/// <summary> /// Returns the data for the specified image in JPEG format. /// </summary> /// <returns>The image JPEG representation.</returns> /// <param name="image">The original image data.</param> /// <param name="compressionQuality">The quality of the resulting JPEG image, /// expressed as a value from 0.0 to 1.0. The value 0.0 represents the maximum compression /// (or lowest quality) while the value 1.0 represents the least compression (or best quality).</param> public static byte[] UIImageJPEGRepresentation(UIImage image, float compressionQuality) { if (image == null) { return(null); } compressionQuality = UnityEngine.Mathf.Clamp(compressionQuality, 0, 1); return(PInvokeUtil.GetNativeArray <byte>((buffer, length) => C.UIImage_JPEGRepresentation(image.SelfPtr(), compressionQuality, buffer, length))); }
internal byte[] GetData() { return(PInvokeUtil.GetNativeArray <byte>((buffer, length) => _LoadSavedGameDataResponse_GetData(SelfPtr(), buffer, length))); }
public byte[] GetJPEGData(float compressionQuality) { compressionQuality = UnityEngine.Mathf.Clamp(compressionQuality, 0, 1); return(PInvokeUtil.GetNativeArray <byte>((buffer, length) => _InteropUIImage_GetJPEGData(SelfPtr(), compressionQuality, buffer, length))); }
public byte[] GetPNGData() { return(PInvokeUtil.GetNativeArray <byte>((buffer, length) => _InteropUIImage_GetPNGData(SelfPtr(), buffer, length))); }
/// <summary> /// Returns the data for the specified image in PNG format. /// </summary> /// <returns>The image PNG representation.</returns> /// <param name="image">The original image data.</param> public static byte[] UIImagePNGRepresentation(UIImage image) { return(image == null ? null : PInvokeUtil.GetNativeArray <byte>((buffer, length) => C.UIImage_PNGRepresentation(image.SelfPtr(), buffer, length))); }