bea2dce063
test
110 lines
3.8 KiB
C#
110 lines
3.8 KiB
C#
using UnityEngine;
|
|
|
|
namespace UnityEditor.Timeline
|
|
{
|
|
static class Graphics
|
|
{
|
|
public static void ShadowLabel(Rect rect, string text, GUIStyle style, Color textColor, Color shadowColor)
|
|
{
|
|
ShadowLabel(rect, GUIContent.Temp(text), style, textColor, shadowColor);
|
|
}
|
|
|
|
public static void ShadowLabel(Rect rect, GUIContent content, GUIStyle style, Color textColor, Color shadowColor)
|
|
{
|
|
var shadowRect = rect;
|
|
shadowRect.xMin += 2.0f;
|
|
shadowRect.yMin += 2.0f;
|
|
style.normal.textColor = Color.black;
|
|
GUI.Label(shadowRect, content, style);
|
|
|
|
style.normal.textColor = textColor;
|
|
GUI.Label(rect, content, style);
|
|
}
|
|
|
|
public static void DrawLine(Vector3 p1, Vector3 p2, Color color)
|
|
{
|
|
var c = Handles.color;
|
|
Handles.color = color;
|
|
Handles.DrawLine(p1, p2);
|
|
Handles.color = c;
|
|
}
|
|
|
|
public static void DrawPolygonAA(Color color, Vector3[] vertices)
|
|
{
|
|
var prevColor = Handles.color;
|
|
Handles.color = color;
|
|
Handles.DrawAAConvexPolygon(vertices);
|
|
Handles.color = prevColor;
|
|
}
|
|
|
|
public static void DrawDottedLine(Vector3 p1, Vector3 p2, float segmentsLength, Color col)
|
|
{
|
|
HandleUtility.ApplyWireMaterial();
|
|
|
|
GL.Begin(GL.LINES);
|
|
GL.Color(col);
|
|
|
|
var length = Vector3.Distance(p1, p2); // ignore z component
|
|
var count = Mathf.CeilToInt(length / segmentsLength);
|
|
for (var i = 0; i < count; i += 2)
|
|
{
|
|
GL.Vertex((Vector3.Lerp(p1, p2, i * segmentsLength / length)));
|
|
GL.Vertex((Vector3.Lerp(p1, p2, (i + 1) * segmentsLength / length)));
|
|
}
|
|
|
|
GL.End();
|
|
}
|
|
|
|
public static void DrawLineAtTime(WindowState state, double time, Color color, bool dotted = false)
|
|
{
|
|
var t = state.TimeToPixel(time);
|
|
|
|
var p0 = new Vector3(t, state.timeAreaRect.yMax);
|
|
var p1 = new Vector3(t, state.timeAreaRect.yMax + state.windowHeight - WindowConstants.sliderWidth);
|
|
|
|
if (dotted)
|
|
DrawDottedLine(p0, p1, 4.0f, color);
|
|
else
|
|
DrawLine(p0, p1, color);
|
|
}
|
|
|
|
public static void DrawTextureRepeated(Rect area, Texture texture)
|
|
{
|
|
if (texture == null || Event.current.type != EventType.Repaint)
|
|
return;
|
|
|
|
GUI.BeginClip(area);
|
|
int w = Mathf.CeilToInt(area.width / texture.width);
|
|
int h = Mathf.CeilToInt(area.height / texture.height);
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
GUI.DrawTexture(new Rect(x * texture.width, y * texture.height, texture.width, texture.height), texture);
|
|
}
|
|
}
|
|
|
|
GUI.EndClip();
|
|
}
|
|
|
|
public static void DrawShadow(Rect clientRect)
|
|
{
|
|
var rect = clientRect;
|
|
rect.height = WindowConstants.shadowUnderTimelineHeight;
|
|
GUI.Box(rect, GUIContent.none, DirectorStyles.Instance.bottomShadow);
|
|
}
|
|
|
|
public static void DrawBackgroundRect(WindowState state, Rect rect, bool subSequenceMode = false)
|
|
{
|
|
Color c = subSequenceMode ? DirectorStyles.Instance.customSkin.colorSubSequenceBackground : DirectorStyles.Instance.customSkin.colorSequenceBackground;
|
|
EditorGUI.DrawRect(rect, c);
|
|
if (state.IsEditingAPrefabAsset())
|
|
{
|
|
c = SceneView.kSceneViewPrefabBackground.Color;
|
|
c.a = 0.5f;
|
|
EditorGUI.DrawRect(rect, c);
|
|
}
|
|
}
|
|
}
|
|
}
|