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using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.flow {
public class PictureLayer : Layer {
Offset _offset;
public Offset offset {
set { this._offset = value; }
}
Picture _picture;
public Picture picture {
set { this._picture = value; }
}
bool _isComplex = false;
public bool isComplex {
set { this._isComplex = value; }
}
bool _willChange = false;
public bool willChange {
set { this._willChange = value; }
}
RasterCacheResult _rasterCacheResult;
public override void preroll(PrerollContext context, Matrix3 matrix) {
if (context.rasterCache != null) {
Matrix3 ctm = new Matrix3(matrix);
ctm.postTranslate((float) this._offset.dx, (float) this._offset.dy);
ctm[2] = ctm[2].alignToPixel(context.devicePixelRatio);
ctm[5] = ctm[5].alignToPixel(context.devicePixelRatio);
this._rasterCacheResult = context.rasterCache.getPrerolledImage(
this._picture, ctm, context.devicePixelRatio, 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.translate(this._offset.dx, this._offset.dy);
// align to pixel
var matrix = canvas.getTotalMatrix();
var devicePixelRatio = context.canvas.getDevicePixelRatio();
matrix[2] = matrix[2].alignToPixel(devicePixelRatio);
matrix[5] = matrix[5].alignToPixel(devicePixelRatio);
canvas.setMatrix(matrix);
try {
if (this._rasterCacheResult != null) {
this._rasterCacheResult.draw(canvas);
} else {
canvas.drawPicture(this._picture);
}
} finally {
canvas.restore();
}
}
}
}