static public int AdjustByDPI_s(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif System.Single a1; checkType(l, 1, out a1); var ret = NGUIMath.AdjustByDPI(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
int activeHeight(Vector2 screen) { if (Scaling == UIRoot.Scaling.Flexible) { float aspect = screen.x / screen.y; if (screen.y < MinimumHeight) { screen.y = MinimumHeight; screen.x = screen.y * aspect; } else if (screen.y > MaximumHeight) { screen.y = MaximumHeight; screen.x = screen.y * aspect; } // Portrait mode uses the maximum of width or height to shrink the UI int height = Mathf.RoundToInt((ShrinkPortraitUI && screen.y > screen.x) ? screen.y / aspect : screen.y); // Adjust the final value by the DPI setting return(AdjustByDPI ? NGUIMath.AdjustByDPI(height) : height); } else { var cons = constraint; if (cons == UIRoot.Constraint.FitHeight) { return(ManualHeight); } float aspect = screen.x / screen.y; float initialAspect = (float)ManualWidth / ManualHeight; switch (cons) { case UIRoot.Constraint.FitWidth: { return(Mathf.RoundToInt(ManualWidth / aspect)); } case UIRoot.Constraint.Fit: { return((initialAspect > aspect) ? Mathf.RoundToInt(ManualWidth / aspect) : ManualHeight); } case UIRoot.Constraint.Fill: { return((initialAspect < aspect) ? Mathf.RoundToInt(ManualWidth / aspect) : ManualHeight); } } return(ManualHeight); } }
static public int AdjustByDPI_s(IntPtr l) { try { System.Single a1; checkType(l, 1, out a1); var ret = NGUIMath.AdjustByDPI(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int AdjustByDPI_s(IntPtr l) { try { System.Single a1; checkType(l, 1, out a1); var ret = NGUIMath.AdjustByDPI(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public unsafe static long $Invoke0(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(NGUIMath.AdjustByDPI(*(float *)args))); }