green-pack-cocos/assets/scripts/components/GPRoundBoxSprite.ts
2024-01-29 20:12:29 +08:00

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import { _decorator, ccenum, CCFloat, CCInteger, cclegacy, Component, InstanceMaterialType, Material, Node, NodeEventType, RenderTexture, serializeTag, Sprite, SpriteAtlas, SpriteFrame, UIRenderer, Vec2} from 'cc';
import { BUILD, EDITOR } from 'cc/env';
import { GPRoundBoxAssembler } from './GPRoundBoxAssembler';
const { ccclass, property,type} = _decorator;
enum EventType {
SPRITE_FRAME_CHANGED = 'spriteframe-changed',
}
@ccclass('GPRoundBoxSprite')
export class GPRoundBoxSprite extends UIRenderer {
// 尺寸模式,可以看枚举原本定义的地方有注释说明
@property({serializable:true})
protected _sizeMode = Sprite.SizeMode.TRIMMED;
@type(Sprite.SizeMode)
get sizeMode () {
return this._sizeMode;
}
set sizeMode (value) {
if (this._sizeMode === value) {
return;
}
this._sizeMode = value;
if (value !== Sprite.SizeMode.CUSTOM) {
this._applySpriteSize();
}
}
// 图集
@property({serializable:true})
protected _atlas: SpriteAtlas | null = null;
@type(SpriteAtlas)
get spriteAtlas () {
return this._atlas;
}
set spriteAtlas (value) {
if (this._atlas === value) {
return;
}
this._atlas = value;
}
// 圆角用三角形模拟扇形的线段数量,越大,则越圆滑
@property({type:CCInteger, serializable:true})
_segments:number = 10
@property({type:CCInteger, serializable:true, min:1})
public get segments() {
return this._segments;
}
public set segments(segments) {
this._segments = segments;
this._renderData = null;
this._flushAssembler();
}
// 圆角半径
@property({type:CCFloat, serializable:true})
_radius:number = 20
@property({type:CCFloat, serializable:true, min:0})
public get radius() {
return this._radius
}
public set radius(radius) {
this._radius = radius;
this._updateUVs();
this.markForUpdateRenderData(true)
}
@property({serializable:true})
protected _spriteFrame: SpriteFrame | null = null;
@type(SpriteFrame)
get spriteFrame () {
return this._spriteFrame;
}
set spriteFrame (value) {
if (this._spriteFrame === value) {
return;
}
const lastSprite = this._spriteFrame;
this._spriteFrame = value;
this.markForUpdateRenderData();
this._applySpriteFrame(lastSprite);
if (EDITOR) {
this.node.emit(EventType.SPRITE_FRAME_CHANGED, this);
}
}
@property({serializable:true})
protected _leftTop:boolean = true;
@property({serializable:true})
get leftTop () {
return this._leftTop;
}
set leftTop (value:boolean) {
this._leftTop = value;
this.resetAssembler();
}
@property({serializable:true})
protected _rightTop:boolean = true;
@property({serializable:true})
get rightTop () {
return this._rightTop;
}
set rightTop (value:boolean) {
this._rightTop = value;
this.resetAssembler();
}
@property({serializable:true})
protected _leftBottom:boolean = true;
@property({serializable:true})
get leftBottom () {
return this._leftBottom;
}
set leftBottom (value:boolean) {
this._leftBottom = value;
this.resetAssembler();
}
@property({serializable:true})
protected _rightBottom:boolean = true;
@property({serializable:true})
get rightBottom () {
return this._rightBottom;
}
set rightBottom (value:boolean) {
this._rightBottom = value;
this.resetAssembler();
}
onLoad(): void {
this._flushAssembler();
}
public __preload () {
this.changeMaterialForDefine();
super.__preload();
if (EDITOR) {
this._resized();
this.node.on(NodeEventType.SIZE_CHANGED, this._resized, this);
}
}
public onEnable () {
super.onEnable();
// Force update uv, material define, active material, etc
this._activateMaterial();
const spriteFrame = this._spriteFrame;
if (spriteFrame) {
this._updateUVs();
}
}
public onDestroy () {
if (EDITOR) {
this.node.off(NodeEventType.SIZE_CHANGED, this._resized, this);
}
super.onDestroy();
}
/**
* @en
* Quickly switch to other sprite frame in the sprite atlas.
* If there is no atlas, the switch fails.
*
* @zh
* 选取使用精灵图集中的其他精灵。
* @param name @en Name of the spriteFrame to switch. @zh 要切换的 spriteFrame 名字。
*/
public changeSpriteFrameFromAtlas (name: string) {
if (!this._atlas) {
console.warn('SpriteAtlas is null.');
return;
}
const sprite = this._atlas.getSpriteFrame(name);
this.spriteFrame = sprite;
}
/**
* @deprecated Since v3.7.0, this is an engine private interface that will be removed in the future.
*/
public changeMaterialForDefine () {
let texture;
const lastInstanceMaterialType = this._instanceMaterialType;
if (this._spriteFrame) {
texture = this._spriteFrame.texture;
}
let value = false;
if (texture instanceof cclegacy.TextureBase) {
const format = texture.getPixelFormat();
value = (format === cclegacy.TextureBase.PixelFormat.RGBA_ETC1 || format === cclegacy.TextureBase.PixelFormat.RGB_A_PVRTC_4BPPV1 || format === cclegacy.TextureBase.PixelFormat.RGB_A_PVRTC_2BPPV1);
}
if (value) {
this._instanceMaterialType = InstanceMaterialType.USE_ALPHA_SEPARATED;
} else {
this._instanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE;
}
if (lastInstanceMaterialType !== this._instanceMaterialType) {
// this.updateMaterial();
// d.ts里没有注上这个函数直接调用会表红。
this["updateMaterial"]();
}
}
protected _updateBuiltinMaterial () {
let mat = super._updateBuiltinMaterial();
if (this.spriteFrame && this.spriteFrame.texture instanceof RenderTexture) {
const defines = { SAMPLE_FROM_RT: true, ...mat.passes[0].defines };
const renderMat = new Material();
renderMat.initialize({
effectAsset: mat.effectAsset,
defines,
});
mat = renderMat;
}
return mat;
}
protected _render (render) {
render.commitComp(this, this.renderData, this._spriteFrame, this._assembler, null);
}
protected _canRender () {
if (!super._canRender()) {
return false;
}
const spriteFrame = this._spriteFrame;
if (!spriteFrame || !spriteFrame.texture) {
return false;
}
return true;
}
protected resetAssembler() {
this._assembler = null;
this._flushAssembler();
}
protected _flushAssembler () {
const assembler = GPRoundBoxAssembler;
if (this._assembler !== assembler) {
this.destroyRenderData();
this._assembler = assembler;
}
if (!this._renderData) {
if (this._assembler && this._assembler.createData) {
this._renderData = this._assembler.createData(this);
this._renderData!.material = this.getRenderMaterial(0);
this.markForUpdateRenderData();
if (this.spriteFrame) {
this._assembler.updateRenderData(this);
}
this._updateColor();
}
}
}
private _applySpriteSize () {
if (this._spriteFrame) {
if (BUILD || !this._spriteFrame.isDefault) {
if (Sprite.SizeMode.RAW === this._sizeMode) {
const size = this._spriteFrame.originalSize;
this.node._uiProps.uiTransformComp!.setContentSize(size);
} else if (Sprite.SizeMode.TRIMMED === this._sizeMode) {
const rect = this._spriteFrame.rect;
this.node._uiProps.uiTransformComp!.setContentSize(rect.width, rect.height);
}
}
this.markForUpdateRenderData(true)
this._assembler.updateRenderData(this);
}
}
private _resized () {
if (!EDITOR) {
return;
}
if (this._spriteFrame) {
const actualSize = this.node._uiProps.uiTransformComp!.contentSize;
let expectedW = actualSize.width;
let expectedH = actualSize.height;
if (this._sizeMode === Sprite.SizeMode.RAW) {
const size = this._spriteFrame.originalSize;
expectedW = size.width;
expectedH = size.height;
} else if (this._sizeMode === Sprite.SizeMode.TRIMMED) {
const rect = this._spriteFrame.rect;
expectedW = rect.width;
expectedH = rect.height;
}
if (expectedW !== actualSize.width || expectedH !== actualSize.height) {
this._sizeMode = Sprite.SizeMode.CUSTOM;
}
}
}
private _activateMaterial () {
const spriteFrame = this._spriteFrame;
const material = this.getRenderMaterial(0);
if (spriteFrame) {
if (material) {
this.markForUpdateRenderData();
}
}
if (this.renderData) {
this.renderData.material = material;
}
}
private _updateUVs () {
if (this._assembler) {
this._assembler.updateUVs(this);
}
}
private _applySpriteFrame (oldFrame: SpriteFrame | null) {
const spriteFrame = this._spriteFrame;
let textureChanged = false;
if (spriteFrame) {
if (!oldFrame || oldFrame.texture !== spriteFrame.texture) {
textureChanged = true;
}
if (textureChanged) {
if (this.renderData) this.renderData.textureDirty = true;
this.changeMaterialForDefine();
}
this._applySpriteSize();
}
}
}