void DrawFrame() { _forceDraw = false; if (_currentFrame >= frames.Length) { graphics.ClearMesh(); } else { Frame frame = frames[_currentFrame]; if (frame.rect.width == 0) { graphics.ClearMesh(); } else { Rect uvRect = frame.uvRect; if (_flip != FlipType.None) { ToolSet.FlipRect(ref uvRect, _flip); } graphics.DrawRect(frame.rect, uvRect, _color); if (frame.rotated) { NGraphics.RotateUV(graphics.uv, ref uvRect); } graphics.UpdateMesh(); } } }
/// <summary> /// /// </summary> public Shape() { CreateGameObject("Shape"); graphics = new NGraphics(gameObject); graphics.texture = NTexture.Empty; graphics.meshFactory = null; }
/// <summary> /// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。 /// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。 /// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。 /// </summary> /// <param name="requestId">请求者id</param> /// <param name="margin">纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。</param> public void EnterPaintingMode(int requestorId, Margin?margin) { bool first = _paintingMode == 0; _paintingMode |= requestorId; if (first) { if (paintingGraphics == null) { paintingGraphics = new NGraphics(); } else { paintingGraphics.enabled = true; } _paintingMargin = new Margin(); _outlineChanged = true; } if (margin != null) { _paintingMargin = (Margin)margin; } _paintingFlag = 1; }
public SelectionShape() { CreateGameObject("SelectionShape"); graphics = new NGraphics(gameObject); graphics.texture = NTexture.Empty; _color = Color.white; }
static public int FillTriangles(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); self.FillTriangles(); pushValue(l, true); return(1); } else if (argc == 2) { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); System.Int32[] a1; checkArray(l, 2, out a1); self.FillTriangles(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// /// </summary> public void CreateGraphics() { if (graphics == null) { graphics = new NGraphics(this.gameObject); graphics.texture = NTexture.Empty; } }
public SelectionShape() { graphics = new NGraphics(); graphics.texture = NTexture.Empty; graphics.meshFactory = this; rects = new List <Rectangle>(); }
/// <summary> /// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。 /// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。 /// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。 /// </summary> /// <param name="requestId">请求者id</param> /// <param name="margin">纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。</param> public void EnterPaintingMode(int requestorId, Margin?margin) { bool first = _paintingMode == 0; _paintingMode |= requestorId; if (first) { if (paintingGraphics == null) { if (graphics == null) { paintingGraphics = new NGraphics(this.gameObject); } else { GameObject go = new GameObject(this.gameObject.name + " (Painter)"); go.layer = this.gameObject.layer; ToolSet.SetParent(go.transform, cachedTransform); go.hideFlags = DisplayOptions.hideFlags; paintingGraphics = new NGraphics(go); } } else { paintingGraphics.enabled = true; } paintingGraphics.vertexMatrix = null; if (_paintingMaterial == null) { _paintingMaterial = new Material(ShaderConfig.GetShader(ShaderConfig.imageShader)); _paintingMaterial.hideFlags = DisplayOptions.hideFlags; } paintingGraphics.material = _paintingMaterial; if (this is Container) { ((Container)this).SetChildrenLayer(CaptureCamera.hiddenLayer); ((Container)this).UpdateBatchingFlags(); } else { this.InvalidateBatchingState(); } if (graphics != null) { this.gameObject.layer = CaptureCamera.hiddenLayer; } _paintingMargin = new Margin(); } if (margin != null) { _paintingMargin = (Margin)margin; } _paintingFlag = 1; }
public SelectionShape() { CreateGameObject("SelectionShape"); graphics = new NGraphics(gameObject); graphics.texture = NTexture.Empty; graphics.meshFactory = this; rects = new List <Rect>(); }
/// <summary> /// /// </summary> /// <param name="texture"></param> public Image(NTexture texture) { _touchDisabled = true; graphics = new NGraphics(); graphics.meshFactory = this; if (texture != null) { UpdateTexture(texture); } }
/// <summary> /// /// </summary> /// <param name="texture"></param> public Image(NTexture texture) { _touchDisabled = true; graphics = new NGraphics(); _color = Color.White; if (texture != null) { UpdateTexture(texture); } }
static public int get_blendMode(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.blendMode); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_alpha(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); pushValue(l, true); pushValue(l, self.alpha); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int Dispose(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); self.Dispose(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// /// </summary> /// <param name="texture"></param> public Image(NTexture texture) : base() { _touchDisabled = true; CreateGameObject("Image"); graphics = new NGraphics(gameObject); graphics.shader = ShaderConfig.imageShader; graphics.meshFactory = this; if (texture != null) UpdateTexture(texture); }
static public int set_alpha(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); float v; checkType(l, 2, out v); self.alpha = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_sortingOrder(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); int v; checkType(l, 2, out v); self.sortingOrder = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Alloc(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.Alloc(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_materialKeywords(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); System.String[] v; checkArray(l, 2, out v); self.materialKeywords = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_material(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); UnityEngine.Material v; checkType(l, 2, out v); self.material = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public InputCaret() { gameObject = new GameObject("InputCaret"); gameObject.hideFlags = HideFlags.HideInHierarchy; Object.DontDestroyOnLoad(gameObject); grahpics = new NGraphics(gameObject); grahpics.texture = NTexture.Empty; grahpics.enabled = false; _size = new Vector2(1, 1); cachedTransform = gameObject.transform; }
static public int set_cameraPosition(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); UnityEngine.Vector3 v; checkValueType(l, 2, out v); self.cameraPosition = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_vertexMatrix(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); UnityEngine.Matrix4x4 v; checkValueType(l, 2, out v); self.vertexMatrix = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_maskFrameId(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); System.UInt32 v; checkType(l, 2, out v); self.maskFrameId = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int UpdateMaterial(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); FairyGUI.UpdateContext a1; checkType(l, 2, out a1); self.UpdateMaterial(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_blendMode(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); FairyGUI.BlendMode v; checkEnum(l, 2, out v); self.blendMode = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public Highlighter() { gameObject = new GameObject("Highlighter"); gameObject.hideFlags = HideFlags.HideInHierarchy; Object.DontDestroyOnLoad(gameObject); cachedTransform = gameObject.transform; grahpics = new NGraphics(gameObject); grahpics.texture = NTexture.Empty; grahpics.enabled = false; _color = UIConfig.inputHighlightColor; _rects = new List<Rect>(); }
static public int Tint(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); self.Tint(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_grayed(IntPtr l) { try { FairyGUI.NGraphics self = (FairyGUI.NGraphics)checkSelf(l); System.Boolean v; checkType(l, 2, out v); self.grayed = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public Highlighter() { gameObject = new GameObject("Highlighter"); gameObject.hideFlags = HideFlags.HideInHierarchy; Object.DontDestroyOnLoad(gameObject); cachedTransform = gameObject.transform; grahpics = new NGraphics(gameObject); grahpics.texture = NTexture.Empty; grahpics.enabled = false; _color = new Color(1f, 223f / 255f, 141f / 255f, 0.5f); _rects = new List <Rect>(); }
static int UpdateGraphics(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); FairyGUI.BaseFont obj = (FairyGUI.BaseFont)ToLua.CheckObject <FairyGUI.BaseFont>(L, 1); FairyGUI.NGraphics arg0 = (FairyGUI.NGraphics)ToLua.CheckObject <FairyGUI.NGraphics>(L, 2); obj.UpdateGraphics(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public TextField() { _optimizeNotTouchable = true; _textFormat = new TextFormat(); _textFormat.size = 12; _textFormat.lineSpacing = 3; _strokeColor = new Color(0, 0, 0, 1); _wordWrap = true; _displayAsPassword = false; _maxLength = int.MaxValue; _text = string.Empty; _elements = new List<HtmlElement>(1); _lines = new List<LineInfo>(1); CreateGameObject("TextField"); graphics = new NGraphics(gameObject); onFocusIn = new EventListener(this, "onFocusIn"); onFocusOut = new EventListener(this, "onFocusOut"); onChanged = new EventListener(this, "onChanged"); }
void Create(NTexture texture) { _optimizeNotTouchable = true; _fillClockwise = true; CreateGameObject("Image"); graphics = new NGraphics(gameObject); graphics.shader = ShaderConfig.imageShader; _color = Color.white; if (texture != null) UpdateTexture(texture); }
public TextField() { _touchDisabled = true; _textFormat = new TextFormat(); _textFormat.size = 12; _textFormat.lineSpacing = 3; _strokeColor = new Color(0, 0, 0, 1); _fontSizeScale = 1; _renderScale = UIContentScaler.scaleFactor; _wordWrap = true; _text = string.Empty; _elements = new List<HtmlElement>(1); _lines = new List<LineInfo>(1); CreateGameObject("TextField"); graphics = new NGraphics(gameObject); }
public Shape() { CreateGameObject("Shape"); graphics = new NGraphics(gameObject); graphics.texture = NTexture.Empty; }
public NMaterial GetMaterial(NGraphics grahpics, UpdateContext context) { frameId = UpdateContext.frameId; blendMode = grahpics.blendMode; int pool; if (context.clipped) { clipId = context.clipInfo.clipId; if (grahpics.maskFrameId == UpdateContext.frameId) pool = 6; else if (context.rectMaskDepth == 0) { if (grahpics.grayed) pool = 1; else pool = 0; } else { if (context.clipInfo.soft) { if (grahpics.grayed) pool = 5; else pool = 4; } else { if (grahpics.grayed) pool = 3; else pool = 2; } } } else { clipId = 0; if (grahpics.grayed) pool = 1; else pool = 0; } return _pools[pool].Get(); }
/// <summary> /// 进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。 /// 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。 /// 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。 /// </summary> /// <param name="requestId">请求者id</param> /// <param name="margin">纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。</param> public void EnterPaintingMode(int requestorId, Margin? margin) { bool first = _paintingMode == 0; _paintingMode |= requestorId; if (first) { if (paintingGraphics == null) { if (graphics == null) paintingGraphics = new NGraphics(this.gameObject); else { GameObject go = new GameObject(this.gameObject.name + " (Painter)"); go.layer = this.gameObject.layer; ToolSet.SetParent(go.transform, cachedTransform); go.hideFlags = DisplayOptions.hideFlags; paintingGraphics = new NGraphics(go); } } else paintingGraphics.enabled = true; paintingGraphics.vertexMatrix = null; if (this is Container) { ((Container)this).SetChildrenLayer(CaptureCamera.hiddenLayer); ((Container)this).UpdateBatchingFlags(); } else this.InvalidateBatchingState(); if (graphics != null) this.gameObject.layer = CaptureCamera.hiddenLayer; _paintingMargin = new Margin(); } if (margin != null) _paintingMargin = (Margin)margin; _paintingFlag = 1; }