using System; using Boo.Lang.Runtime; using UnityEngine; public static class Drawing_tc1 { [Serializable] public class clip_class { public float u1; public float u2; public clip_class(float start, float end) { u1 = start; u2 = end; } } [Serializable] public class point_class { public Vector2 p1; public Vector2 p2; public point_class(Vector2 start, Vector2 end) { p1 = start; p2 = end; } } [NonSerialized] public static Texture2D aaLineTex; [NonSerialized] public static Texture2D lineTex; [NonSerialized] public static bool clippingEnabled; [NonSerialized] public static Rect clippingBounds; [NonSerialized] public static Material lineMaterial; static Drawing_tc1() { _0024static_initializer_0024(); aaLineTex = new Texture2D(1, 3, TextureFormat.ARGB32, true); aaLineTex.SetPixel(0, 0, new Color(1f, 1f, 1f, 0f)); aaLineTex.SetPixel(0, 1, Color.white); aaLineTex.SetPixel(0, 2, new Color(1f, 1f, 1f, 0f)); aaLineTex.Apply(); lineTex = new Texture2D(1, 1, TextureFormat.ARGB32, true); lineTex.SetPixel(0, 1, Color.white); lineTex.Apply(); } public static void DrawLineMac(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias) { Color color2 = GUI.color; Matrix4x4 matrix = GUI.matrix; float num = width; if (antiAlias) { width *= 3f; } float num2 = Vector3.Angle(pointB - pointA, Vector2.right) * (float)((!(pointA.y > pointB.y)) ? 1 : (-1)); float magnitude = (pointB - pointA).magnitude; if (!(magnitude <= 0.01f)) { Vector3 vector = new Vector3(pointA.x, pointA.y, 0f); Vector3 vector2 = new Vector3((pointB.x - pointA.x) * 0.5f, (pointB.y - pointA.y) * 0.5f, 0f); Vector3 zero = Vector3.zero; zero = ((!antiAlias) ? new Vector3((0f - num) * 0.5f * Mathf.Sin(num2 * ((float)Math.PI / 180f)), num * 0.5f * Mathf.Cos(num2 * ((float)Math.PI / 180f))) : new Vector3((0f - num) * 1.5f * Mathf.Sin(num2 * ((float)Math.PI / 180f)), num * 1.5f * Mathf.Cos(num2 * ((float)Math.PI / 180f)))); GUI.color = color; GUI.matrix = translationMatrix(vector) * GUI.matrix; GUIUtility.ScaleAroundPivot(new Vector2(magnitude, width), new Vector2(-0.5f, 0f)); GUI.matrix = translationMatrix(-vector) * GUI.matrix; GUIUtility.RotateAroundPivot(num2, Vector2.zero); GUI.matrix = translationMatrix(vector - zero - vector2) * GUI.matrix; if (antiAlias) { GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), aaLineTex); } else { GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), lineTex); } } GUI.matrix = matrix; GUI.color = color2; } public static void DrawLineWindows(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias) { Color color2 = GUI.color; Matrix4x4 matrix = GUI.matrix; if (antiAlias) { width *= 3f; } float num = Vector3.Angle(pointB - pointA, Vector2.right) * (float)((!(pointA.y > pointB.y)) ? 1 : (-1)); float magnitude = (pointB - pointA).magnitude; Vector3 vector = new Vector3(pointA.x, pointA.y, 0f); GUI.color = color; GUI.matrix = translationMatrix(vector) * GUI.matrix; GUIUtility.ScaleAroundPivot(new Vector2(magnitude, width), new Vector2(-0.5f, 0f)); GUI.matrix = translationMatrix(-vector) * GUI.matrix; GUIUtility.RotateAroundPivot(num, new Vector2(0f, 0f)); GUI.matrix = translationMatrix(vector + new Vector3(width / 2f, (0f - magnitude) / 2f) * Mathf.Sin(num * ((float)Math.PI / 180f))) * GUI.matrix; if (!antiAlias) { GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), lineTex); } else { GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), aaLineTex); } GUI.matrix = matrix; GUI.color = color2; } public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias, Rect screen) { clippingBounds = screen; DrawLine(pointA, pointB, color, width); } public static void curveOutIn(Rect wr, Rect wr2, Color color, Color shadow, int width, Rect screen) { BezierLine(new Vector2(wr.x + wr.width, wr.y + (float)width + wr.height / 2f), new Vector2(wr.x + wr.width + Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr.y + (float)width + wr.height / 2f), new Vector2(wr2.x, wr2.y + (float)width + wr2.height / 2f), new Vector2(wr2.x - Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr2.y + (float)width + wr2.height / 2f), shadow, width, true, 20, screen); BezierLine(new Vector2(wr.x + wr.width, wr.y + wr.height / 2f), new Vector2(wr.x + wr.width + Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr.y + wr.height / 2f), new Vector2(wr2.x, wr2.y + wr2.height / 2f), new Vector2(wr2.x - Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr2.y + wr2.height / 2f), color, width, true, 20, screen); } public static void BezierLine(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, bool antiAlias, int segments, Rect screen) { Vector2 pointA = cubeBezier(start, startTangent, end, endTangent, 0f); for (int i = 1; i <= segments; i++) { Vector2 vector = cubeBezier(start, startTangent, end, endTangent, i / segments); DrawLine(pointA, vector, color, width, antiAlias, screen); pointA = vector; } } public static Vector2 cubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t) { float num = 1f - t; return s * num * num * num + 3f * st * num * num * t + 3f * et * num * t * t + e * t * t * t; } public static Matrix4x4 translationMatrix(Vector3 v) { return Matrix4x4.TRS(v, Quaternion.identity, Vector3.one); } public static bool clip_test(float p, float q, clip_class u) { float num = default(float); bool result = true; if (!(p >= 0f)) { num = q / p; if (!(num <= u.u2)) { result = false; } else if (!(num <= u.u1)) { u.u1 = num; } } else if (!(p <= 0f)) { num = q / p; if (!(num >= u.u1)) { result = false; } else if (!(num >= u.u2)) { u.u2 = num; } } else if (!(q >= 0f)) { result = false; } return result; } public static bool segment_rect_intersection(Rect bounds, point_class p) { float num = p.p2.x - p.p1.x; float num2 = default(float); clip_class clip_class2 = new clip_class(0f, 1f); int result; if (clip_test(0f - num, p.p1.x - bounds.xMin, clip_class2) && clip_test(num, bounds.xMax - p.p1.x, clip_class2)) { num2 = p.p2.y - p.p1.y; if (clip_test(0f - num2, p.p1.y - bounds.yMin, clip_class2) && clip_test(num2, bounds.yMax - p.p1.y, clip_class2)) { if (!(clip_class2.u2 >= 1f)) { p.p2.x = p.p1.x + clip_class2.u2 * num; p.p2.y = p.p1.y + clip_class2.u2 * num2; } if (!(clip_class2.u1 <= 0f)) { p.p1.x = p.p1.x + clip_class2.u1 * num; p.p1.y = p.p1.y + clip_class2.u1 * num2; } result = 1; goto IL_0173; } } result = 0; goto IL_0173; IL_0173: return (byte)result != 0; } public static void BeginGroup(Rect position) { clippingEnabled = true; clippingBounds = new Rect(0f, 0f, position.width, position.height); GUI.BeginGroup(position); } public static void EndGroup() { GUI.EndGroup(); clippingBounds = new Rect(0f, 0f, Screen.width, Screen.height); clippingEnabled = false; } public static void DrawLine(Vector2 start, Vector2 end, Color color, float width) { if (!RuntimeServices.EqualityOperator(Event.current, null) && Event.current.type == EventType.Repaint) { point_class point_class2 = new point_class(start, end); lineMaterial.SetPass(0); Vector3 vector = default(Vector3); Vector3 vector2 = default(Vector3); if (width == 1f) { GL.Begin(1); GL.Color(color); vector = new Vector3(start.x, start.y, 0f); vector2 = new Vector3(end.x, end.y, 0f); GL.Vertex(vector); GL.Vertex(vector2); } else { GL.Begin(7); GL.Color(color); vector = new Vector3(end.y, start.x, 0f); vector2 = new Vector3(start.y, end.x, 0f); Vector3 vector3 = (vector - vector2).normalized * width / 2f; Vector3 vector4 = new Vector3(start.x, start.y, 0f); Vector3 vector5 = new Vector3(end.x, end.y, 0f); GL.Vertex(vector4 - vector3); GL.Vertex(vector4 + vector3); GL.Vertex(vector5 + vector3); GL.Vertex(vector5 - vector3); } GL.End(); } } public static void DrawBox(Rect box, Color color, float width) { Vector2 vector = new Vector2(box.xMin, box.yMin); Vector2 vector2 = new Vector2(box.xMax, box.yMin); Vector2 vector3 = new Vector2(box.xMax, box.yMax); Vector2 vector4 = new Vector2(box.xMin, box.yMax); DrawLine(vector, vector2, color, width); DrawLine(vector2, vector3, color, width); DrawLine(vector3, vector4, color, width); DrawLine(vector4, vector, color, width); } public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width) { Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y); DrawBox(box, color, width); } public static void DrawRoundedBox(Rect box, float radius, Color color, float width) { Vector2 vector = default(Vector2); Vector2 vector2 = default(Vector2); Vector2 vector3 = default(Vector2); Vector2 vector4 = default(Vector2); Vector2 vector5 = default(Vector2); Vector2 vector6 = default(Vector2); Vector2 vector7 = default(Vector2); Vector2 vector8 = default(Vector2); vector = new Vector2(box.xMin + radius, box.yMin); vector2 = new Vector2(box.xMax - radius, box.yMin); vector3 = new Vector2(box.xMax, box.yMin + radius); vector4 = new Vector2(box.xMax, box.yMax - radius); vector5 = new Vector2(box.xMax - radius, box.yMax); vector6 = new Vector2(box.xMin + radius, box.yMax); vector7 = new Vector2(box.xMin, box.yMax - radius); vector8 = new Vector2(box.xMin, box.yMin + radius); DrawLine(vector, vector2, color, width); DrawLine(vector3, vector4, color, width); DrawLine(vector5, vector6, color, width); DrawLine(vector7, vector8, color, width); Vector2 vector9 = default(Vector2); Vector2 vector10 = default(Vector2); float num = radius / 2f; vector9 = new Vector2(vector8.x, vector8.y + num); vector10 = new Vector2(vector.x - num, vector.y); DrawBezier(vector8, vector9, vector, vector10, color, width); vector9 = new Vector2(vector2.x + num, vector2.y); vector10 = new Vector2(vector3.x, vector3.y - num); DrawBezier(vector2, vector9, vector3, vector10, color, width); vector9 = new Vector2(vector4.x, vector4.y + num); vector10 = new Vector2(vector5.x + num, vector5.y); DrawBezier(vector4, vector9, vector5, vector10, color, width); vector9 = new Vector2(vector6.x - num, vector6.y); vector10 = new Vector2(vector7.x, vector7.y + num); DrawBezier(vector6, vector9, vector7, vector10, color, width); } public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width) { Vector2 vector = start - end; Vector2 startTangent = start; startTangent.x -= (vector / 2f).x; Vector2 endTangent = end; endTangent.x += (vector / 2f).x; int segments = Mathf.FloorToInt(vector.magnitude / 20f * 3f); DrawBezier(start, startTangent, end, endTangent, color, width, segments); } public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width) { int segments = Mathf.FloorToInt((start - end).magnitude / 20f) * 3; DrawBezier(start, startTangent, end, endTangent, color, width, segments); } public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments) { Vector2 start2 = CubeBezier(start, startTangent, end, endTangent, 0f); for (int i = 1; i <= segments; i++) { Vector2 vector = CubeBezier(start, startTangent, end, endTangent, i / segments); DrawLine(start2, vector, color, width); start2 = vector; } } public static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t) { float num = 1f - t; float num2 = num * t; return num * num * num * s + 3f * num * num2 * st + 3f * num2 * t * et + t * t * t * e; } private static void _0024static_initializer_0024() { clippingEnabled = true; } }