Layout code for radial menu complete.

This commit is contained in:
2026-05-09 03:16:41 -04:00
parent 420ea088d7
commit e669140e2c
2 changed files with 84 additions and 50 deletions

View File

@@ -3,28 +3,30 @@
void URadialMenu::Configure(int32 NItems, float ItemHeight, float InnerRadius, float MinSpoke, float Spread)
{
CNItems = NItems;
CItemHeight = ItemHeight;
CInnerRadius = InnerRadius;
CMinSpoke = MinSpoke;
CSpread = Spread;
CNumRight = (NItems / 2);
CNumLeft = NItems - CNumRight;
NumRight = (NItems / 2);
NumLeft = NItems - NumRight;
Items.SetNum(NItems);
LeftItems = View(Items.GetData(), CNumLeft);
RightItems = View(Items.GetData() + CNumLeft, CNumRight);
View LeftItems(Items.GetData(), NumLeft);
View RightItems(Items.GetData() + NumLeft, NumRight);
CalculateSpokes(LeftItems, ItemHeight, InnerRadius, MinSpoke);
CalculateSpokes(RightItems, ItemHeight, InnerRadius, MinSpoke);
double LeftWidth = WidestSpoke(LeftItems);
double RightWidth = WidestSpoke(RightItems);
double HalfWidth = FMath::Max(LeftWidth, RightWidth) + Spread;
CalculateSpread(LeftItems, HalfWidth - LeftWidth);
CalculateSpread(RightItems, HalfWidth - RightWidth);
CalculateSide(LeftItems);
CalculateSide(RightItems);
FlipHorizontal(LeftItems);
}
FVector2D URadialMenu::PieSliceToVector(double Slice, double Slices)
FVector2D URadialMenu::SpokeVector(int32 I, int32 NSide, int32 NTotal)
{
double HalfRevolutions = (Slice + 0.5) / Slices;
double Radians = (HalfRevolutions * UE_PI);
double SpokeAngle = 1.0 / NTotal;
double OffsetAngle = 0.5 * (0.5 - ((NSide - 1) * SpokeAngle));
double Revolutions = (I * SpokeAngle) + OffsetAngle;
double Radians = (Revolutions * 2.0 * UE_PI);
return FVector2D(FMath::Sin(Radians), -FMath::Cos(Radians));
}
@@ -39,48 +41,63 @@ void URadialMenu::FlipHorizontal(View V)
}
}
void URadialMenu::CalculateSide(View V)
double URadialMenu::WidestSpoke(View V)
{
// Point1 is simple. RightSide is always initialized to
// true, it may get reversed in FlipHorizontal.
double Result = 0.0;
for (const FRadialMenuItem &Item : V)
{
Result = FMath::Max(Item.Point2.X, Result);
}
return Result;
}
void URadialMenu::CalculateSpread(View V, double Offset)
{
for (FRadialMenuItem &Item : V)
{
Item.Point3 = Item.Point2 + FVector2D(Offset, 0.0);
}
}
void URadialMenu::CalculateSpokes(View V, float ItemHeight, float InnerRadius, float MinSpoke)
{
if (V.Num() == 0) return;
// RightSide is always initialized to true, it may get
// reversed by FlipHorizontal.
for (int32 I = 0; I < V.Num(); I++)
{
V[I].RightSide = true;
V[I].Point1 = PieSliceToVector(I, V.Num()) * CInnerRadius;
V[I].Point1 = SpokeVector(I, V.Num(), Items.Num()) * InnerRadius;
}
// Calculate point2 for all spokes.
double NextLineMin = CItemHeight * 0.5;
double NextLineMin = ItemHeight * 0.5;
int32 Mid = (V.Num() / 2);
if (V.Num() & 1)
{
V[Mid].Point2 = FVector2D(CInnerRadius + CMinSpoke, 0.0);
NextLineMin = CItemHeight;
V[Mid].Point2 = FVector2D(InnerRadius + MinSpoke, 0.0);
NextLineMin = ItemHeight;
Mid += 1;
}
for (int32 I = Mid; I < V.Num(); I++)
{
FVector2D UnitVec = PieSliceToVector(I, V.Num());
double Y = (UnitVec.Y * (CInnerRadius + CMinSpoke));
FVector2D UnitVec = SpokeVector(I, V.Num(), Items.Num());
double Y = (UnitVec.Y * (InnerRadius + MinSpoke));
if (Y < NextLineMin) Y = NextLineMin;
NextLineMin = Y + CItemHeight;
NextLineMin = Y + ItemHeight;
FVector2D Point2 = UnitVec * (Y / UnitVec.Y);
V[I].Point2 = Point2;
V[V.Num() - I].Point2 = Point2 * FVector2D(1.0,-1.0);
V[V.Num() - 1 - I].Point2 = Point2 * FVector2D(1.0,-1.0);
}
// The rule we use for calculating point2 may result in
// a very short horizontal spoke. If so, fix it.
// The middle spoke is calculated using a different formula,
// which may result in a short spoke. If so, fix it to make
// it at least as long as the adjacent spoke.
if ((V.Num() & 1) && (V.Num() >= 3))
{
Mid = V.Num() / 2;
if (V[Mid].Point2.X < V[Mid + 1].Point2.X)
V[Mid].Point2.X = V[Mid + 1].Point2.X;
}
// Calculate Point3.
for (int32 I = 0; I < V.Num(); I++)
{
V[I].Point3 = V[I].Point2 + FVector2D(CSpread, 0.0);
}
}

View File

@@ -30,31 +30,48 @@ public:
void Configure(int32 NItems, float ItemHeight, float InnerRadius, float MinSpoke, float Spread);
UFUNCTION(BlueprintCallable)
int32 NumItems() const { return Items.Num(); }
int32 LeftNum() const { return NumLeft; }
UFUNCTION(BlueprintCallable)
int32 RightNum() const { return NumRight; }
UFUNCTION(BlueprintCallable)
const TArray<FRadialMenuItem> GetItems() const { return Items; }
TArray<FRadialMenuItem> Items;
private:
using View = TArrayView<FRadialMenuItem>;
void CalculateSide(View V);
// Give the unit vector for the selected spoke. NSide is
// the number of spokes on the side of the wheel that
// we're calculating, and NTotal is the total number of
// spokes on both sides. The spokes on a given side are
// organized top-to-bottom, and the angle between the
// spokes is always equal to (1/NTotal) of the circle.
FVector2D SpokeVector(int32 I, int32 NSide, int32 NTotal);
// Populate Point1 and Point2, these are the
// endpoints of the spoke segment. Spokes are
// designed to always be long enough to make room
// for MinSpoke, but also to make enough room to
// keep the menu items from overlapping.
void CalculateSpokes(View V, float ItemHeight, float InnerRadius, float MinSpoke);
// Search for the widest spoke, and return its X coordinate.
double WidestSpoke(View V);
// Populate Point3, this is the endpoint of the spread
// line that goes horizontal.
void CalculateSpread(View V, double Offset);
// Flip everything in the specified view horizontally.
void FlipHorizontal(View V);
// The half-circle is divided into pie slices. Returns a direction vector
// which aims directly down the center of the pie slice.
FVector2D PieSliceToVector(double Slice, double Slices);
int32 CNItems = 0;
float CItemHeight = 0;
float CInnerRadius = 0;
float CMinSpoke = 0;
float CSpread = 0;
int32 CNumLeft = 0;
int32 CNumRight = 0;
View LeftItems;
View RightItems;
// The array of items.
TArray<FRadialMenuItem> Items;
// Number of items on the left, and on the right.
int32 NumLeft = 0;
int32 NumRight = 0;
};