475 lines
16 KiB
C#
475 lines
16 KiB
C#
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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using System.ComponentModel;
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namespace FlaxEngine.GUI
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{
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/// <summary>
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/// UI canvas scaling component for user interface that targets multiple different game resolutions (eg. mobile screens).
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/// </summary>
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public class CanvasScaler : ContainerControl
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{
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/// <summary>
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/// Canvas scaling modes.
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/// </summary>
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public enum ScalingMode
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{
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/// <summary>
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/// Applies constant scale to the whole UI in pixels.
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/// </summary>
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ConstantPixelSize,
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/// <summary>
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/// Applies constant scale to the whole UI in physical units (depends on the screen DPI). Ensures the UI will have specific real-world size no matter the screen resolution.
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/// </summary>
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ConstantPhysicalSize,
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/// <summary>
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/// Applies min/max scaling to the UI depending on the screen resolution. Ensures the UI size won't go below min or above max resolution to maintain it's readability.
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/// </summary>
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ScaleWithResolution,
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/// <summary>
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/// Applies scaling curve to the UI depending on the screen DPI.
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/// </summary>
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ScaleWithDpi,
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}
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/// <summary>
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/// Physical unit types for canvas scaling.
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/// </summary>
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public enum PhysicalUnitMode
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{
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/// <summary>
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/// Centimeters (0.01 meter).
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/// </summary>
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Centimeters,
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/// <summary>
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/// Millimeters (0.1 centimeter, 0.001 meter).
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/// </summary>
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Millimeters,
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/// <summary>
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/// Inches (2.54 centimeters).
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/// </summary>
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Inches,
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/// <summary>
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/// Points (1/72 inch, 1/112 of pica).
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/// </summary>
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Points,
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/// <summary>
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/// Pica (1/6 inch).
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/// </summary>
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Picas,
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}
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/// <summary>
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/// Resolution scaling modes.
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/// </summary>
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public enum ResolutionScalingMode
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{
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/// <summary>
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/// Uses the shortest side of the screen to scale the canvas for min/max rule.
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/// </summary>
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ShortestSide,
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/// <summary>
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/// Uses the longest side of the screen to scale the canvas for min/max rule.
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/// </summary>
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LongestSide,
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/// <summary>
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/// Uses the horizontal (X, width) side of the screen to scale the canvas for min/max rule.
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/// </summary>
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Horizontal,
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/// <summary>
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/// Uses the vertical (Y, height) side of the screen to scale the canvas for min/max rule.
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/// </summary>
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Vertical,
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}
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private ScalingMode _scalingMode = ScalingMode.ConstantPixelSize;
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private PhysicalUnitMode _physicalUnit = PhysicalUnitMode.Points;
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private ResolutionScalingMode _resolutionMode = ResolutionScalingMode.ShortestSide;
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private float _scale = 1.0f;
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private float _scaleFactor = 1.0f;
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private float _physicalUnitSize = 1.0f;
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private Float2 _resolutionMin = new Float2(640, 480);
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private Float2 _resolutionMax = new Float2(7680, 4320);
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/// <summary>
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/// Gets the current UI scale. Computed based on the setup when performing layout.
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/// </summary>
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public float CurrentScale => _scale;
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/// <summary>
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/// The UI Canvas scaling mode.
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/// </summary>
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[EditorOrder(0), EditorDisplay("Canvas Scaler"), ExpandGroups, DefaultValue(ScalingMode.ConstantPixelSize)]
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public ScalingMode Scaling
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{
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get => _scalingMode;
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set
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{
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if (_scalingMode == value)
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return;
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_scalingMode = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas scale. Applied in all scaling modes for custom UI sizing.
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/// </summary>
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[EditorOrder(10), EditorDisplay("Canvas Scaler"), DefaultValue(1.0f), Limit(0.001f, 1000.0f, 0.01f)]
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public float ScaleFactor
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{
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get => _scaleFactor;
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set
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{
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if (Mathf.NearEqual(_scaleFactor, value))
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return;
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_scaleFactor = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas physical unit to use for scaling via PhysicalUnitSize. Used only in ConstantPhysicalSize mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(100), EditorDisplay("Canvas Scaler"), DefaultValue(PhysicalUnitMode.Points), VisibleIf(nameof(IsConstantPhysicalSize))]
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#endif
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public PhysicalUnitMode PhysicalUnit
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{
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get => _physicalUnit;
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set
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{
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if (_physicalUnit == value)
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return;
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_physicalUnit = value;
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#if FLAX_EDITOR
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if (FlaxEditor.CustomEditors.CustomEditor.IsSettingValue)
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{
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// Set auto-default physical unit value for easier tweaking in Editor
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_physicalUnitSize = GetUnitDpi(_physicalUnit) / Platform.Dpi;
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}
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#endif
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas physical unit value. Used only in ConstantPhysicalSize mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(110), EditorDisplay("Canvas Scaler"), DefaultValue(1.0f), Limit(0.000001f, 1000000.0f, 0.0f), VisibleIf(nameof(IsConstantPhysicalSize))]
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#endif
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public float PhysicalUnitSize
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{
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get => _physicalUnitSize;
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set
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{
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if (Mathf.NearEqual(_physicalUnitSize, value))
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return;
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_physicalUnitSize = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas resolution scaling mode. Controls min/max resolutions usage in relation to the current screen resolution to compute the UI scale. Used only in ScaleWithResolution mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(120), EditorDisplay("Canvas Scaler"), VisibleIf(nameof(IsScaleWithResolution))]
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#endif
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public ResolutionScalingMode ResolutionMode
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{
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get => _resolutionMode;
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set
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{
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if (_resolutionMode == value)
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return;
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_resolutionMode = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas minimum resolution. If the screen has lower size, then the interface will be scaled accordingly. Used only in ScaleWithResolution mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(120), EditorDisplay("Canvas Scaler"), VisibleIf(nameof(IsScaleWithResolution))]
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#endif
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public Float2 ResolutionMin
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{
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get => _resolutionMin;
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set
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{
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value = Float2.Max(value, Float2.One);
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if (Float2.NearEqual(ref _resolutionMin, ref value))
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return;
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_resolutionMin = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas maximum resolution. If the screen has higher size, then the interface will be scaled accordingly. Used only in ScaleWithResolution mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(130), EditorDisplay("Canvas Scaler"), VisibleIf(nameof(IsScaleWithResolution))]
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#endif
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public Float2 ResolutionMax
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{
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get => _resolutionMax;
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set
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{
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value = Float2.Max(value, Float2.One);
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if (Float2.NearEqual(ref _resolutionMax, ref value))
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return;
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_resolutionMax = value;
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PerformLayout();
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}
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}
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/// <summary>
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/// The UI Canvas scaling curve based on screen resolution - shortest/longest/vertical/horizontal (key is resolution, value is scale factor). Clear keyframes to skip using it and follow min/max rules only. Used only in ScaleWithResolution mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(140), EditorDisplay("Canvas Scaler"), VisibleIf(nameof(IsScaleWithResolution))]
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#endif
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public LinearCurve<float> ResolutionCurve = new LinearCurve<float>(new[]
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{
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new LinearCurve<float>.Keyframe(480, 0.444f), // 480p
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new LinearCurve<float>.Keyframe(720, 0.666f), // 720p
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new LinearCurve<float>.Keyframe(1080, 1.0f), // 1080p
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new LinearCurve<float>.Keyframe(8640, 8.0f), // 8640p
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});
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/// <summary>
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/// The UI Canvas scaling curve based on screen DPI (key is DPI, value is scale factor). Used only in ScaleWithDpi mode.
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/// </summary>
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#if FLAX_EDITOR
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[EditorOrder(150), EditorDisplay("Canvas Scaler"), VisibleIf(nameof(IsScaleWithDpi))]
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#endif
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public LinearCurve<float> DpiCurve = new LinearCurve<float>(new[]
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{
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new LinearCurve<float>.Keyframe(1.0f, 1.0f),
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new LinearCurve<float>.Keyframe(96.0f, 1.0f),
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new LinearCurve<float>.Keyframe(200.0f, 2.0f),
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new LinearCurve<float>.Keyframe(400.0f, 4.0f),
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});
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#if FLAX_EDITOR
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private bool IsConstantPhysicalSize => _scalingMode == ScalingMode.ConstantPhysicalSize;
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private bool IsScaleWithResolution => _scalingMode == ScalingMode.ScaleWithResolution;
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private bool IsScaleWithDpi => _scalingMode == ScalingMode.ScaleWithDpi;
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#endif
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/// <summary>
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/// Initializes a new instance of the <see cref="CanvasScaler"/> class.
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/// </summary>
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public CanvasScaler()
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{
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// Fill the canvas by default
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Offsets = Margin.Zero;
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AnchorPreset = AnchorPresets.StretchAll;
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AutoFocus = false;
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}
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/// <summary>
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/// Updates the scaler for the current setup.
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/// </summary>
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public void UpdateScale()
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{
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float scale = 1.0f;
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if (Parent != null)
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{
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UICanvas canvas = (Root as CanvasRootControl)?.Canvas;
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float dpi = Platform.Dpi;
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switch (canvas?.RenderMode ?? CanvasRenderMode.ScreenSpace)
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{
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case CanvasRenderMode.WorldSpace:
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case CanvasRenderMode.WorldSpaceFaceCamera:
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scale = 1.0f;
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break;
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default:
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switch (_scalingMode)
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{
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case ScalingMode.ConstantPixelSize:
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scale = 1.0f;
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break;
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case ScalingMode.ConstantPhysicalSize:
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{
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float targetDpi = GetUnitDpi(_physicalUnit);
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scale = dpi / targetDpi * _physicalUnitSize;
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break;
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}
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case ScalingMode.ScaleWithResolution:
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{
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Float2 resolution = Float2.Max(Size, Float2.One);
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int axis = 0;
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switch (_resolutionMode)
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{
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case ResolutionScalingMode.ShortestSide:
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axis = resolution.X > resolution.Y ? 1 : 0;
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break;
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case ResolutionScalingMode.LongestSide:
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axis = resolution.X > resolution.Y ? 0 : 1;
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break;
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case ResolutionScalingMode.Horizontal:
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axis = 0;
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break;
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case ResolutionScalingMode.Vertical:
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axis = 1;
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break;
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}
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float min = _resolutionMin[axis], max = _resolutionMax[axis], value = resolution[axis];
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if (value < min)
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scale = min / value;
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else if (value > max)
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scale = max / value;
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if (ResolutionCurve != null && ResolutionCurve.Keyframes?.Length != 0)
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{
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ResolutionCurve.Evaluate(out var curveScale, value, false);
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scale *= curveScale;
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}
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break;
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}
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case ScalingMode.ScaleWithDpi:
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DpiCurve?.Evaluate(out scale, dpi, false);
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break;
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}
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break;
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}
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}
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_scale = Mathf.Max(scale * _scaleFactor, 0.01f);
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}
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private float GetUnitDpi(PhysicalUnitMode unit)
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{
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float dpi = 1.0f;
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switch (unit)
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{
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case PhysicalUnitMode.Centimeters:
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dpi = 2.54f;
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break;
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case PhysicalUnitMode.Millimeters:
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dpi = 25.4f;
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break;
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case PhysicalUnitMode.Inches:
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dpi = 1;
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break;
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case PhysicalUnitMode.Points:
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dpi = 72;
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break;
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case PhysicalUnitMode.Picas:
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dpi = 6;
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break;
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}
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return dpi;
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}
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/// <inheritdoc />
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protected override void PerformLayoutBeforeChildren()
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{
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// Update current scaling before performing layout
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UpdateScale();
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base.PerformLayoutBeforeChildren();
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}
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#region UI Scale
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#if FLAX_EDITOR
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/// <inheritdoc />
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public override Rectangle EditorBounds => new Rectangle(Float2.Zero, Size / _scale);
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#endif
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/// <inheritdoc />
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public override void Draw()
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{
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DrawSelf();
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// Draw children with scale
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var scaling = new Float3(_scale, _scale, 1);
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Matrix3x3.Scaling(ref scaling, out Matrix3x3 scale);
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Render2D.PushTransform(scale);
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if (ClipChildren)
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{
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GetDesireClientArea(out var clientArea);
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Render2D.PushClip(ref clientArea);
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DrawChildren();
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Render2D.PopClip();
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}
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else
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{
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DrawChildren();
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}
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Render2D.PopTransform();
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}
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/// <inheritdoc />
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public override void GetDesireClientArea(out Rectangle rect)
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{
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// Scale the area for the client controls
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rect = new Rectangle(Float2.Zero, Size / _scale);
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}
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/// <inheritdoc />
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public override bool IntersectsContent(ref Float2 locationParent, out Float2 location)
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{
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// Skip local PointFromParent but use base code
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location = base.PointFromParent(ref locationParent);
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return ContainsPoint(ref location);
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}
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/// <inheritdoc />
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public override bool IntersectsChildContent(Control child, Float2 location, out Float2 childSpaceLocation)
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{
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location /= _scale;
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return base.IntersectsChildContent(child, location, out childSpaceLocation);
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}
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/// <inheritdoc />
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public override bool ContainsPoint(ref Float2 location, bool precise = false)
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{
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if (precise) // Ignore as utility-only element
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return false;
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return base.ContainsPoint(ref location, precise);
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}
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/// <inheritdoc />
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public override bool RayCast(ref Float2 location, out Control hit)
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{
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var p = location / _scale;
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if (RayCastChildren(ref p, out hit))
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return true;
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return base.RayCast(ref location, out hit);
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}
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/// <inheritdoc />
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public override Float2 PointToParent(ref Float2 location)
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{
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var result = base.PointToParent(ref location);
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result *= _scale;
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return result;
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}
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/// <inheritdoc />
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public override Float2 PointFromParent(ref Float2 location)
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{
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var result = base.PointFromParent(ref location);
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result /= _scale;
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return result;
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}
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#endregion
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}
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}
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