Beispiel #1
0
        /// <summary>
        /// Load subtexture from pixel array
        /// Warning: this method doesn't support automatic texture reload after restoring graphics context
        /// </summary>
        public void LoadSubImage(Color4[] pixels, int x, int y, int width, int height)
        {
            // This mindblowing code:
            // 1) Rearranges pixels in bottom to top layout;
            // 2) Clips pixels outside the texture rectangle.
            y = unityTexture.height - y - height;
            var x0 = Math.Max(0, x);
            var y0 = Math.Max(0, y);
            var x1 = Math.Min(unityTexture.width, x + width);
            var y1 = Math.Min(unityTexture.height, y + height);

            if (x1 <= x0 || y1 <= y0)
            {
                return;
            }
            var stride = width;

            width  = x1 - x0;
            height = y1 - y0;
            var c = new UnityEngine.Color32[width * height];
            int k = 0;

            for (var i = y1 - 1; i >= y0; i--)
            {
                var p = (i - y) * stride + (x0 - x);
                for (var j = x0; j < x1; j++)
                {
                    c[k].a = pixels[p].A;
                    c[k].r = pixels[p].R;
                    c[k].g = pixels[p].G;
                    c[k].b = pixels[p].B;
                    k++;
                    p++;
                }
            }
            unityTexture.SetPixels32(x0, y0, width, height, c);
            unityTexture.Apply();
        }
Beispiel #2
0
        /// <summary>
        /// Render the current slide of pptview.exe into a Unity Texture2D
        /// NOTE: this method will resize the texture if it's not the correct size/format
        /// </summary>
        /// <param name="texture">texture to receive pptview.exe's window pixels</param>
        public void Render(ref UnityEngine.Texture2D texture)
        {
            int width = 0, height = 0;

            if (!Render(ref lastRenderedPixels, ref width, ref height))
            {
                return;
            }

            if (texture.width != width ||
                texture.height != height ||
                texture.format != UnityEngine.TextureFormat.BGRA32)
            {
                texture.Resize(width, height, UnityEngine.TextureFormat.BGRA32, false);
            }

            // NOTE: this method is ONLY for debugging purposes. If you actually
            // need to render to a Texture2D faster you should use the new shiny
            // LoadRawTextureData(IntPtr data, int size) overload!

            texture.LoadRawTextureData(lastRenderedPixels);
            texture.Apply();
        }
Beispiel #3
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        /// <summary>
        /// Draws the object on the specified <see cref="UnityEngine.Texture2D"/>.
        /// </summary>
        /// <param name="texture">The texture on which to draw the object.</param>
        /// <param name="xLeft">The X axis lower bound.</param>
        /// <param name="xRight">The X axis upper bound.</param>
        /// <param name="yBottom">The Y axis lower bound.</param>
        /// <param name="yTop">The Y axis upper bound.</param>
        public override void Draw(ref UnityEngine.Texture2D texture, float xLeft, float xRight, float yBottom, float yTop)
        {
            if (!Visible)
            {
                return;
            }
            float xRange = xRight - xLeft;
            float yRange = yTop - yBottom;
            int   width  = texture.width;
            int   height = texture.height;

            int[] xPix, yPix;
            // TODO: Add robustness for NaNs and Infinities.
            if (!Transpose)
            {
                xPix = _values.Select(vect => UnityEngine.Mathf.RoundToInt((vect.x - xLeft) / xRange * width)).ToArray();
                yPix = _values.Select(vect => UnityEngine.Mathf.RoundToInt((vect.y - yBottom) / yRange * height)).ToArray();
            }
            else
            {
                xPix = _values.Select(vect => UnityEngine.Mathf.RoundToInt((vect.y - yBottom) / yRange * width)).ToArray();
                yPix = _values.Select(vect => UnityEngine.Mathf.RoundToInt((vect.x - xLeft) / xRange * height)).ToArray();
            }

            for (int i = _values.Length - 2; i >= 0; i--)
            {
                DrawingHelper.DrawLine(ref texture, xPix[i], yPix[i], xPix[i + 1], yPix[i + 1], this.Color[ColorFunc(xPix[i], yPix[i], _values[i].z)], this.Color[ColorFunc(xPix[i + 1], yPix[i + 1], _values[i + 1].z)]);
                for (int w = 2; w <= LineWidth; w++)
                {
                    int l = w % 2 == 0 ? (-w) >> 1 : (w - 1) >> 1;
                    DrawingHelper.DrawLine(ref texture, xPix[i] + l, yPix[i], xPix[i + 1] + l, yPix[i + 1], this.Color[ColorFunc(xPix[i], yPix[i], _values[i].z)], this.Color[ColorFunc(xPix[i + 1], yPix[i + 1], _values[i + 1].z)]);
                    DrawingHelper.DrawLine(ref texture, xPix[i], yPix[i] + l, xPix[i + 1], yPix[i + 1] + l, this.Color[ColorFunc(xPix[i], yPix[i], _values[i].z)], this.Color[ColorFunc(xPix[i + 1], yPix[i + 1], _values[i + 1].z)]);
                }
            }

            texture.Apply();
        }
Beispiel #4
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        public override void Draw(ref UnityEngine.Texture2D texture, float xLeft, float xRight, float yBottom, float yTop)
        {
            int width  = texture.width - 1;
            int height = texture.height - 1;

            float graphStepX = (xRight - xLeft) / width;
            float graphStepY = (yTop - yBottom) / height;

            for (int x = 0; x <= width; x++)
            {
                for (int y = 0; y <= height; y++)
                {
                    float xF = x * graphStepX + xLeft;
                    float yF = y * graphStepY + yBottom;
                    if (xF < XMin || xF > XMax || yF < YMin || yF > YMax)
                    {
                        continue;
                    }
                    texture.SetPixel(x, y, this.Color[ColorFunc(xF, yF, ValueAt(xF, yF) * ZAxisScaler)]);
                }
            }

            texture.Apply();
        }
Beispiel #5
0
 public override void Apply()
 {
     unityTexture.Apply();
 }
	private void FeelingMonitorPanel(int id)
	{
		Dictionary<string, float> feelingValueMap = _connector.FeelingValueMap;
		if(feelingValueMap.Count == 0)
		{
			return;
		}

		_scrollPosition = UnityEngine.GUILayout.BeginScrollView(_scrollPosition);

		float feelingBarWidth = UnityEngine.Screen.width * 0.3f;

		_boxStyle = _panelSkin.box;
		lock(feelingValueMap)
		{
			int topOffset = 5;
			foreach(string feeling in feelingValueMap.Keys)
			{
				if(!_isFeelingTextureMapInitialized)
				{
					float r = UnityEngine.Random.value;
					float g = UnityEngine.Random.value;
					float b = UnityEngine.Random.value;
					UnityEngine.Color c = new UnityEngine.Color(r, g, b, 0.6f);
					UnityEngine.Texture2D t = new UnityEngine.Texture2D(1, 1);
					t.SetPixel(0, 0, c);
					t.Apply();
					_feelingTextureMap[feeling] = t;
				}
				float value = feelingValueMap[feeling];

				// Set the texture of background.
				_boxStyle.normal.background = _feelingTextureMap[feeling];
				UnityEngine.GUILayout.BeginHorizontal();
				UnityEngine.GUILayout.Label(feeling + ": ", _panelSkin.label, UnityEngine.GUILayout.MaxWidth(_panel.width * 0.3f));
				UnityEngine.GUILayout.Box("", _boxStyle, UnityEngine.GUILayout.Width(feelingBarWidth * value), UnityEngine.GUILayout.Height(16));
				UnityEngine.GUILayout.EndHorizontal();
				topOffset += 15;
			}
			// We only need to initialize the map at the first time.
			if(!_isFeelingTextureMapInitialized)
			{
				_isFeelingTextureMapInitialized = true;
			}
		}

		UnityEngine.GUILayout.EndScrollView();
	}
        public void Bake()
        {
            var tSize = TextureSize;

            _bakedTexture = new Bitmap(tSize.Width, tSize.Height);

            // Clear baked texture with transparent color.
            for (int y = 0; y < _bakedTexture.Height; y++)
            {
                for (int x = 0; x < _bakedTexture.Width; x++)
                {
                    _bakedTexture.SetPixel(x, y, Color.Transparent);
                }
            }

            int xOffset = 0;

            for (int i = 0; i < Text.Length; i++)
            {
                if (_font.textureList.ContainsKey(Text[i]) == false)
                {
                    continue;
                }
                var textC = _font.textureList[Text[i]];
                if (textC == null)
                {
                    continue;
                }

                float _scale     = _charSettings[i].Scale;
                Color _foreColor = _charSettings[i].ForeColor;

                float cX = xOffset + textC.OffsetX * _scale;
                float cY = GetCursor() - textC.OffsetY * _scale;
                float cW = textC.Texture.Width * _scale;
                float cH = textC.Texture.Height * _scale;
                float cA = textC.Advance * _scale;

                if (cW <= 0 || cH <= 0)
                {
                    // Skip
                }
                else
                {
                    var origPixels = textC.Texture.uTexture.GetPixels32();
                    var newTexture = new UnityEngine.Texture2D(textC.Texture.Width, textC.Texture.Height);
                    newTexture.name = "backedGlyphTexture";
                    newTexture.SetPixels32(origPixels);
                    newTexture.Apply();
                    // Scale texture if needed.
                    if ((int)cW != newTexture.width || (int)cH != newTexture.height)
                    {
                        TextureScaler.scale(newTexture, (int)cW, (int)cH);
                        //TextureScale.Bilinear(newTexture, (int)cW, (int)cH);
                        newTexture.Apply();
                    }

                    var newImagePixels = newTexture.GetPixels32();
                    for (int p = 0; p < newImagePixels.Length; p++)
                    {
                        // BlendMode: Multiply
                        var origColor   = Color.FromUColor(newImagePixels[p]);
                        var blendColorA = (float)(origColor.A * _foreColor.A) / 255;
                        var blendColorR = (float)(origColor.R * _foreColor.R) / 255;
                        var blendColorG = (float)(origColor.G * _foreColor.G) / 255;
                        var blendColorB = (float)(origColor.B * _foreColor.B) / 255;
                        var blendColor  = Color.FromArgb((int)blendColorA, (int)blendColorR, (int)blendColorG, (int)blendColorB);
                        newImagePixels[p] = blendColor.ToUColor();
                    }

                    _bakedTexture.uTexture.SetPixels32((int)cX, (int)cY, newTexture.width, newTexture.height, newImagePixels);
                }

                xOffset += (int)cA;
            }

            _bakedTexture.Apply();

            if (AutoSize)
            {
                Size = tSize;
            }
        }
Beispiel #8
0
        public unsafe UnityEngine.Texture2D RenderIntoTexture(char c)
        {
            int code;

            FT.FT_FaceRec facerec = FT.HandleToRecord<FT.FT_FaceRec>(face_);
            IntPtr slot = facerec.glyph;

            code = FT.FT_Load_Char(face_, c, FT.FT_LOAD_RENDER/*|FT.FT_LOAD_TARGET_NORMAL*/);
            if (code != 0) { return null; }

            FT.FT_GlyphSlotRec slotrec = FT.HandleToRecord<FT.FT_GlyphSlotRec>(slot);
            FTSharp.FT.FT_Bitmap  ftbm=slotrec.bitmap;

            UnityEngine.Texture2D texbuffer=new UnityEngine.Texture2D(ftbm.width,ftbm.rows,UnityEngine.TextureFormat.ARGB32,false);
            if (((int)ftbm.pixel_mode)!=2) {
            UnityEngine.Debug.LogError("Unsupported bitmap depth :"+((int)ftbm.pixel_mode).ToString());
            return null;
            }
            //  FT_PIXEL_MODE_MONO,
            //FT_PIXEL_MODE_GRAY,

            UnityEngine.Color32 [] clrs=texbuffer.GetPixels32();
            int i=0;

              // UNSAFE DOES NOT WORK IN THE WEB PLAYER !
            for (int y=0;y<ftbm.rows;y++) {
            int j=(((ftbm.rows-(1+y))*ftbm.pitch));
            byte * bo=((byte *)ftbm.buffer);
            for (int x=0;x<ftbm.width;x++) {
              clrs[i].a=clrs[i].r=clrs[i].g=clrs[i].b=(bo[j+x]);
              i++;
            }
            }
            texbuffer.SetPixels32(clrs);
            texbuffer.Apply();
            return texbuffer;
        }
Beispiel #9
0
        public void Bake()
        {
            var tSize = TextureSize;
            _bakedTexture = new Bitmap(tSize.Width, tSize.Height);

            // Clear baked texture with transparent color.
            for (int y = 0; y < _bakedTexture.Height; y++)
                for (int x = 0; x < _bakedTexture.Width; x++)
                    _bakedTexture.SetPixel(x, y, Color.Transparent);

            int xOffset = 0;
            for (int i = 0; i < Text.Length; i++)
            {
                if (_font.textureList.ContainsKey(Text[i]) == false) continue;
                var textC = _font.textureList[Text[i]];
                if (textC == null) continue;

                float _scale = _charSettings[i].Scale;
                Color _foreColor = _charSettings[i].ForeColor;

                float cX = xOffset + textC.OffsetX * _scale;
                float cY = GetCursor() - textC.OffsetY * _scale;
                float cW = textC.Texture.Width * _scale;
                float cH = textC.Texture.Height * _scale;
                float cA = textC.Advance * _scale;

                if (cW <= 0 || cH <= 0)
                {
                    // Skip
                }
                else
                {
                    var origPixels = textC.Texture.uTexture.GetPixels32();
                    var newTexture = new UnityEngine.Texture2D(textC.Texture.Width, textC.Texture.Height);
                    newTexture.name = "backedGlyphTexture";
                    newTexture.SetPixels32(origPixels);
                    newTexture.Apply();
                    // Scale texture if needed.
                    if ((int)cW != newTexture.width || (int)cH != newTexture.height)
                    {
                        TextureScaler.scale(newTexture, (int)cW, (int)cH);
                        //TextureScale.Bilinear(newTexture, (int)cW, (int)cH);
                        newTexture.Apply();
                    }

                    var newImagePixels = newTexture.GetPixels32();
                    for (int p = 0; p < newImagePixels.Length; p++)
                    {
                        // BlendMode: Multiply
                        var origColor = Color.FromUColor(newImagePixels[p]);
                        var blendColorA = (float)(origColor.A * _foreColor.A) / 255;
                        var blendColorR = (float)(origColor.R * _foreColor.R) / 255;
                        var blendColorG = (float)(origColor.G * _foreColor.G) / 255;
                        var blendColorB = (float)(origColor.B * _foreColor.B) / 255;
                        var blendColor = Color.FromArgb((int)blendColorA, (int)blendColorR, (int)blendColorG, (int)blendColorB);
                        newImagePixels[p] = blendColor.ToUColor();
                    }

                    _bakedTexture.uTexture.SetPixels32((int)cX, (int)cY, newTexture.width, newTexture.height, newImagePixels);
                }

                xOffset += (int)cA;
            }

            _bakedTexture.Apply();

            if (AutoSize)
                Size = tSize;
        }
Beispiel #10
0
 protected override void OnUpdate()
 {
     Entities.WithAll <ChunkMap>().ForEach((Entity e, ref ChunkMap chunkMap) =>
     {
         if (chunkMap.dirty == 2)
         {
             // create texture
             UnityEngine.Texture2D mapTexture = new UnityEngine.Texture2D(
                 chunkMap.width, chunkMap.height,
                 UnityEngine.Experimental.Rendering.DefaultFormat.LDR,
                 //UnityEngine.Experimental.Rendering.DefaultFormat.HDR,
                 UnityEngine.Experimental.Rendering.TextureCreationFlags.None);
             if (mapTexture == null)
             {
                 World.EntityManager.RemoveComponent <ChunkMap>(e);
                 //UnityEngine.Debug.LogError("Map Texture [" + chunkMap.chunkPosition +  "] created for chunk was null.");
                 return;
             }
             mapTexture.filterMode      = UnityEngine.FilterMode.Point;
             UnityEngine.Color[] pixels = new UnityEngine.Color[chunkMap.width * chunkMap.height];
             mapTexture.name            = "ChunkMap_" + chunkMap.chunkPosition.x + "_" + chunkMap.chunkPosition.y + "_" + chunkMap.chunkPosition.z;
             int xzIndex = 0;
             for (int i = 0; i < chunkMap.width; i++)
             {
                 for (int j = 0; j < chunkMap.height; j++)
                 {
                     //int xzIndex = i + j * chunkMap.height;
                     byte voxel = chunkMap.topVoxels[xzIndex];
                     if (voxel == 0)
                     {
                         pixels[xzIndex] = UnityEngine.Color.black;
                     }
                     else if (voxel == 1)
                     {
                         pixels[xzIndex] = UnityEngine.Color.green;
                     }
                     else if (voxel == 2)
                     {
                         pixels[xzIndex] = UnityEngine.Color.red;
                     }
                     else if (voxel == 3)
                     {
                         pixels[xzIndex] = UnityEngine.Color.blue;
                     }
                     else if (voxel == 4)
                     {
                         pixels[xzIndex] = UnityEngine.Color.yellow;
                     }
                     else
                     {
                         pixels[xzIndex] = UnityEngine.Color.magenta;
                     }
                     int height = (int)chunkMap.heights[xzIndex];
                     //float colorBrightness = 3 * ((float)height / (float)chunkMap.highestHeight);
                     pixels[xzIndex] *= ((float)height / 64);                             //math.min(1, colorBrightness);
                     xzIndex++;
                 }
             }
             mapTexture.SetPixels(pixels);
             mapTexture.Apply();
             //Bootstrap.instance.debugMaps.Add(mapTexture);
             float2 mapPosition = new float2(chunkMap.chunkPosition.x, chunkMap.chunkPosition.z);
             if (maps.ContainsKey(mapPosition))
             {
                 if (maps[mapPosition] != null)
                 {
                     UnityEngine.GameObject.Destroy(maps[mapPosition]);
                 }
                 maps.Remove(mapPosition);
             }
             maps.Add(mapPosition, mapTexture);
             World.EntityManager.RemoveComponent <ChunkMap>(e);
         }
     });
 }
        protected internal override Texture2D Read(ContentReader reader, Texture2D existingInstance)
        {
            Texture2D texture = null;

            SurfaceFormat surfaceFormat;

            if (reader.version < 5)
            {
                SurfaceFormatLegacy legacyFormat = (SurfaceFormatLegacy)reader.ReadInt32();
                switch (legacyFormat)
                {
                case SurfaceFormatLegacy.Dxt1:
                    surfaceFormat = SurfaceFormat.Dxt1;
                    break;

                case SurfaceFormatLegacy.Dxt3:
                    surfaceFormat = SurfaceFormat.Dxt3;
                    break;

                case SurfaceFormatLegacy.Dxt5:
                    surfaceFormat = SurfaceFormat.Dxt5;
                    break;

                case SurfaceFormatLegacy.Color:
                    surfaceFormat = SurfaceFormat.Color;
                    break;

                default:
                    throw new NotSupportedException("Unsupported legacy surface format.");
                }
            }
            else
            {
                surfaceFormat = (SurfaceFormat)reader.ReadInt32();
            }

            int width            = (reader.ReadInt32());
            int height           = (reader.ReadInt32());
            int levelCount       = (reader.ReadInt32());
            int levelCountOutput = levelCount;

            SurfaceFormat convertedFormat = surfaceFormat;

            switch (surfaceFormat)
            {
            case SurfaceFormat.Dxt1:
            case SurfaceFormat.Dxt1a:
                convertedFormat = SurfaceFormat.Color;
                break;

            case SurfaceFormat.Dxt3:
            case SurfaceFormat.Dxt5:
                convertedFormat = SurfaceFormat.Color;
                break;

            case SurfaceFormat.NormalizedByte4:
                convertedFormat = SurfaceFormat.Color;
                break;
            }

            UnityEngine.Texture2D unityTexture = new UnityEngine.Texture2D(width, height, XnaToUnity.TextureFormat(convertedFormat), levelCountOutput > 1);

            for (int level = 0; level < levelCount; level++)
            {
                int    levelDataSizeInBytes = (reader.ReadInt32());
                byte[] levelData            = reader.ReadBytes(levelDataSizeInBytes);
                int    levelWidth           = width >> level;
                int    levelHeight          = height >> level;

                if (level >= levelCountOutput)
                {
                    continue;
                }

                //Convert the image data if required
                switch (surfaceFormat)
                {
                case SurfaceFormat.Dxt1:
                case SurfaceFormat.Dxt1a:
                    levelData = DxtUtil.DecompressDxt1(levelData, levelWidth, levelHeight);
                    break;

                case SurfaceFormat.Dxt3:
                    levelData = DxtUtil.DecompressDxt3(levelData, levelWidth, levelHeight);
                    break;

                case SurfaceFormat.Dxt5:
                    levelData = DxtUtil.DecompressDxt5(levelData, levelWidth, levelHeight);
                    break;
                }

                // un-premultiply alpha (instead do it in the shader)
                for (int i = 0; i < levelData.Length; i += 4)
                {
                    float r = levelData[i + 0] / 255.0f;
                    float g = levelData[i + 1] / 255.0f;
                    float b = levelData[i + 2] / 255.0f;
                    float a = levelData[i + 3] / 255.0f;

                    levelData[i + 0] = (byte)(r / a * 255.0f);
                    levelData[i + 1] = (byte)(g / a * 255.0f);
                    levelData[i + 2] = (byte)(b / a * 255.0f);

                    //levelData[i + 0] = 0;
                    //levelData[i + 1] = 255;
                    //levelData[i + 2] = 0;
                    //levelData[i + 3] = 255;
                }

                // swap rows because unity textures are laid out bottom-top instead of top-bottom
                int    rowSize = width * 4;
                byte[] temp    = new byte[rowSize];
                for (int i = 0; i < levelData.Length / 2; i += rowSize)
                {
                    for (int j = 0; j < rowSize; j++)
                    {
                        temp[j] = levelData[i + j];
                    }
                    int p = levelData.Length - (i + rowSize);
                    for (int j = 0; j < rowSize; j++)
                    {
                        levelData[i + j] = levelData[p + j];
                    }
                    for (int j = 0; j < rowSize; j++)
                    {
                        levelData[p + j] = temp[j];
                    }
                }

                UnityEngine.Color[] unityColors = new UnityEngine.Color[levelData.Length * 4];
                unityTexture.SetPixels(XnaToUnity.Color(levelData, ref unityColors), level);
                unityTexture.Apply();
                texture = new Texture2D(unityTexture);
            }
            return(texture);
        }
Beispiel #12
0
        /** [シングルトン]constructor
         */
        private Instantiate()
        {
            //Sprite のグラフィックスとして適用させるテクスチャ。
            UnityEngine.Texture2D t_texture = UnityEngine.Texture2D.whiteTexture;
            {
                t_texture = new UnityEngine.Texture2D(64, 64);
                for (int xx = 0; xx < t_texture.width; xx++)
                {
                    for (int yy = 0; yy < t_texture.height; yy++)
                    {
                        float t_value_x;
                        if (xx < (t_texture.width / 2))
                        {
                            t_value_x = xx;
                        }
                        else
                        {
                            t_value_x = t_texture.width - 1 - xx;
                        }

                        float t_value_y;
                        if (yy < (t_texture.height / 2))
                        {
                            t_value_y = yy;
                        }
                        else
                        {
                            t_value_y = t_texture.width - 1 - yy;
                        }

                        float t_value = UnityEngine.Mathf.Min(t_value_x, t_value_y);

                        t_value = UnityEngine.Mathf.Clamp01(t_value * 0.8f);
                        t_texture.SetPixel(xx, yy, new UnityEngine.Color(1.0f, 1.0f, 1.0f, t_value));
                    }
                }

                t_texture.filterMode = UnityEngine.FilterMode.Bilinear;
                t_texture.wrapMode   = UnityEngine.TextureWrapMode.Clamp;
                t_texture.Apply();
            }

            //Sprite に適用させるテクスチャの Rect 領域。
            UnityEngine.Rect t_rect = new UnityEngine.Rect(0.0f, 0.0f, t_texture.width, t_texture.height);

            //グラフィックスの Rect に対するピボット地点の相対位置。
            UnityEngine.Vector2 t_pivot = new UnityEngine.Vector2(t_texture.width / 2, t_texture.height / 2);

            //ワールド空間座標の 1 単位分に相当する、スプライトのピクセル数。
            const float t_pixels_per_unit = 100.0f;

            //スプライトメッシュが外側に拡張する量。
            const uint t_extrude = 0;

            //スプライトのために生成されるメッシュタイプの制御。
            //FullRect	: 矩形はメッシュと等しいユーザーが指定したスプライトサイズ。
            //Tight		: ピクセルのアルファ値を基にしたタイトなメッシュ。多くの余分なピクセルは可能な限りクロップされます。
            UnityEngine.SpriteMeshType t_mesh_type = UnityEngine.SpriteMeshType.FullRect;

            //スプライトのサイズ (X=左、Y=下、Z=右、W=上)。
            UnityEngine.Vector4 t_border = new UnityEngine.Vector4(0.0f, 0.0f, 0.0f, 0.0f);

            //Generates a default physics shape for the sprite.
            bool t_generate_fallback_physicsshape = true;

            //UnityEngine.Sprite.Create
            this.inputfield_sprite = UnityEngine.Sprite.Create(t_texture, t_rect, t_pivot, t_pixels_per_unit, t_extrude, t_mesh_type, t_border, t_generate_fallback_physicsshape);
        }
Beispiel #13
0
            public AlphaPicker(int w, int h)
            {
                Alpha = 1;
                Size = new Size(w, h);

                _image = new UnityEngine.Texture2D(w, h);
                for (int i = 0; i < w; i++)
                {
                    int rgb = (int)(((float)i / w) * 255);
                    Color currentColor = Color.FromArgb(rgb, rgb, rgb);
                    for (int k = 0; k < h; k++)
                    {
                        _image.SetPixel(i, k, currentColor.ToUColor());
                    }
                }
                _image.Apply();

                Owner.UpClick += Application_UpClick;
            }
Beispiel #14
0
                /// <summary>
                /// Initializes the components of the image to the values specified by the strings.
                /// </summary>
                /// <param name="ID">The unique id (if any) of this object.</param>
                /// <param name="Src">The path (if any) to the image file to load.</param>
                /// <param name="Colour">The colour tint to apply to the image or the colour fill to use as the image.
                /// <list type="table">
                /// <listheader>
                /// <term>Src Value</term>
                /// <term>Colour Value</term>
                /// <term>Result</term>
                /// </listheader>
                /// <item>
                /// <term>Specified</term>
                /// <term>Specified</term>
                /// <term>Image is rendered with Colour tint</term>
                /// </item>
                /// <item>
                /// <term>Specified</term>
                /// <term>null or empty</term>
                /// <term>Image is rendered without tint</term>
                /// </item>
                /// <item>
                /// <term>null or empty</term>
                /// <term>Specified</term>
                /// <term>Colour is used as fill colour for image</term>
                /// </item>
                /// <item>
                /// <term>null or empty</term>
                /// <term>null or empty</term>
                /// <term>Invalid, exception thrown</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="Scale">The scale mode used for rendering the image to the specicified unit rect dimensions:
                /// <list type="table">
                /// <listheader>
                /// <term>String Value</term>
                /// <term>Description</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture</term>
                /// </item>
                /// <item>
                /// <term>stretchToFill</term>
                /// <term>Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture</term>
                /// </item>
                /// <item>
                /// <term>scaleAndCrop</term>
                /// <term>Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped</term>
                /// </item>
                /// <item>
                /// <term>scaleToFit</term>
                /// <term>Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="X">The x positioning of the image relative to the parent as governed by the horizontal alignment as follows:
                /// <list type="table">
                /// <listheader>
                /// <term>Alignment</term>
                /// <term>X Position</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>x units from parent's left edge</term>
                /// </item>
                /// <item>
                /// <term>Left</term>
                /// <term>x units from parent's left edge</term>
                /// </item>
                /// <item>
                /// <term>Center</term>
                /// <term>x position is ignored</term>
                /// </item>
                /// <item>
                /// <term>Right</term>
                /// <term>x units from parent's right edge</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="Y">The y positioning of the image relative to the parent as governed by the vertical alignment as follows:
                /// <list type="table">
                /// <listheader>
                /// <term>Alignment</term>
                /// <term>Y Position</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>y units from parent's top edge</term>
                /// </item>
                /// <item>
                /// <term>Top</term>
                /// <term>y units from parent's top edge</term>
                /// </item>
                /// <item>
                /// <term>Center</term>
                /// <term>y position is ignored</term>
                /// </item>
                /// <item>
                /// <term>Bottom</term>
                /// <term>y units from parent's bottom edge</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="W">The width of the image as follows:
                /// <list type="table">
                /// <listheader>
                /// <term>W</term>
                /// <term>H</term>
                /// <term>Description</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>null or empty</term>
                /// <term>The image's dimensions (in pixels) will be used</term>
                /// </item>
                /// <item>
                /// <term>null or empty</term>
                /// <term>Specified</term>
                /// <term>The width will be calculated according to the specified height and aspect ration of the image</term>
                /// </item>
                /// <item>
                /// <term>Specified</term>
                /// <term>-n/a-</term>
                /// <term>The specified width will be used</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="H">THe height of the image as follows:
                /// <list type="table">
                /// <listheader>
                /// <term>H</term>
                /// <term>W</term>
                /// <term>Description</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>null or empty</term>
                /// <term>The image's dimensions (in pixels) will be used</term>
                /// </item>
                /// <item>
                /// <term>null or empty</term>
                /// <term>Specified</term>
                /// <term>The height will be calculated according to the specified width and aspect ration of the image</term>
                /// </item>
                /// <item>
                /// <term>Specified</term>
                /// <term>-n/a-</term>
                /// <term>The specified height will be used</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="HAlign">The horizontal alignemnt of the image within the parent rect as specified by the following values:
                /// <list type="table">
                /// <listheader>
                /// <term>String Value</term>
                /// <term>Alignment.Type</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>null</term>
                /// </item>
                /// <item>
                /// <term>left</term>
                /// <term>Alignment.Type.Left</term>
                /// </item>
                /// <item>
                /// <term>center</term>
                /// <term>Alignment.Type.Center</term>
                /// </item>
                /// <item>
                /// <term>right</term>
                /// <term>Alignment.Type.Right</term>
                /// </item>
                /// </list>
                /// </param>
                /// <param name="VAlign">The horizontal alignemnt of the image within the parent rect  as specified by the following values:
                /// <list type="table">
                /// <listheader>
                /// <term>String Value</term>
                /// <term>Alignment.Type</term>
                /// </listheader>
                /// <item>
                /// <term>null or empty</term>
                /// <term>null</term>
                /// </item>
                /// <item>
                /// <term>top</term>
                /// <term>Alignment.Type.Top</term>
                /// </item>
                /// <item>
                /// <term>center</term>
                /// <term>Alignment.Type.Center</term>
                /// </item>
                /// <item>
                /// <term>bottom</term>
                /// <term>Alignment.Type.Bottom</term>
                /// </item>
                /// </list>
                /// </param>
                /// <example>
                /// Instantiate an image object with the id "myImage", the path "somePic", no colour tint, default scale, a width of 300 virtual pixels, a height calculated automatically, positioned 10 virtual units down and centered horizontally:
                /// <code>Image img = new Image("myImage", "somePic", null, 300, null, null, "10", "center", null);</code>
                /// Instantiate an image object no id, a solid colour fill, default scale, a width of 300 virtual pixels, a height calculated automatically, positioned 10 virtual units down and centered horizontally:
                /// <code>Image img = new Image(null, null, "rgb(255,0,255)", 300, null, null, "10", "center", null);</code>
                /// </example>
                public Image(string ID, string Src, string Colour, string Scale, string X, string Y, string W, string H, string HAlign, string VAlign, string Visible) : base(ID, X, Y, W, H, HAlign, VAlign, Visible)
                {
                    switch (Scale)
                    {
                    case "":

                        scale = UnityEngine.ScaleMode.StretchToFill;
                        break;

                    case null:

                        scale = UnityEngine.ScaleMode.StretchToFill;
                        break;

                    case "stretchToFill":

                        scale = UnityEngine.ScaleMode.StretchToFill;
                        break;

                    case "scaleAndCrop":

                        scale = UnityEngine.ScaleMode.ScaleAndCrop;
                        break;

                    case "scaleToFit":

                        scale = UnityEngine.ScaleMode.ScaleToFit;
                        break;

                    default:
                        throw new Exception("Image widget has unknow scale mode");
                    }

                    if ((Colour == null || Colour == "") && (Src == null || Src == ""))
                    {
                        throw new Exception("Image widget has empty or null src string and colour string");
                    }

                    rgba = TouchGUI.Colour.Parse(Colour);

                    // Build texture from colour
                    if ((Src == null || Src == "") && rgba != null)
                    {
                        img = new UnityEngine.Texture2D(1, 1);
                        img.SetPixel(0, 0, (UnityEngine.Color)rgba);
                        img.Apply();
                    }
                    // Load texture from file
                    else
                    {
                        img = UnityEngine.Resources.Load(Src) as UnityEngine.Texture2D;
                    }

                    if (img == null)
                    {
                        throw new Exception("Image widget couldn't load " + Src);
                    }

                    // If width and height are null, use the image dimensions
                    if (rect.dim.x.value == null && rect.dim.y.value == null)
                    {
                        rect.dim.x.type  = Unit.Type.Pixel;
                        rect.dim.x.value = img.width;

                        rect.dim.y.type  = Unit.Type.Pixel;
                        rect.dim.y.value = img.height;
                    }
                    // If width is null, set the width with the image aspect ratio according to the specified height
                    else if (rect.dim.x.value == null)
                    {
                        float aspect = (float)img.width / (float)img.height;

                        rect.dim.x.type  = rect.dim.y.type;
                        rect.dim.x.value = (float)rect.dim.y.value * aspect;
                    }
                    // If height is null, set the height with the image aspect ratio according to the specified width
                    else if (rect.dim.y.value == null)
                    {
                        float aspect = (float)img.height / (float)img.width;

                        rect.dim.y.type  = rect.dim.x.type;
                        rect.dim.y.value = (float)rect.dim.x.value * aspect;
                    }
                }
Beispiel #15
0
    private static void ThreadedScale(UnityEngine.Texture2D tex, int newWidth, int newHeight, bool useBilinear)
    {
        texColors = tex.GetPixels();
        newColors = new UnityEngine.Color[newWidth * newHeight];
        if (useBilinear)
        {
            ratioX = 1.0f / ((float)newWidth / (tex.width - 1));
            ratioY = 1.0f / ((float)newHeight / (tex.height - 1));
        }
        else
        {
            ratioX = ((float)tex.width) / newWidth;
            ratioY = ((float)tex.height) / newHeight;
        }
        w  = tex.width;
        w2 = newWidth;
        var cores = UnityEngine.Mathf.Min(UnityEngine.SystemInfo.processorCount, newHeight);
        var slice = newHeight / cores;

        finishCount = 0;
        if (mutex == null)
        {
            mutex = new System.Threading.Mutex(false);
        }
        if (cores > 1)
        {
            int        i = 0;
            ThreadData threadData;
            for (i = 0; i < cores - 1; i++)
            {
                threadData = new ThreadData(slice * i, slice * (i + 1));
                System.Threading.ParameterizedThreadStart ts = useBilinear ? new System.Threading.ParameterizedThreadStart(BilinearScale) : new System.Threading.ParameterizedThreadStart(PointScale);
                System.Threading.Thread thread = new System.Threading.Thread(ts);
                thread.Start(threadData);
            }
            threadData = new ThreadData(slice * i, newHeight);
            if (useBilinear)
            {
                BilinearScale(threadData);
            }
            else
            {
                PointScale(threadData);
            }
            while (finishCount < cores)
            {
                System.Threading.Thread.Sleep(1);
            }
        }
        else
        {
            ThreadData threadData = new ThreadData(0, newHeight);
            if (useBilinear)
            {
                BilinearScale(threadData);
            }
            else
            {
                PointScale(threadData);
            }
        }

        tex.Resize(newWidth, newHeight);
        tex.SetPixels(newColors);
        tex.Apply();

        texColors = null;
        newColors = null;
    }