UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Demos/Common/MediaPlayerUI/HorizontalSegmentsPrimitive.cs

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// UnityEngine.UI was moved to a package in 2019.2.0
// Unfortunately no way to test for this across all Unity versions yet
// You can set up the asmdef to reference the new package, but the package doesn't
// existing in Unity 2017 etc, and it throws an error due to missing reference
#define AVPRO_PACKAGE_UNITYUI
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
using UnityEngine;
using UnityEngine.UI;
namespace RenderHeads.Media.AVProVideo.Demos.UI
{
/// Fill a rectangle region with horizontal segments along it
[ExecuteInEditMode]
public class HorizontalSegmentsPrimitive : Graphic
{
private float[] _segments = { 0f, 0f };
public float[] Segments { get { return _segments; } set { SetSegments(value); } }
private void SetSegments(float[] segments)
{
if (segments != null && segments.Length > 1)
{
_segments = segments;
}
else
{
_segments = new float[] { 0f, 0f };
}
// TODO: detect whether a change actually occured before setting to dirty
SetVerticesDirty();
}
protected override void OnPopulateMesh(VertexHelper vh)
{
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero;
corner1.x = 0f;
corner1.y = 0f;
corner2.x = 1f;
corner2.y = 1f;
corner1.x -= rectTransform.pivot.x;
corner1.y -= rectTransform.pivot.y;
corner2.x -= rectTransform.pivot.x;
corner2.y -= rectTransform.pivot.y;
corner1.x *= rectTransform.rect.width;
corner1.y *= rectTransform.rect.height;
corner2.x *= rectTransform.rect.width;
corner2.y *= rectTransform.rect.height;
vh.Clear();
int numQuads = _segments.Length / 2;
UIVertex vert = UIVertex.simpleVert;
int vi = 0;
for (int i = 0; i < numQuads; i++)
{
float x1 = _segments[i * 2 + 0] * (corner2.x - corner1.x) + corner1.x;
float x2 = _segments[i * 2 + 1] * (corner2.x - corner1.x) + corner1.x;
vert.position = new Vector2(x1, corner1.y);
vert.color = color;
vh.AddVert(vert);
vert.position = new Vector2(x1, corner2.y);
vert.color = color;
vh.AddVert(vert);
vert.position = new Vector2(x2, corner2.y);
vert.color = color;
vh.AddVert(vert);
vert.position = new Vector2(x2, corner1.y);
vert.color = color;
vh.AddVert(vert);
vh.AddTriangle(0 + vi, 1 + vi, 2 + vi);
vh.AddTriangle(2 + vi, 3 + vi, 0 + vi);
vi += 4;
}
}
}
}
#endif