表格线框使用新绘制器实现

This commit is contained in:
2026-07-07 08:44:25 +08:00
parent 59bc86d23e
commit 664c2c841f
@@ -9,6 +9,7 @@ using XericUI.XTable.Core;
using XericUI.XTable.Mapping;
using XericUI.XTable.Rendering.Elements;
using XericLibrary.Runtime.SuperStyleSheet;
using XericLibrary.Runtime.UIGraph;
using XericUI.XTable.Core;
#if UNITY_EDITOR
using UnityEditor;
@@ -64,6 +65,9 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>表格四叉树——按 StyleNamespace 分区,渲染阶段查询可见象限</summary>
[System.NonSerialized] private XTableQuadtree m_Quadtree;
/// <summary>边框线段渲染器——使用 UILineRendererV2 的坐标线段绘制</summary>
[System.NonSerialized] private UILineRendererV2 m_BorderRenderer;
private float m_TotalWidth;
private float m_TotalHeight;
@@ -151,8 +155,8 @@ namespace XericUI.XTable.Rendering.Component
}
/// <summary>
/// 基于四叉树查询结果渲染可见象限。
/// 每个均匀象限渲染整块背景+边框,然后遍历象限内单元格渲染文本/预制体/选择高亮。
/// 基于四叉树查询结果渲染可见象限内的单元格内容(文本/预制体/选择高亮)。
/// 边框由 <see cref="RebuildBorders"/> 统一绘制。
/// </summary>
private void RenderQuadrants(List<QuadrantResult> quadrants)
{
@@ -161,8 +165,6 @@ namespace XericUI.XTable.Rendering.Component
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Color borderColor = GetCellBorderColor(ns);
float borderWidth = GetCellBorderWidth(ns);
Color selectionColor = GetCellSelectionBgColor(ns);
Color multiSelectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * 0.4f);
Color focusColor = new Color(selectionColor.r + 0.04f, selectionColor.g + 0.13f, selectionColor.b + 0.13f, selectionColor.a * 1.4f);
@@ -174,24 +176,6 @@ namespace XericUI.XTable.Rendering.Component
Rect r = q.Region;
string qNs = q.Namespace;
// 象限整块背景
var bgImg = m_Assembler.GetImage("quad_bg", qNs);
bgImg.Rect.anchoredPosition = new Vector2(r.x, -r.y);
bgImg.Rect.sizeDelta = new Vector2(r.width, r.height);
bgImg.Image.color = GetCellBgColor(qNs);
// 象限底部边框
var hLine = m_Assembler.GetImage("quad_hline");
hLine.Rect.anchoredPosition = new Vector2(r.x, -r.y - r.height);
hLine.Rect.sizeDelta = new Vector2(r.width, borderWidth);
hLine.Image.color = borderColor;
// 象限右侧边框
var vLine = m_Assembler.GetImage("quad_vline");
vLine.Rect.anchoredPosition = new Vector2(r.x + r.width - borderWidth, -r.y);
vLine.Rect.sizeDelta = new Vector2(borderWidth, r.height);
vLine.Image.color = borderColor;
// 渲染象限内各单元格的文本/预制体/选择高亮
if (q.Cells != null)
{
@@ -270,21 +254,6 @@ namespace XericUI.XTable.Rendering.Component
Rect r = q.Region;
string qNs = q.Namespace;
var bgImg = m_Assembler.GetImage("quad_bg", qNs);
bgImg.Rect.anchoredPosition = new Vector2(r.x, -r.y);
bgImg.Rect.sizeDelta = new Vector2(r.width, r.height);
bgImg.Image.color = GetCellBgColor(qNs);
var hLine = m_Assembler.GetImage("quad_hline");
hLine.Rect.anchoredPosition = new Vector2(r.x, -r.y - r.height);
hLine.Rect.sizeDelta = new Vector2(r.width, RT_BORDER_WIDTH);
hLine.Image.color = RT_BORDER_COLOR;
var vLine = m_Assembler.GetImage("quad_vline");
vLine.Rect.anchoredPosition = new Vector2(r.x + r.width - RT_BORDER_WIDTH, -r.y);
vLine.Rect.sizeDelta = new Vector2(RT_BORDER_WIDTH, r.height);
vLine.Image.color = RT_BORDER_COLOR;
if (q.Cells != null)
{
foreach (var (row, col) in q.Cells)
@@ -408,6 +377,7 @@ namespace XericUI.XTable.Rendering.Component
if (m_Assembler != null)
m_Assembler.DestroyAll();
ClearPrefabInstances();
DestroyBorderRenderer();
if (m_BackgroundGo != null)
{
if (Application.isPlaying) Destroy(m_BackgroundGo);
@@ -843,6 +813,9 @@ namespace XericUI.XTable.Rendering.Component
RenderCells(sr, er, sc, ec);
}
// 重建边框线段
RebuildBorders();
m_DirtyFlag.Clear();
OnTableRefreshed?.Invoke();
SetChildrenVisible(m_ChildrenVisible);
@@ -924,6 +897,7 @@ namespace XericUI.XTable.Rendering.Component
m_Assembler?.DestroyAll();
ClearAllChildren();
m_BackgroundGo = null;
m_BorderRenderer = null;
m_TableData = new XTableData();
@@ -998,6 +972,7 @@ namespace XericUI.XTable.Rendering.Component
m_Quadtree?.Clear();
ClearAllChildren();
m_BackgroundGo = null;
m_BorderRenderer = null;
m_TableData = new XTableData();
m_RowHeights = null;
@@ -1489,6 +1464,139 @@ namespace XericUI.XTable.Rendering.Component
#endregion
#region 边框渲染
/// <summary>
/// 获取或创建边框渲染器 GameObject 和 <see cref="UILineRendererV2"/> 组件。
/// </summary>
private UILineRendererV2 GetOrCreateBorderRenderer()
{
if (m_BorderRenderer != null)
return m_BorderRenderer;
Transform contentT = ContentTransform;
// 查找已有对象
var existing = contentT.Find("_TableBorders");
if (existing != null)
{
m_BorderRenderer = existing.GetComponent<UILineRendererV2>();
if (m_BorderRenderer != null) return m_BorderRenderer;
}
var go = new GameObject("_TableBorders",
typeof(RectTransform), typeof(CanvasRenderer), typeof(UILineRendererV2));
go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
go.transform.SetParent(contentT, false);
RectTransform rt = go.GetComponent<RectTransform>();
rt.anchorMin = new Vector2(0, 1);
rt.anchorMax = new Vector2(0, 1);
rt.pivot = new Vector2(0, 1);
rt.anchoredPosition = Vector2.zero;
rt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
m_BorderRenderer = go.GetComponent<UILineRendererV2>();
return m_BorderRenderer;
}
/// <summary>销毁边框渲染器</summary>
private void DestroyBorderRenderer()
{
if (m_BorderRenderer != null)
{
if (Application.isPlaying)
Destroy(m_BorderRenderer.gameObject);
else
DestroyImmediate(m_BorderRenderer.gameObject);
m_BorderRenderer = null;
}
}
/// <summary>
/// 重建表格的全部边框线段。
/// 遍历所有非合并覆盖的单元格,为每个单元格的右边界和下边界生成线段,
/// 合并源单元格的线段位置取合并范围的最外沿,内部边界自动跳过。
/// </summary>
private void RebuildBorders()
{
if (m_RowHeights == null || m_ColWidths == null) return;
if (m_RowHeights.Length == 0 || m_ColWidths.Length == 0) return;
var renderer = GetOrCreateBorderRenderer();
renderer.ClearAll();
// 更新边框渲染器的尺寸,使其覆盖整个表格区域
var borderRt = renderer.GetComponent<RectTransform>();
borderRt.sizeDelta = new Vector2(m_TotalWidth, m_TotalHeight);
#if UNITY_EDITOR
Color borderColor;
float borderWidth;
if (!Application.isPlaying)
{
borderColor = GetCellBorderColor(m_DefaultStyleNamespace);
borderWidth = GetCellBorderWidth(m_DefaultStyleNamespace);
}
else
{
borderColor = RT_BORDER_COLOR;
borderWidth = RT_BORDER_WIDTH;
}
#else
Color borderColor = RT_BORDER_COLOR;
float borderWidth = RT_BORDER_WIDTH;
#endif
int rows = m_RowHeights.Length;
int cols = m_ColWidths.Length;
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
// 跳过被合并覆盖的单元格
if (m_TableData != null && m_TableData.IsCellMerged(r, c))
continue;
float cellX = GetColLeftX(c);
float cellY = -GetRowTopY(r);
float cellW = m_ColWidths[c];
float cellH = m_RowHeights[r];
int mergeRS = 1, mergeCS = 1;
if (m_TableData != null)
m_TableData.IsMergeSource(r, c, out mergeRS, out mergeCS);
// 扩展合并尺寸
for (int i = 1; i < mergeCS && c + i < cols; i++)
cellW += m_ColWidths[c + i];
for (int i = 1; i < mergeRS && r + i < rows; i++)
cellH += m_RowHeights[r + i];
float rightX = cellX + cellW;
float bottomY = cellY - cellH;
// 右侧边框:右边有单元格时绘制
int rightCol = c + mergeCS;
if (rightCol < cols)
renderer.DrawLine(
new Vector2(rightX, cellY),
new Vector2(rightX, bottomY),
borderColor, borderWidth, UVMode.ByDistance);
// 底部边框:下边有单元格时绘制
int bottomRow = r + mergeRS;
if (bottomRow < rows)
renderer.DrawLine(
new Vector2(cellX, bottomY),
new Vector2(rightX, bottomY),
borderColor, borderWidth, UVMode.ByDistance);
}
}
}
#endregion
#region IPointerClickHandler
public void OnPointerClick(PointerEventData eventData)