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Assets/BITKit/Unity/Scripts/UX/Library/RadialProgress.cs
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125
Assets/BITKit/Unity/Scripts/UX/Library/RadialProgress.cs
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace BITKit.UX
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{
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// An element that displays progress inside a partially filled circle
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public class RadialProgress : VisualElement
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{
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public new class UxmlTraits : VisualElement.UxmlTraits
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{
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// The progress property is exposed to UXML.
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private readonly UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
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{
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name = "progress"
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};
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// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
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{
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base.Init(ve, bag, cc);
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((RadialProgress)ve).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
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}
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}
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// Define a factory class to expose this control to UXML.
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public new class UxmlFactory : UxmlFactory<RadialProgress, UxmlTraits> { }
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// These are USS class names for the control overall and the label.
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public static readonly string ussClassName = "radial-progress";
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public static readonly string ussLabelClassName = "radial-progress__label";
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// These objects allow C# code to access custom USS properties.
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static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
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static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
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Color m_TrackColor = Color.gray;
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Color m_ProgressColor = Color.red;
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// This is the label that displays the percentage.
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Label m_Label;
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// This is the number that the Label displays as a percentage.
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float m_Progress;
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// A value between 0 and 100
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public float progress
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{
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// The progress property is exposed in C#.
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get => m_Progress;
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set
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{
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// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
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// generateVisualContents callback.
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m_Progress = value;
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m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
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MarkDirtyRepaint();
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}
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}
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// This default constructor is RadialProgress's only constructor.
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public RadialProgress()
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{
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// Create a Label, add a USS class name, and add it to this visual tree.
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m_Label = new Label();
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m_Label.AddToClassList(ussLabelClassName);
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Add(m_Label);
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// Add the USS class name for the overall control.
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AddToClassList(ussClassName);
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// Register a callback after custom style resolution.
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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// Register a callback to generate the visual content of the control.
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generateVisualContent += GenerateVisualContent;
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progress = 0.0f;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt)
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{
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RadialProgress element = (RadialProgress)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
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// the control.
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void UpdateCustomStyles()
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{
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bool repaint = false;
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if (customStyle.TryGetValue(s_ProgressColor, out m_ProgressColor))
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repaint = true;
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if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
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repaint = true;
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if (repaint)
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MarkDirtyRepaint();
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}
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void GenerateVisualContent(MeshGenerationContext context)
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{
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float width = contentRect.width;
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float height = contentRect.height;
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var painter = context.painter2D;
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painter.lineWidth = 10.0f;
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painter.lineCap = LineCap.Butt;
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// Draw the track
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painter.strokeColor = m_TrackColor;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, 0.0f, 360.0f);
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painter.Stroke();
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// Draw the progress
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painter.strokeColor = m_ProgressColor;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, -90.0f, 360.0f * (progress / 100.0f) - 90.0f);
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painter.Stroke();
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}
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}
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}
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