2025-06-07 17:43:34 +08:00

137 lines
4.9 KiB
C#

using UnityEngine;
namespace FairyGUI.Utils
{
/// <summary>
///
/// </summary>
public static class ToolSet
{
public static Color ConvertFromHtmlColor(string str)
{
if (str.Length < 7 || str[0] != '#')
return Color.black;
if (str.Length == 9)
{
//optimize:avoid using Convert.ToByte and Substring
//return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16),
// Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16));
return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
(byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
(byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])),
(byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])));
}
else
{
//return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16),
//Convert.ToByte(str.Substring(5, 2), 16), 255);
return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])),
(byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
(byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
255);
}
}
public static Color ColorFromRGB(int value)
{
return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1);
}
public static Color ColorFromRGBA(uint value)
{
return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f);
}
public static int CharToHex(char c)
{
if (c >= '0' && c <= '9')
return (int)c - 48;
if (c >= 'A' && c <= 'F')
return 10 + (int)c - 65;
else if (c >= 'a' && c <= 'f')
return 10 + (int)c - 97;
else
return 0;
}
public static Rect Intersection(ref Rect rect1, ref Rect rect2)
{
if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0)
return new Rect(0, 0, 0, 0);
float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin;
float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax;
float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin;
float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax;
if (left > right || top > bottom)
return new Rect(0, 0, 0, 0);
else
return Rect.MinMaxRect(left, top, right, bottom);
}
public static Rect Union(ref Rect rect1, ref Rect rect2)
{
if (rect2.width == 0 || rect2.height == 0)
return rect1;
if (rect1.width == 0 || rect1.height == 0)
return rect2;
float x = Mathf.Min(rect1.x, rect2.x);
float y = Mathf.Min(rect1.y, rect2.y);
return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y);
}
public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY)
{
skewX = -skewX * Mathf.Deg2Rad;
skewY = -skewY * Mathf.Deg2Rad;
float sinX = Mathf.Sin(skewX);
float cosX = Mathf.Cos(skewX);
float sinY = Mathf.Sin(skewY);
float cosY = Mathf.Cos(skewY);
float m00 = matrix.m00 * cosY - matrix.m10 * sinX;
float m10 = matrix.m00 * sinY + matrix.m10 * cosX;
float m01 = matrix.m01 * cosY - matrix.m11 * sinX;
float m11 = matrix.m01 * sinY + matrix.m11 * cosX;
float m02 = matrix.m02 * cosY - matrix.m12 * sinX;
float m12 = matrix.m02 * sinY + matrix.m12 * cosX;
matrix.m00 = m00;
matrix.m10 = m10;
matrix.m01 = m01;
matrix.m11 = m11;
matrix.m02 = m02;
matrix.m12 = m12;
}
public static void RotateUV(Vector2[] uv, ref Rect baseUVRect)
{
int vertCount = uv.Length;
float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax);
float yMin = baseUVRect.yMin;
float yMax = baseUVRect.yMax;
if (yMin > yMax)
{
yMin = yMax;
yMax = baseUVRect.yMin;
}
float tmp;
for (int i = 0; i < vertCount; i++)
{
Vector2 m = uv[i];
tmp = m.y;
m.y = yMin + m.x - xMin;
m.x = xMin + yMax - tmp;
uv[i] = m;
}
}
}
}