rimworld-animation-studio/Library/PackageCache/com.unity.timeline@1.2.18/Editor/Utilities/Graphics.cs
2022-09-13 00:36:34 -05:00

109 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);
}
}
}
}