using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Mask", 13)]
[ExecuteAlways]
[RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent]
///
/// A component for masking children elements.
///
///
/// By using this element any children elements that have masking enabled will mask where a sibling Graphic would write 0 to the stencil buffer.
///
public class Mask : UIBehaviour, ICanvasRaycastFilter, IMaterialModifier
{
[NonSerialized]
private RectTransform m_RectTransform;
public RectTransform rectTransform
{
get { return m_RectTransform ?? (m_RectTransform = GetComponent()); }
}
[SerializeField]
private bool m_ShowMaskGraphic = true;
///
/// Show the graphic that is associated with the Mask render area.
///
public bool showMaskGraphic
{
get { return m_ShowMaskGraphic; }
set
{
if (m_ShowMaskGraphic == value)
return;
m_ShowMaskGraphic = value;
if (graphic != null)
graphic.SetMaterialDirty();
}
}
[NonSerialized]
private Graphic m_Graphic;
///
/// The graphic associated with the Mask.
///
public Graphic graphic
{
get { return m_Graphic ?? (m_Graphic = GetComponent()); }
}
[NonSerialized]
private Material m_MaskMaterial;
[NonSerialized]
private Material m_UnmaskMaterial;
protected Mask()
{}
public virtual bool MaskEnabled() { return IsActive() && graphic != null; }
[Obsolete("Not used anymore.")]
public virtual void OnSiblingGraphicEnabledDisabled() {}
protected override void OnEnable()
{
base.OnEnable();
if (graphic != null)
{
graphic.canvasRenderer.hasPopInstruction = true;
graphic.SetMaterialDirty();
// Default the graphic to being the maskable graphic if its found.
if (graphic is MaskableGraphic)
(graphic as MaskableGraphic).isMaskingGraphic = true;
}
MaskUtilities.NotifyStencilStateChanged(this);
}
protected override void OnDisable()
{
// we call base OnDisable first here
// as we need to have the IsActive return the
// correct value when we notify the children
// that the mask state has changed.
base.OnDisable();
if (graphic != null)
{
graphic.SetMaterialDirty();
graphic.canvasRenderer.hasPopInstruction = false;
graphic.canvasRenderer.popMaterialCount = 0;
if (graphic is MaskableGraphic)
(graphic as MaskableGraphic).isMaskingGraphic = false;
}
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = null;
StencilMaterial.Remove(m_UnmaskMaterial);
m_UnmaskMaterial = null;
MaskUtilities.NotifyStencilStateChanged(this);
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (!IsActive())
return;
if (graphic != null)
{
// Default the graphic to being the maskable graphic if its found.
if (graphic is MaskableGraphic)
(graphic as MaskableGraphic).isMaskingGraphic = true;
graphic.SetMaterialDirty();
}
MaskUtilities.NotifyStencilStateChanged(this);
}
#endif
public virtual bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled)
return true;
return RectTransformUtility.RectangleContainsScreenPoint(rectTransform, sp, eventCamera);
}
/// Stencil calculation time!
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
if (!MaskEnabled())
return baseMaterial;
var rootSortCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
var stencilDepth = MaskUtilities.GetStencilDepth(transform, rootSortCanvas);
if (stencilDepth >= 8)
{
Debug.LogWarning("Attempting to use a stencil mask with depth > 8", gameObject);
return baseMaterial;
}
int desiredStencilBit = 1 << stencilDepth;
// if we are at the first level...
// we want to destroy what is there
if (desiredStencilBit == 1)
{
var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, m_ShowMaskGraphic ? ColorWriteMask.All : 0);
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMaterial;
var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
StencilMaterial.Remove(m_UnmaskMaterial);
m_UnmaskMaterial = unmaskMaterial;
graphic.canvasRenderer.popMaterialCount = 1;
graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);
return m_MaskMaterial;
}
//otherwise we need to be a bit smarter and set some read / write masks
var maskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit | (desiredStencilBit - 1), StencilOp.Replace, CompareFunction.Equal, m_ShowMaskGraphic ? ColorWriteMask.All : 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMaterial2;
graphic.canvasRenderer.hasPopInstruction = true;
var unmaskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit - 1, StencilOp.Replace, CompareFunction.Equal, 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));
StencilMaterial.Remove(m_UnmaskMaterial);
m_UnmaskMaterial = unmaskMaterial2;
graphic.canvasRenderer.popMaterialCount = 1;
graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);
return m_MaskMaterial;
}
}
}