty = true;
|
||||
}
|
||||
if (_materialInstance != null)
|
||||
{
|
||||
if (_materialIsDirty)
|
||||
{
|
||||
_materialInstance.SetParameterValue("RadialMenu_EdgeOffset", Math.Clamp(1 - _edgeOffset, 0, 1));
|
||||
_materialInstance.SetParameterValue("RadialMenu_Thickness", Math.Clamp(_thickness, 0, 1));
|
||||
_materialInstance.SetParameterValue("RadialMenu_Angle", (1.0f / _segmentCount) * Mathf.Pi);
|
||||
_materialInstance.SetParameterValue("RadialMenu_SegmentCount", _segmentCount);
|
||||
_materialInstance.SetParameterValue("RadialMenu_HighlightColor", _highlightColor);
|
||||
_materialInstance.SetParameterValue("RadialMenu_ForegroundColor", _foregroundColor);
|
||||
_materialInstance.SetParameterValue("RadialMenu_BackgroundColor", BackgroundColor);
|
||||
_materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi);
|
||||
UpdateSelectionColor();
|
||||
_materialIsDirty = false;
|
||||
}
|
||||
Render2D.DrawMaterial(_materialInstance, new Rectangle(Float2.Zero, new Float2(Size.X < Size.Y ? Size.X : Size.Y)));
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnMouseMove(Float2 location)
|
||||
{
|
||||
if (_materialInstance != null)
|
||||
{
|
||||
if (_highlightSegment == -1)
|
||||
{
|
||||
var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
|
||||
var max = (1 - _edgeOffset) * USize * 0.5f;
|
||||
var val = ((USize * 0.5f) - location).Length;
|
||||
if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside)
|
||||
{
|
||||
UpdateAngle(ref location);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
base.OnMouseMove(location);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override bool OnMouseDown(Float2 location, MouseButton button)
|
||||
{
|
||||
if (_materialInstance == null)
|
||||
return base.OnMouseDown(location, button);
|
||||
|
||||
var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
|
||||
var max = (1 - _edgeOffset) * USize * 0.5f;
|
||||
var val = ((USize * 0.5f) - location).Length;
|
||||
var c = val < min && CenterAsButton;
|
||||
var selected = (int)_selectedSegment;
|
||||
selected++;
|
||||
if (Mathf.IsInRange(val, min, max) || c)
|
||||
{
|
||||
_highlightSegment = c ? 0 : selected;
|
||||
UpdateSelectionColor();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_highlightSegment = -1;
|
||||
UpdateSelectionColor();
|
||||
}
|
||||
|
||||
return base.OnMouseDown(location, button);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override bool OnMouseUp(Float2 location, MouseButton button)
|
||||
{
|
||||
if (_materialInstance == null)
|
||||
return base.OnMouseDown(location, button);
|
||||
|
||||
if (_highlightSegment >= 0)
|
||||
{
|
||||
Selected?.Invoke(_highlightSegment);
|
||||
_highlightSegment = -1;
|
||||
UpdateSelectionColor();
|
||||
var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
|
||||
var max = (1 - _edgeOffset) * USize * 0.5f;
|
||||
var val = ((USize * 0.5f) - location).Length;
|
||||
if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside)
|
||||
{
|
||||
UpdateAngle(ref location);
|
||||
}
|
||||
}
|
||||
|
||||
return base.OnMouseUp(location, button);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnMouseLeave()
|
||||
{
|
||||
if (_materialInstance == null)
|
||||
return;
|
||||
|
||||
_selectedSegment = 0;
|
||||
_highlightSegment = -1;
|
||||
Selected?.Invoke(_highlightSegment);
|
||||
UpdateSelectionColor();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnChildrenChanged()
|
||||
{
|
||||
_segmentCount = 0;
|
||||
for (int i = 0; i < Children.Count; i++)
|
||||
{
|
||||
if (Children[i] is Image)
|
||||
{
|
||||
_segmentCount++;
|
||||
}
|
||||
}
|
||||
_materialIsDirty = true;
|
||||
|
||||
base.OnChildrenChanged();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void PerformLayout(bool force = false)
|
||||
{
|
||||
var sa = -1.0f / _segmentCount * Mathf.TwoPi;
|
||||
var midp = USize * 0.5f;
|
||||
var mp = ((1 - _edgeOffset) - (_thickness * 0.5f)) * midp;
|
||||
float f = 0;
|
||||
if (_segmentCount % 2 != 0)
|
||||
{
|
||||
f += sa * 0.5f;
|
||||
}
|
||||
if (_materialInstance == null)
|
||||
{
|
||||
for (int i = 0; i < Children.Count; i++)
|
||||
{
|
||||
Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp;
|
||||
f += sa;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < Children.Count; i++)
|
||||
{
|
||||
if (Children[i] is Image)
|
||||
{
|
||||
Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp;
|
||||
f += sa;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
base.PerformLayout(force);
|
||||
}
|
||||
|
||||
private void UpdateSelectionColor()
|
||||
{
|
||||
Color color;
|
||||
if (_highlightSegment == -1)
|
||||
{
|
||||
color = _foregroundColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CenterAsButton)
|
||||
{
|
||||
color = _highlightSegment > 0 ? SelectionColor : _foregroundColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = SelectionColor;
|
||||
}
|
||||
}
|
||||
_materialInstance.SetParameterValue("RadialMenu_SelectionColor", color);
|
||||
}
|
||||
|
||||
private void UpdateAngle(ref Float2 location)
|
||||
{
|
||||
var size = new Float2(USize);
|
||||
var p = (size * 0.5f) - location;
|
||||
var sa = (1.0f / _segmentCount) * Mathf.TwoPi;
|
||||
_angle = Mathf.Atan2(p.X, p.Y);
|
||||
_angle = Mathf.Ceil((_angle - (sa * 0.5f)) / sa) * sa;
|
||||
_selectedSegment = _angle;
|
||||
_selectedSegment = Mathf.RoundToInt((_selectedSegment < 0 ? Mathf.TwoPi + _selectedSegment : _selectedSegment) / sa);
|
||||
if (float.IsNaN(_angle) || float.IsInfinity(_angle))
|
||||
_angle = 0;
|
||||
_materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi);
|
||||
}
|
||||
|
||||
private static Float2 Rotate2D(Float2 point, float angle)
|
||||
{
|
||||
return new Float2(Mathf.Cos(angle) * point.X + Mathf.Sin(angle) * point.Y,
|
||||
Mathf.Cos(angle) * point.Y - Mathf.Sin(angle) * point.X);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user