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fix simple compilation errors

/siyaoH-1.17-PlatformMessage
xingweizhu 4 年前
当前提交
4b3b5ad1
共有 22 个文件被更改,包括 54 次插入32 次删除
  1. 3
      com.unity.uiwidgets/Runtime/async/coroutine.cs
  2. 3
      com.unity.uiwidgets/Runtime/async/microtask_queue.cs
  3. 1
      com.unity.uiwidgets/Runtime/async/priority_queue.cs
  4. 3
      com.unity.uiwidgets/Runtime/async/timer.cs
  5. 2
      com.unity.uiwidgets/Runtime/async2/schedule_microtask.cs
  6. 14
      com.unity.uiwidgets/Runtime/async2/timer.cs
  7. 4
      com.unity.uiwidgets/Runtime/engine2/UIWidgetsPanel.cs
  8. 3
      com.unity.uiwidgets/Runtime/external/RTree.cs
  9. 3
      com.unity.uiwidgets/Runtime/external/SplayTree.cs
  10. 2
      com.unity.uiwidgets/Runtime/foundation/binding.cs
  11. 2
      com.unity.uiwidgets/Runtime/foundation/debug.cs
  12. 2
      com.unity.uiwidgets/Runtime/foundation/isolates.cs
  13. 8
      com.unity.uiwidgets/Runtime/gestures/binding.cs
  14. 4
      com.unity.uiwidgets/Runtime/gestures/multidrag.cs
  15. 8
      com.unity.uiwidgets/Runtime/gestures/multitap.cs
  16. 4
      com.unity.uiwidgets/Runtime/gestures/recognizer.cs
  17. 4
      com.unity.uiwidgets/Runtime/scheduler2/binding.cs
  18. 2
      com.unity.uiwidgets/Runtime/services/asset_bundle.cs
  19. 2
      com.unity.uiwidgets/Runtime/services/binary_messenger.cs
  20. 2
      com.unity.uiwidgets/Runtime/services/binding.cs
  21. 7
      com.unity.uiwidgets/Runtime/ui2/window.cs
  22. 3
      com.unity.uiwidgets/Runtime/ui2/painting.meta

3
com.unity.uiwidgets/Runtime/async/coroutine.cs


/*
using System;
using System.Collections;
using System.Collections.Generic;

public volatile bool isDone;
}
}
}
}*/

3
com.unity.uiwidgets/Runtime/async/microtask_queue.cs


/*
using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;

}
}
}
}
}*/

1
com.unity.uiwidgets/Runtime/async/priority_queue.cs


using System;
using System.Collections.Generic;

3
com.unity.uiwidgets/Runtime/async/timer.cs


/*
using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;

}
}
}
}
}*/

2
com.unity.uiwidgets/Runtime/async2/schedule_microtask.cs


using System;
using System.Runtime.InteropServices;
using AOT;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.async2 {

14
com.unity.uiwidgets/Runtime/async2/timer.cs


using System;
using System.Runtime.InteropServices;
using AOT;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.async2 {

return Zone.current
.createTimer(duration, Zone.current.bindCallbackGuarded(callback));
}
public static Timer create(TimeSpan duration, Action callback) {
return create(duration, () => {
callback.Invoke();
return null;
});
}
public static Timer periodic(TimeSpan duration, ZoneUnaryCallback callback) {

_wakeupTime = wakeupTime;
_milliSeconds = milliSeconds;
_repeating = repeating;
}
public static TimeSpan timespanSinceStartup {
get { return TimeSpan.FromMilliseconds(UIMonoState_timerMillisecondClock()); }
}
internal static _Timer _createTimer(ZoneUnaryCallback callback, int milliSeconds, bool repeating) {

4
com.unity.uiwidgets/Runtime/engine2/UIWidgetsPanel.cs


using System.Runtime.InteropServices;
using AOT;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
using NativeBindings = Unity.UIWidgets.ui2.NativeBindings;
using NativeBindings = Unity.UIWidgets.ui.NativeBindings;
namespace Unity.UIWidgets.engine2 {
public partial class UIWidgetsPanel : MonoBehaviour {

3
com.unity.uiwidgets/Runtime/external/RTree.cs


/*
using System;
using System.Collections.Generic;
using System.Linq;

}
}
}
}
}*/

3
com.unity.uiwidgets/Runtime/external/SplayTree.cs


/*
using System;
using System.Collections;
using System.Collections.Generic;

}
}
}
}
}*/

2
com.unity.uiwidgets/Runtime/foundation/binding.cs


using developer;
using RSG;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.foundation {
public delegate Future<IDictionary<string, object>>

2
com.unity.uiwidgets/Runtime/foundation/debug.cs


public static void _debugDrawDoubleRect(Canvas canvas, Rect outerRect, Rect innerRect, Color color) {
Path path = new Path();
path.fillType = PathFillType.evenOdd;
path.winding(PathWinding.clockwise);
var paint = new Paint {
color = color
};

2
com.unity.uiwidgets/Runtime/foundation/isolates.cs


using System.ComponentModel;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.foundation {
public delegate R ComputeCallback<Q, R>(Q message);

8
com.unity.uiwidgets/Runtime/gestures/binding.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.async;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.scheduler;
using Unity.UIWidgets.ui;

}
public GestureBinding() {
Window.instance.onPointerEvent += _handlePointerDataPacket;
Window.instance.onPointerDataPacket += _handlePointerDataPacket;
gestureArena = new GestureArenaManager();
}

foreach (var pointerEvent in PointerEventConverter.expand(packet.data, Window.instance.devicePixelRatio)) {
_pendingPointerEvents.Enqueue(pointerEvent);
}
_flushPointerEventQueue();
}

}
_pendingPointerEvents.Enqueue(
new PointerCancelEvent(timeStamp: Timer.timespanSinceStartup, pointer: pointer));
new PointerCancelEvent(timeStamp: _Timer.timespanSinceStartup, pointer: pointer));
}
void _flushPointerEventQueue() {

4
com.unity.uiwidgets/Runtime/gestures/multidrag.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.async;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;

TimeSpan? delay = null)
: base(initialPosition) {
D.assert(delay != null);
_timer = Window.instance.run(delay ?? Constants.kLongPressTimeout, _delayPassed, false);
_timer = Timer.create(delay ?? Constants.kLongPressTimeout, _delayPassed);
}
Timer _timer;

8
com.unity.uiwidgets/Runtime/gestures/multitap.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.async;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;

class _CountdownZoned {
public _CountdownZoned(TimeSpan duration) {
D.assert(duration != null);
_timer = Window.instance.run(duration, _onTimeout);
_timer = Timer.create(duration, _onTimeout);
}
public bool _timeout = false;

void _startDoubleTapTimer() {
_doubleTapTimer =
_doubleTapTimer
?? Window.instance.run(Constants.kDoubleTapTimeout, _reset);
?? Timer.create(Constants.kDoubleTapTimeout, _reset);
}
void _stopDoubleTapTimer() {

_lastPosition = OffsetPair.fromEventPosition(evt);
startTrackingPointer(handleEvent, evt.transform);
if (longTapDelay > TimeSpan.Zero) {
_timer = Window.instance.run(longTapDelay, () => {
_timer = Timer.create(longTapDelay, () => {
_timer = null;
this.gestureRecognizer._dispatchLongTap(evt.pointer, _lastPosition);
});

4
com.unity.uiwidgets/Runtime/gestures/recognizer.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.async;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using UnityEngine;

primaryPointer = evt.pointer;
initialPosition = new OffsetPair(local: evt.localPosition, global: evt.position);
if (deadline != null) {
_timer = Window.instance.run(deadline.Value, () => didExceedDeadlineWithEvent(evt));
_timer = Timer.create(deadline.Value, () => didExceedDeadlineWithEvent(evt));
}
}
}

4
com.unity.uiwidgets/Runtime/scheduler2/binding.cs


using Unity.UIWidgets.async;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
using FrameTiming = Unity.UIWidgets.ui2.FrameTiming;
using FrameTiming = Unity.UIWidgets.ui.FrameTiming;
using Timer = Unity.UIWidgets.async2.Timer;
namespace Unity.UIWidgets.scheduler2 {

2
com.unity.uiwidgets/Runtime/services/asset_bundle.cs


using Unity.UIWidgets.async2;
using Unity.UIWidgets.engine2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
using UnityEngine.Networking;
namespace Unity.UIWidgets.services {

2
com.unity.uiwidgets/Runtime/services/binary_messenger.cs


using System;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.services {
public delegate Future<byte[]> MessageHandler(byte[] message);

2
com.unity.uiwidgets/Runtime/services/binding.cs


using System.Collections.Generic;
using Unity.UIWidgets.async2;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui2;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.services {
public class ServicesBinding : BindingBase {

7
com.unity.uiwidgets/Runtime/ui2/window.cs


Window_scheduleFrame(_ptr);
}
public void scheduleMicrotask(Action callback) {
async_.scheduleMicrotask(() => {
callback.Invoke();
return null;
});
}
public void render(Scene scene) {
Window_render(_ptr, scene._ptr);
}

3
com.unity.uiwidgets/Runtime/ui2/painting.meta


fileFormatVersion: 2
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timeCreated: 1595649311
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