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346 行
9.6 KiB

using System;
using Unity.UIWidgets.painting;
using UnityEngine;
namespace Unity.UIWidgets.ui {
public class Color : IEquatable<Color> {
public Color(long value) {
this.value = value & 0xFFFFFFFF;
}
public static readonly Color clear = new Color(0x00000000);
public static readonly Color black = new Color(0xFF000000);
public static readonly Color white = new Color(0xFFFFFFFF);
public static Color fromARGB(int a, int r, int g, int b) {
return new Color(
(((a & 0xff) << 24) |
((r & 0xff) << 16) |
((g & 0xff) << 8) |
((b & 0xff) << 0)) & 0xFFFFFFFF);
}
public static Color fromRGBO(int r, int g, int b, double opacity) {
return new Color(
((((int) (opacity * 0xff) & 0xff) << 24) |
((r & 0xff) << 16) |
((g & 0xff) << 8) |
((b & 0xff) << 0)) & 0xFFFFFFFF);
}
public readonly long value;
public int alpha {
get { return (int) ((0xff000000 & this.value) >> 24); }
}
public double opacity {
get { return this.alpha / 255.0; }
}
public int red {
get { return (int) ((0x00ff0000 & this.value) >> 16); }
}
public int green {
get { return (int) ((0x0000ff00 & this.value) >> 8); }
}
public int blue {
get { return (int) ((0x000000ff & this.value) >> 0); }
}
public Color withAlpha(int a) {
return fromARGB(a, this.red, this.green, this.blue);
}
public Color withOpacity(double opacity) {
return this.withAlpha((int) (opacity * 255));
}
public Color withRed(int r) {
return fromARGB(this.alpha, r, this.green, this.blue);
}
public Color withGreen(int g) {
return fromARGB(this.alpha, this.red, g, this.blue);
}
public Color withBlue(int b) {
return fromARGB(this.alpha, this.red, this.green, b);
}
public static Color lerp(Color a, Color b, double t) {
if (a == null && b == null) {
return null;
}
if (a == null) {
return b._scaleAlpha(t);
}
if (b == null) {
return a._scaleAlpha(1.0 - t);
}
return fromARGB(
((int) MathUtils.lerpDouble(a.alpha, b.alpha, t)).clamp(0, 255),
((int) MathUtils.lerpDouble(a.red, b.red, t)).clamp(0, 255),
((int) MathUtils.lerpDouble(a.green, b.green, t)).clamp(0, 255),
((int) MathUtils.lerpDouble(a.blue, b.blue, t)).clamp(0, 255)
);
}
public bool Equals(Color other) {
if (ReferenceEquals(null, other)) {
return false;
}
if (ReferenceEquals(this, other)) {
return true;
}
return this.value == other.value;
}
public override bool Equals(object obj) {
if (ReferenceEquals(null, obj)) {
return false;
}
if (ReferenceEquals(this, obj)) {
return true;
}
if (obj.GetType() != this.GetType()) {
return false;
}
return this.Equals((Color) obj);
}
public override int GetHashCode() {
return this.value.GetHashCode();
}
public static bool operator ==(Color a, Color b) {
return ReferenceEquals(a, null) ? ReferenceEquals(b, null) : a.Equals(b);
}
public static bool operator !=(Color a, Color b) {
return !(a == b);
}
public override string ToString() {
return $"Color(0x{this.value:X8})";
}
}
public enum Clip {
none,
hardEdge,
antiAlias,
antiAliasWithSaveLayer,
}
public enum PaintingStyle {
fill,
stroke,
}
public enum StrokeCap {
butt,
round,
square,
}
public enum StrokeJoin {
miter,
round,
bevel,
}
public class ColorFilter {
public Color color;
public BlendMode blendMode;
}
public enum TileMode {
// todo: implement repeated, mirror.
clamp,
repeated,
mirror
}
public abstract class PaintShader {
}
public class Gradient : PaintShader {
internal float[] invXform;
internal float[] extent;
internal float radius;
internal float feather;
internal Color innerColor;
internal Color outerColor;
public static Gradient linear(
Offset from, Offset to,
Color color0, Color color1, TileMode tileMode = TileMode.clamp) {
const float large = 1e5f;
var dir = to - from;
var dx = (float) dir.dx;
var dy = (float) dir.dy;
var d = (float) dir.distance;
if (d > 0.0001f) {
dx /= d;
dy /= d;
} else {
dx = 0;
dy = 1;
}
var xform = new[] {dy, -dx, dx, dy, (float) from.dx - dx * large, (float) from.dy - dy * large};
var invXform = new float[6];
XformUtils.transformInverse(invXform, xform);
return new Gradient {
invXform = invXform,
extent = new[] {large, large + d * 0.5f},
radius = 0.0f,
feather = Mathf.Max(1.0f, d),
innerColor = color0,
outerColor = color1
};
}
public static Gradient radial(
Offset center, double radius0, double radius1,
Color color0, Color color1, TileMode tileMode = TileMode.clamp) {
float r = (float) (radius0 + radius1) * 0.5f;
float f = (float) (radius1 - radius0);
var xform = new[] {1, 0, 0, 1, (float) center.dx, (float) center.dy};
var invXform = new float[6];
XformUtils.transformInverse(invXform, xform);
return new Gradient {
invXform = invXform,
extent = new[] {r, r},
radius = r,
feather = Mathf.Max(1.0f, f),
innerColor = color0,
outerColor = color1
};
}
public static Gradient box(
Rect rect, double radius, double feather,
Color color0, Color color1, TileMode tileMode = TileMode.clamp) {
var ext0 = (float) rect.width * 0.5f;
var ext1 = (float) rect.height * 0.5f;
var xform = new[] {1, 0, 0, 1, (float) rect.left + ext0, (float) rect.top + ext1};
var invXform = new float[6];
XformUtils.transformInverse(invXform, xform);
return new Gradient {
invXform = invXform,
extent = new[] {ext0, ext1},
radius = (float) radius,
feather = Mathf.Max(1.0f, (float) feather),
innerColor = color0,
outerColor = color1
};
}
}
public class Paint {
static readonly Color _kColorDefault = new Color(0xFFFFFFFF);
public Color color = _kColorDefault;
public BlendMode blendMode = BlendMode.srcOver;
public PaintingStyle style = PaintingStyle.fill;
public double strokeWidth = 0;
public StrokeCap strokeCap = StrokeCap.butt;
public StrokeJoin strokeJoin = StrokeJoin.miter;
public double strokeMiterLimit = 4.0;
public FilterMode filterMode = FilterMode.Point;
public ColorFilter colorFilter = null;
public PaintShader shader = null;
public double blurSigma;
public bool invertColors;
}
public static class Conversions {
public static UnityEngine.Color toColor(this Color color) {
return new UnityEngine.Color(
color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f);
}
public static Color32 toColor32(this Color color) {
return new Color32(
(byte) color.red, (byte) color.green, (byte) color.blue, (byte) color.alpha);
}
public static Vector2 toVector(this Offset offset) {
return new Vector2((float) offset.dx, (float) offset.dy);
}
public static UnityEngine.Rect toRect(this Rect rect) {
return new UnityEngine.Rect((float) rect.left, (float) rect.top, (float) rect.width, (float) rect.height);
}
public static float alignToPixel(this float v, float devicePixelRatio) {
return Mathf.Round(v * devicePixelRatio) / devicePixelRatio;
}
internal static Color _scaleAlpha(this Color a, double factor) {
return a.withAlpha((a.alpha * factor).round().clamp(0, 255));
}
}
public enum BlendMode {
clear,
src,
dst,
srcOver,
dstOver,
srcIn,
dstIn,
srcOut,
dstOut,
srcATop,
dstATop,
xor,
plus,
// REF: https://www.w3.org/TR/compositing-1/#blendingseparable
modulate,
screen,
overlay,
darken,
lighten,
colorDodge,
colorBurn,
hardLight,
softLight,
difference,
exclusion,
multiply,
// REF: https://www.w3.org/TR/compositing-1/#blendingnonseparable
hue,
saturation,
color,
luminosity,
}
}