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71 行
2.0 KiB

using UIWidgets.ui;
using UnityEngine;
namespace UIWidgets.flow {
public class PictureLayer : Layer {
private Offset _offset;
public Offset offset {
set { this._offset = value; }
}
private Picture _picture;
public Picture picture {
set { this._picture = value; }
}
private bool _isComplex = false;
public bool isComplex {
set { this._isComplex = value; }
}
private bool _willChange = false;
public bool willChange {
set { this._willChange = value; }
}
private RasterCacheResult _rasterCacheResult;
public override void preroll(PrerollContext context, Matrix4x4 matrix) {
if (context.rasterCache != null) {
Matrix4x4 ctm = matrix;
ctm = Matrix4x4.Translate(this._offset.toVector()) * ctm;
ctm.m03 = Mathf.Round(ctm.m03);
ctm.m13 = Mathf.Round(ctm.m13);
this._rasterCacheResult = context.rasterCache.getPrerolledImage(
this._picture, ref ctm, this._isComplex, this._willChange);
} else {
this._rasterCacheResult = null;
}
var bounds = this._picture.paintBounds.shift(this._offset);
this.paintBounds = bounds;
}
public override void paint(PaintContext context) {
var canvas = context.canvas;
canvas.save();
canvas.concat(Matrix4x4.Translate(this._offset.toVector()));
var matrix = canvas.getMatrix();
matrix.m03 = Mathf.Round(matrix.m03);
matrix.m13 = Mathf.Round(matrix.m13);
canvas.setMatrix(matrix);
try {
if (this._rasterCacheResult != null) {
this._rasterCacheResult.draw(canvas);
} else {
canvas.drawPicture(this._picture);
}
}
finally {
canvas.restore();
}
}
}
}