Пример #1
0
        private void GenerateStencilClipEntryForSVGBackground()
        {
            bool flag = this.m_SVGBackgroundEntryIndex == -1;

            if (!flag)
            {
                UIRStylePainter.Entry entry = this.m_Entries[this.m_SVGBackgroundEntryIndex];
                Debug.Assert(entry.vertices.Length > 0);
                Debug.Assert(entry.indices.Length > 0);
                this.m_StencilClip                      = true;
                this.m_CurrentEntry.vertices            = entry.vertices;
                this.m_CurrentEntry.indices             = entry.indices;
                this.m_CurrentEntry.uvIsDisplacement    = entry.uvIsDisplacement;
                this.m_CurrentEntry.clipRectID          = this.m_ClipRectID;
                this.m_CurrentEntry.isStencilClipped    = this.m_StencilClip;
                this.m_CurrentEntry.isClipRegisterEntry = true;
                this.m_ClosingInfo.needsClosing         = true;
                int length = this.m_CurrentEntry.vertices.Length;
                NativeSlice <Vertex> vertices = this.m_VertsPool.Alloc((uint)length);
                for (int i = 0; i < length; i++)
                {
                    Vertex value = this.m_CurrentEntry.vertices[i];
                    value.position.z = 1f;
                    vertices[i]      = value;
                }
                this.m_CurrentEntry.vertices = vertices;
                this.totalVertices          += this.m_CurrentEntry.vertices.Length;
                this.totalIndices           += this.m_CurrentEntry.indices.Length;
                this.m_Entries.Add(this.m_CurrentEntry);
                this.m_CurrentEntry = default(UIRStylePainter.Entry);
            }
        }
Пример #2
0
        private void DrawTextCore(MeshGenerationContextUtils.TextParams textParams, TextHandle handle, float pixelsPerPoint)
        {
            TextInfo textInfo = handle.Update(textParams, pixelsPerPoint);

            for (int i = 0; i < textInfo.materialCount; i++)
            {
                bool flag = textInfo.meshInfo[i].vertexCount == 0;
                if (flag)
                {
                    break;
                }
                this.m_CurrentEntry.isTextEntry      = true;
                this.m_CurrentEntry.clipRectID       = this.m_ClipRectID;
                this.m_CurrentEntry.isStencilClipped = this.m_StencilClip;
                MeshBuilder.MakeText(textInfo.meshInfo[i], textParams.rect.min, new MeshBuilder.AllocMeshData
                {
                    alloc = this.m_AllocRawVertsIndicesDelegate
                });
                this.m_CurrentEntry.font = textInfo.meshInfo[i].material.mainTexture;
                this.m_Entries.Add(this.m_CurrentEntry);
                this.totalVertices += this.m_CurrentEntry.vertices.Length;
                this.totalIndices  += this.m_CurrentEntry.indices.Length;
                this.m_CurrentEntry = default(UIRStylePainter.Entry);
            }
        }
Пример #3
0
        private void DrawTextNative(MeshGenerationContextUtils.TextParams textParams, TextHandle handle, float pixelsPerPoint)
        {
            float scaling = TextHandle.ComputeTextScaling(this.currentElement.worldTransform, pixelsPerPoint);
            TextNativeSettings textNativeSettings = MeshGenerationContextUtils.TextParams.GetTextNativeSettings(textParams, scaling);

            using (NativeArray <UnityEngine.UIElements.TextVertex> vertices = TextNative.GetVertices(textNativeSettings))
            {
                bool flag = vertices.Length == 0;
                if (!flag)
                {
                    Vector2 offset = TextNative.GetOffset(textNativeSettings, textParams.rect);
                    this.m_CurrentEntry.isTextEntry      = true;
                    this.m_CurrentEntry.clipRectID       = this.m_ClipRectID;
                    this.m_CurrentEntry.isStencilClipped = this.m_StencilClip;
                    MeshBuilder.MakeText(vertices, offset, new MeshBuilder.AllocMeshData
                    {
                        alloc = this.m_AllocRawVertsIndicesDelegate
                    });
                    this.m_CurrentEntry.font = textParams.font.material.mainTexture;
                    this.m_Entries.Add(this.m_CurrentEntry);
                    this.totalVertices += this.m_CurrentEntry.vertices.Length;
                    this.totalIndices  += this.m_CurrentEntry.indices.Length;
                    this.m_CurrentEntry = default(UIRStylePainter.Entry);
                    this.currentElement.renderChainData.usesLegacyText = true;
                    this.currentElement.renderChainData.disableNudging = true;
                }
            }
        }
Пример #4
0
        public void DrawVectorImage(MeshGenerationContextUtils.RectangleParams rectParams)
        {
            VectorImage vectorImage = rectParams.vectorImage;

            Debug.Assert(vectorImage != null);
            VertexFlags vertexFlags        = (vectorImage.atlas != null) ? VertexFlags.IsSVGGradients : VertexFlags.IsSolid;
            int         settingIndexOffset = 0;
            bool        flag = vectorImage.atlas != null && this.m_VectorImageManager != null;

            if (flag)
            {
                GradientRemap gradientRemap = this.m_VectorImageManager.AddUser(vectorImage);
                vertexFlags        = (gradientRemap.isAtlassed ? VertexFlags.IsSVGGradients : VertexFlags.IsCustomSVGGradients);
                settingIndexOffset = gradientRemap.destIndex;
            }
            int count = this.m_Entries.Count;

            MeshGenerationContext.MeshFlags flags = MeshGenerationContext.MeshFlags.None;
            bool flag2 = vertexFlags == VertexFlags.IsSVGGradients;

            if (flag2)
            {
                flags = MeshGenerationContext.MeshFlags.IsSVGGradients;
            }
            else
            {
                bool flag3 = vertexFlags == VertexFlags.IsCustomSVGGradients;
                if (flag3)
                {
                    flags = MeshGenerationContext.MeshFlags.IsCustomSVGGradients;
                }
            }
            MeshBuilder.AllocMeshData meshAlloc = new MeshBuilder.AllocMeshData
            {
                alloc   = this.m_AllocThroughDrawMeshDelegate,
                texture = ((vertexFlags == VertexFlags.IsCustomSVGGradients) ? vectorImage.atlas : null),
                flags   = flags
            };
            int num;
            int num2;

            MeshBuilder.MakeVectorGraphics(rectParams, settingIndexOffset, meshAlloc, out num, out num2);
            Debug.Assert(count <= this.m_Entries.Count + 1);
            bool flag4 = count != this.m_Entries.Count;

            if (flag4)
            {
                this.m_SVGBackgroundEntryIndex = this.m_Entries.Count - 1;
                bool flag5 = num != 0 && num2 != 0;
                if (flag5)
                {
                    UIRStylePainter.Entry entry = this.m_Entries[this.m_SVGBackgroundEntryIndex];
                    entry.vertices = entry.vertices.Slice(0, num);
                    entry.indices  = entry.indices.Slice(0, num2);
                    this.m_Entries[this.m_SVGBackgroundEntryIndex] = entry;
                }
            }
        }
Пример #5
0
        private void GenerateStencilClipEntryForRoundedRectBackground()
        {
            bool flag = this.currentElement.layout.width <= Mathf.Epsilon || this.currentElement.layout.height <= Mathf.Epsilon;

            if (!flag)
            {
                ComputedStyle computedStyle = this.currentElement.computedStyle;
                Vector2       a;
                Vector2       a2;
                Vector2       a3;
                Vector2       a4;
                MeshGenerationContextUtils.GetVisualElementRadii(this.currentElement, out a, out a2, out a3, out a4);
                float value  = computedStyle.borderTopWidth.value;
                float value2 = computedStyle.borderLeftWidth.value;
                float value3 = computedStyle.borderBottomWidth.value;
                float value4 = computedStyle.borderRightWidth.value;
                MeshGenerationContextUtils.RectangleParams rectParams = new MeshGenerationContextUtils.RectangleParams
                {
                    rect              = GUIUtility.AlignRectToDevice(this.currentElement.rect),
                    color             = Color.white,
                    topLeftRadius     = Vector2.Max(Vector2.zero, a - new Vector2(value2, value)),
                    topRightRadius    = Vector2.Max(Vector2.zero, a3 - new Vector2(value4, value)),
                    bottomLeftRadius  = Vector2.Max(Vector2.zero, a2 - new Vector2(value2, value3)),
                    bottomRightRadius = Vector2.Max(Vector2.zero, a4 - new Vector2(value4, value3)),
                    playmodeTintColor = ((this.currentElement.panel.contextType == ContextType.Editor) ? UIElementsUtility.editorPlayModeTintColor : Color.white)
                };
                rectParams.rect.x      = rectParams.rect.x + value2;
                rectParams.rect.y      = rectParams.rect.y + value;
                rectParams.rect.width  = rectParams.rect.width - (value2 + value4);
                rectParams.rect.height = rectParams.rect.height - (value + value3);
                bool flag2 = computedStyle.unityOverflowClipBox == OverflowClipBox.ContentBox;
                if (flag2)
                {
                    rectParams.rect.x      = rectParams.rect.x + computedStyle.paddingLeft.value.value;
                    rectParams.rect.y      = rectParams.rect.y + computedStyle.paddingTop.value.value;
                    rectParams.rect.width  = rectParams.rect.width - (computedStyle.paddingLeft.value.value + computedStyle.paddingRight.value.value);
                    rectParams.rect.height = rectParams.rect.height - (computedStyle.paddingTop.value.value + computedStyle.paddingBottom.value.value);
                }
                this.m_CurrentEntry.clipRectID          = this.m_ClipRectID;
                this.m_CurrentEntry.isStencilClipped    = this.m_StencilClip;
                this.m_CurrentEntry.isClipRegisterEntry = true;
                MeshBuilder.MakeSolidRect(rectParams, 1f, new MeshBuilder.AllocMeshData
                {
                    alloc = this.m_AllocRawVertsIndicesDelegate
                });
                bool flag3 = this.m_CurrentEntry.vertices.Length > 0 && this.m_CurrentEntry.indices.Length > 0;
                if (flag3)
                {
                    this.m_Entries.Add(this.m_CurrentEntry);
                    this.totalVertices += this.m_CurrentEntry.vertices.Length;
                    this.totalIndices  += this.m_CurrentEntry.indices.Length;
                    this.m_StencilClip  = true;
                    this.m_ClosingInfo.needsClosing = true;
                }
                this.m_CurrentEntry = default(UIRStylePainter.Entry);
            }
        }
Пример #6
0
        public MeshWriteData DrawMesh(int vertexCount, int indexCount, Texture texture, Material material, MeshGenerationContext.MeshFlags flags)
        {
            MeshWriteData pooledMeshWriteData = this.GetPooledMeshWriteData();
            bool          flag = vertexCount == 0 || indexCount == 0;
            MeshWriteData result;

            if (flag)
            {
                pooledMeshWriteData.Reset(default(NativeSlice <Vertex>), default(NativeSlice <ushort>));
                result = pooledMeshWriteData;
            }
            else
            {
                this.m_CurrentEntry = new UIRStylePainter.Entry
                {
                    vertices         = this.m_VertsPool.Alloc((uint)vertexCount),
                    indices          = this.m_IndicesPool.Alloc((uint)indexCount),
                    material         = material,
                    uvIsDisplacement = (flags == MeshGenerationContext.MeshFlags.UVisDisplacement),
                    clipRectID       = this.m_ClipRectID,
                    isStencilClipped = this.m_StencilClip,
                    addFlags         = VertexFlags.IsSolid
                };
                Debug.Assert(this.m_CurrentEntry.vertices.Length == vertexCount);
                Debug.Assert(this.m_CurrentEntry.indices.Length == indexCount);
                Rect uvRegion = new Rect(0f, 0f, 1f, 1f);
                bool flag2    = flags == MeshGenerationContext.MeshFlags.IsSVGGradients;
                bool flag3    = flags == MeshGenerationContext.MeshFlags.IsCustomSVGGradients;
                bool flag4    = flag2 | flag3;
                if (flag4)
                {
                    this.m_CurrentEntry.addFlags = (flag2 ? VertexFlags.IsSVGGradients : VertexFlags.IsCustomSVGGradients);
                    bool flag5 = flag3;
                    if (flag5)
                    {
                        this.m_CurrentEntry.custom = texture;
                    }
                    this.currentElement.renderChainData.usesAtlas = true;
                }
                else
                {
                    bool flag6 = texture != null;
                    if (flag6)
                    {
                        RectInt rectInt;
                        bool    flag7 = this.m_AtlasManager != null && this.m_AtlasManager.TryGetLocation(texture as Texture2D, out rectInt);
                        if (flag7)
                        {
                            this.m_CurrentEntry.addFlags = ((texture.filterMode == FilterMode.Point) ? VertexFlags.IsAtlasTexturedPoint : VertexFlags.IsAtlasTexturedBilinear);
                            this.currentElement.renderChainData.usesAtlas = true;
                            uvRegion = new Rect((float)rectInt.x, (float)rectInt.y, (float)rectInt.width, (float)rectInt.height);
                        }
                        else
                        {
                            this.m_CurrentEntry.addFlags = VertexFlags.IsCustomTextured;
                            this.m_CurrentEntry.custom   = texture;
                        }
                    }
                }
                pooledMeshWriteData.Reset(this.m_CurrentEntry.vertices, this.m_CurrentEntry.indices, uvRegion);
                this.m_Entries.Add(this.m_CurrentEntry);
                this.totalVertices += this.m_CurrentEntry.vertices.Length;
                this.totalIndices  += this.m_CurrentEntry.indices.Length;
                this.m_CurrentEntry = default(UIRStylePainter.Entry);
                result = pooledMeshWriteData;
            }
            return(result);
        }