siyao
4 年前
当前提交
a86821aa
共有 10 个文件被更改,包括 871 次插入 和 225 次删除
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19com.unity.uiwidgets/Runtime/engine2/UIWidgetsPanel.cs
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2com.unity.uiwidgets/Runtime/ui2/native_bindings.cs
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2engine/Build.bee.cs
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12engine/src/shell/platform/unity/android/uiwidgets_panel.cc
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480engine/src/shell/platform/unity/android/unity_surface_manager.cc
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28engine/src/shell/platform/unity/android/unity_surface_manager.h
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64Samples/UIWidgetsSamples_2019_4/Assets/ANT.cs
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11Samples/UIWidgetsSamples_2019_4/Assets/ANT.cs.meta
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471Samples/UIWidgetsSamples_2019_4/Assets/ANT.unity
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7Samples/UIWidgetsSamples_2019_4/Assets/ANT.unity.meta
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Runtime.InteropServices; |
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using Unity.UIWidgets.ui; |
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using UnityEngine; |
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using Color = UnityEngine.Color; |
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public class ANT : MonoBehaviour |
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{ |
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[DllImport(NativeBindings.dllName)] |
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private static extern void SetTextureFromUnity(System.IntPtr texture, int w, int h); |
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[DllImport(NativeBindings.dllName)] |
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private static extern void draw_xxx(); |
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// Start is called before the first frame update
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void Start() |
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{ |
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CreateTextureAndPassToPlugin(); |
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} |
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private void CreateTextureAndPassToPlugin() |
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{ |
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// Create a texture
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Texture2D tex = new Texture2D(20, 20, TextureFormat.ARGB32, false); |
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// Set point filtering just so we can see the pixels clearly
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tex.filterMode = FilterMode.Point; |
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// Call Apply() so it's actually uploaded to the GPU
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tex.Apply(); |
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for (int i = 0; i < 10; i++) |
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{ |
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for (int j = 0; j < 10; j++) |
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{ |
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tex.SetPixel(i, j, Color.magenta); |
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} |
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} |
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tex.Apply(); |
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// Set texture onto our material
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GetComponent<Renderer>().material.mainTexture = tex; |
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#if !UNITY_EDITOR
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// Pass texture pointer to the plugin
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SetTextureFromUnity (tex.GetNativeTexturePtr(), tex.width, tex.height); |
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#endif
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} |
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// Update is called once per frame
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void Update() |
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{ |
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#if !UNITY_EDITOR
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var tex = (Texture2D)GetComponent<Renderer>().material.mainTexture; |
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Debug.Log("update"); |
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draw_xxx(); |
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Debug.Log("22"); |
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tex.Apply(); |
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Debug.Log("apply"); |
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#endif
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} |
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