浏览代码

update replace ui

/siyaoH-1.17-PlatformMessage
siyao 4 年前
当前提交
a05afa9c
共有 83 个文件被更改,包括 160 次插入76 次删除
  1. 2
      com.unity.uiwidgets/Runtime/ui/matrix.cs
  2. 2
      com.unity.uiwidgets/Runtime/ui/painting/ArrayRef.cs
  3. 2
      com.unity.uiwidgets/Runtime/ui/painting/GifDecoder.cs
  4. 2
      com.unity.uiwidgets/Runtime/ui/painting/canvas.cs
  5. 2
      com.unity.uiwidgets/Runtime/ui/painting/codec.cs
  6. 2
      com.unity.uiwidgets/Runtime/ui/painting/codec_gif.cs
  7. 2
      com.unity.uiwidgets/Runtime/ui/painting/draw_cmd.cs
  8. 2
      com.unity.uiwidgets/Runtime/ui/painting/image.cs
  9. 2
      com.unity.uiwidgets/Runtime/ui/painting/native_bindings.cs
  10. 2
      com.unity.uiwidgets/Runtime/ui/painting/painting.cs
  11. 2
      com.unity.uiwidgets/Runtime/ui/painting/path.cs
  12. 2
      com.unity.uiwidgets/Runtime/ui/painting/picture.cs
  13. 2
      com.unity.uiwidgets/Runtime/ui/painting/shader.cs
  14. 2
      com.unity.uiwidgets/Runtime/ui/painting/shadow_utils.cs
  15. 2
      com.unity.uiwidgets/Runtime/ui/painting/tessellation_generator.cs
  16. 2
      com.unity.uiwidgets/Runtime/ui/painting/txt/font_manager.cs
  17. 2
      com.unity.uiwidgets/Runtime/ui/painting/txt/mesh_generator.cs
  18. 2
      com.unity.uiwidgets/Runtime/ui/painting/txt/text_blob.cs
  19. 2
      com.unity.uiwidgets/Runtime/ui/painting/utils.cs
  20. 2
      com.unity.uiwidgets/Runtime/ui/renderer/allocator/debug.cs
  21. 2
      com.unity.uiwidgets/Runtime/ui/renderer/allocator/generic_list.cs
  22. 2
      com.unity.uiwidgets/Runtime/ui/renderer/allocator/pool_object.cs
  23. 2
      com.unity.uiwidgets/Runtime/ui/renderer/allocator/uipath_cache_manager.cs
  24. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/command_buffer_canvas.cs
  25. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_clip.cs
  26. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs
  27. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs
  28. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader.cs
  29. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs
  30. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_utils.cs
  31. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shadow_utils.cs
  32. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_utils.cs
  33. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/render_cmd.cs
  34. 2
      com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/render_layer.cs
  35. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/base_canvas.cs
  36. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/color.cs
  37. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/draw_cmd.cs
  38. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/matrix/ui_matrix.cs
  39. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/matrix/ui_matrix_utils.cs
  40. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/mesh_mesh.cs
  41. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/offset.cs
  42. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path.cs
  43. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_cache.cs
  44. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_extension.cs
  45. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_utils.cs
  46. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/tessellation_generator.cs
  47. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/rect.cs
  48. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/paint.cs
  49. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/picture.cs
  50. 2
      com.unity.uiwidgets/Runtime/ui/renderer/common/utils.cs
  51. 2
      com.unity.uiwidgets/Runtime/ui/renderer/compositeCanvas/compositing.cs
  52. 2
      com.unity.uiwidgets/Runtime/ui/text.cs
  53. 2
      com.unity.uiwidgets/Runtime/ui/txt/emoji.cs
  54. 2
      com.unity.uiwidgets/Runtime/ui/txt/layout.cs
  55. 2
      com.unity.uiwidgets/Runtime/ui/txt/layout_utils.cs
  56. 2
      com.unity.uiwidgets/Runtime/ui/txt/linebreaker.cs
  57. 2
      com.unity.uiwidgets/Runtime/ui/txt/paint_record.cs
  58. 2
      com.unity.uiwidgets/Runtime/ui/txt/paragraph.cs
  59. 2
      com.unity.uiwidgets/Runtime/ui/txt/paragraph_builder.cs
  60. 2
      com.unity.uiwidgets/Runtime/ui/txt/styled_runs.cs
  61. 2
      com.unity.uiwidgets/Runtime/ui/txt/text_buff.cs
  62. 2
      com.unity.uiwidgets/Runtime/ui/txt/utils.cs
  63. 2
      com.unity.uiwidgets/Runtime/ui/txt/word_separate.cs
  64. 2
      com.unity.uiwidgets/Runtime/ui/txt/wordbreaker.cs
  65. 2
      com.unity.uiwidgets/Runtime/ui/window.cs
  66. 2
      com.unity.uiwidgets/Runtime/ui2/channel_buffers.cs
  67. 2
      com.unity.uiwidgets/Runtime/ui2/compositing.cs
  68. 2
      com.unity.uiwidgets/Runtime/ui2/hooks.cs
  69. 2
      com.unity.uiwidgets/Runtime/ui2/isolate.cs
  70. 2
      com.unity.uiwidgets/Runtime/ui2/native_bindings.cs
  71. 2
      com.unity.uiwidgets/Runtime/ui2/painting.cs
  72. 2
      com.unity.uiwidgets/Runtime/ui2/text.cs
  73. 75
      com.unity.uiwidgets/Runtime/ui2/window.cs
  74. 2
      com.unity.uiwidgets/Runtime/ui2/pointer.cs
  75. 2
      com.unity.uiwidgets/Runtime/ui2/geometry.cs
  76. 2
      com.unity.uiwidgets/Runtime/ui2/Matrix4.cs
  77. 11
      com.unity.uiwidgets/Runtime/ui2/text.cs.meta
  78. 0
      /com.unity.uiwidgets/Runtime/ui2/geometry.cs.meta
  79. 0
      /com.unity.uiwidgets/Runtime/ui2/pointer.cs.meta
  80. 0
      /com.unity.uiwidgets/Runtime/ui2/pointer.cs
  81. 0
      /com.unity.uiwidgets/Runtime/ui2/geometry.cs
  82. 0
      /com.unity.uiwidgets/Runtime/ui2/Matrix4.cs.meta
  83. 0
      /com.unity.uiwidgets/Runtime/ui2/Matrix4.cs

2
com.unity.uiwidgets/Runtime/ui/matrix.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class Matrix3 : IEquatable<Matrix3> {
public static Matrix3 makeScale(float sx, float sy) {
var m = new Matrix3();

2
com.unity.uiwidgets/Runtime/ui/painting/ArrayRef.cs


using System;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class ArrayRef<T> {
public T[] array;

2
com.unity.uiwidgets/Runtime/ui/painting/GifDecoder.cs


using System.IO;
using System.Text;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
// from https://github.com/avianbc/NGif/blob/master/Components/GifDecoder.cs
// https://gist.github.com/devunwired/4479231
// No DISPOSAL_PREVIOUS as its not actually widely used.

2
com.unity.uiwidgets/Runtime/ui/painting/canvas.cs


using UnityEngine;
using Unity.UIWidgets.foundation;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public interface Canvas {
void save();

2
com.unity.uiwidgets/Runtime/ui/painting/codec.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class FrameInfo {
public Image image;
public TimeSpan duration;

2
com.unity.uiwidgets/Runtime/ui/painting/codec_gif.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class GifCodec : Codec {
public static bool isGif(byte[] bytes) {
return bytes != null && bytes.Length >= 3 && bytes[0] == 'G' && bytes[1] == 'I' && bytes[2] == 'F';

2
com.unity.uiwidgets/Runtime/ui/painting/draw_cmd.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public abstract class DrawCmd {
}

2
com.unity.uiwidgets/Runtime/ui/painting/image.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class Image : IEquatable<Image>, IDisposable {
Texture _texture;
readonly bool _noDispose;

2
com.unity.uiwidgets/Runtime/ui/painting/native_bindings.cs


using System.Runtime.InteropServices;
using Unity.UIWidgets.foundation;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class NativeBindings {
#if (UNITY_IOS || UNITY_TVOS || UNITY_WEBGL) && !UNITY_EDITOR
const string dllName = "__Internal";

2
com.unity.uiwidgets/Runtime/ui/painting/painting.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class PaintingUtils {
internal static bool _offsetIsValid(Offset offset) {
D.assert(offset != null, () => "Offset argument was null.");

2
com.unity.uiwidgets/Runtime/ui/painting/path.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public enum PathOperation {
difference,

2
com.unity.uiwidgets/Runtime/ui/painting/picture.cs


using Unity.UIWidgets.foundation;
using Unity.UIWidgets.external;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class Picture {
public Picture(List<DrawCmd> drawCmds,
Rect paintBounds,

2
com.unity.uiwidgets/Runtime/ui/painting/shader.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public enum TileMode : int {
clamp = 0,
mirror = 1,

2
com.unity.uiwidgets/Runtime/ui/painting/shadow_utils.cs


using Unity.UIWidgets.material;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class ShadowUtils {
public const bool kUseFastShadow = true;

2
com.unity.uiwidgets/Runtime/ui/painting/tessellation_generator.cs


using System.Linq;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class TessellationKey : IEquatable<TessellationKey> {
public readonly float x2;
public readonly float y2;

2
com.unity.uiwidgets/Runtime/ui/painting/txt/font_manager.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class FontInfo {
public readonly Font font;
int _textureVersion;

2
com.unity.uiwidgets/Runtime/ui/painting/txt/mesh_generator.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class MeshKey : PoolObject, IEquatable<MeshKey> {
public long textBlobId;
public float scale;

2
com.unity.uiwidgets/Runtime/ui/painting/txt/text_blob.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public struct TextBlob {
internal TextBlob(string text, int textOffset, int textSize, float[] positionXs,
UnityEngine.Rect bounds, TextStyle style) {

2
com.unity.uiwidgets/Runtime/ui/painting/utils.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class XformUtils {
public static float getAverageScale(Matrix3 matrix) {
return (getScaleX(matrix) + getScaleY(matrix)) * 0.5f;

2
com.unity.uiwidgets/Runtime/ui/renderer/allocator/debug.cs


using System.Collections.Generic;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class DebugMeta {
public string objName;
public int watermark;

2
com.unity.uiwidgets/Runtime/ui/renderer/allocator/generic_list.cs


using System;
using System.Collections.Generic;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class uiList<T> : PoolObject {
List<T> list;

2
com.unity.uiwidgets/Runtime/ui/renderer/allocator/pool_object.cs


using System.Collections.Generic;
using System.Diagnostics;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public abstract class PoolObject {
public bool activated_flag;

2
com.unity.uiwidgets/Runtime/ui/renderer/allocator/uipath_cache_manager.cs


using System.Collections.Generic;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public static class uiPathCacheManager {
static readonly Dictionary<uint, uiPath> cache = new Dictionary<uint, uiPath>(256);

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/command_buffer_canvas.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class CommandBufferCanvas : uiRecorderCanvas {
readonly PictureFlusher _flusher;

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_clip.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class ClipElement : PoolObject {
public int saveCount;
public uiMeshMesh mesh;

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs


using System.Runtime.InteropServices;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class PictureFlusher {
struct uiVertex

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs


using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class PictureFlusher {
readonly RenderTexture _renderTexture;
readonly float _fringeWidth;

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader.cs


using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class MaterialProps {
static readonly int _srcBlend = Shader.PropertyToID("_SrcBlend");
static readonly int _dstBlend = Shader.PropertyToID("_DstBlend");

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_initializer.cs


using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static partial class CanvasShader {
const bool enableDebugLog = false;

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shader_utils.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class MaterialPropertyBlockWrapper : PoolObject {
public readonly MaterialPropertyBlock mpb;

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_shadow_utils.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class PictureFlusher {
void _drawRRectShadow(uiPath path, uiPaint paint) {

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_utils.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class BlurUtils {
static readonly Dictionary<int, float[]> _gaussianKernels
= new Dictionary<int, float[]>();

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/render_cmd.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class PictureFlusher {
internal abstract class RenderCmd : PoolObject {
public abstract void release();

2
com.unity.uiwidgets/Runtime/ui/renderer/cmdbufferCanvas/rendering/render_layer.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class PictureFlusher {
internal class RenderLayer : PoolObject {
public int rtID;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/base_canvas.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class uiRecorderCanvas : Canvas {
public uiRecorderCanvas(uiPictureRecorder recorder) {
_recorder = recorder;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/color.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public struct uiColor {
public readonly long value;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/draw_cmd.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public abstract class uiDrawCmd : PoolObject {
public abstract void release();
}

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/matrix/ui_matrix.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial struct uiMatrix3 {
//Constants
enum TypeMask {

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/matrix/ui_matrix_utils.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial struct uiMatrix3 {
public void mapPoints(ref uiOffset[] dst, ref uiOffset[] src) {
D.assert(dst != null && src != null && dst.Length == src.Length);

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/mesh_mesh.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class uiMeshMesh : PoolObject {
public uiList<Vector3> vertices;
public uiList<int> triangles;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/offset.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public struct uiOffset {
public uiOffset(float dx, float dy) {
this.dx = dx;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class uiPath : PoolObject {
const float _KAPPA90 = 0.5522847493f;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_cache.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class uiPathCache : PoolObject {
float _distTol;
float _tessTol;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_extension.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public partial class uiPath {
public enum uiPathShapeHint {

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/path_utils.cs


using System.Collections.Generic;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public enum uiPathWinding {
counterClockwise = 1, // which just means the order as the input is.
clockwise = 2, // which just means the reversed order.

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/path/tessellation_generator.cs


using System.Linq;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class uiTessellationKey : PoolObject, IEquatable<uiTessellationKey> {
public float x2;
public float y2;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/geometry/rect.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public struct uiRect {
public uiRect(float left, float top, float right, float bottom) {
this.left = left;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/paint.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public struct uiMaskFilter {
uiMaskFilter(BlurStyle style, float sigma) {
this.style = style;

2
com.unity.uiwidgets/Runtime/ui/renderer/common/picture.cs


using Unity.UIWidgets.foundation;
using Unity.UIWidgets.external;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class uiPicture : PoolObject {
public uiPicture() {
}

2
com.unity.uiwidgets/Runtime/ui/renderer/common/utils.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class uiXformUtils {
public static float getScaleX(uiMatrix3 matrix) {
// ignore perspective parameters for now.

2
com.unity.uiwidgets/Runtime/ui/renderer/compositeCanvas/compositing.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class SceneBuilder {
ContainerLayer _rootLayer;
ContainerLayer _currentLayer;

2
com.unity.uiwidgets/Runtime/ui/text.cs


using Unity.UIWidgets.foundation;
using Unity.UIWidgets.painting;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public enum FontStyle {
normal,
italic,

2
com.unity.uiwidgets/Runtime/ui/txt/emoji.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class EmojiResourceConfiguration {
public readonly string spriteSheetAssetName;

2
com.unity.uiwidgets/Runtime/ui/txt/layout.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class Layout {
// Measure the length of the span of the text. Currently, this is only used to compute the length
// of ellipsis, assuming that the ellipsis does not contain any tab, tab is not considered for simplicity

2
com.unity.uiwidgets/Runtime/ui/txt/layout_utils.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
static class LayoutUtils {
public const char CHAR_NBSP = '\u00A0';

2
com.unity.uiwidgets/Runtime/ui/txt/linebreaker.cs


using System.Collections.Generic;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class TabStops {
int _tabWidth = int.MaxValue;

2
com.unity.uiwidgets/Runtime/ui/txt/paint_record.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
struct PaintRecord {
public PaintRecord(TextStyle style, float dx, float dy, TextBlob text, FontMetrics metrics, float runWidth) {
_style = style;

2
com.unity.uiwidgets/Runtime/ui/txt/paragraph.cs


using Unity.UIWidgets.external;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
struct CodeUnitRun {
public readonly int lineNumber;
public readonly TextDirection direction;

2
com.unity.uiwidgets/Runtime/ui/txt/paragraph_builder.cs


using System.Collections.Generic;
using System.Text;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public class ParagraphBuilder {
StringBuilder _text = new StringBuilder();
ParagraphStyle _paragraphStyle;

2
com.unity.uiwidgets/Runtime/ui/txt/styled_runs.cs


using System;
using System.Collections.Generic;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class StyledRuns {
readonly List<TextStyle> styles = new List<TextStyle>();
readonly List<IndexedRun> runs = new List<IndexedRun>();

2
com.unity.uiwidgets/Runtime/ui/txt/text_buff.cs


using Unity.UIWidgets.foundation;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
struct TextBuff {
public readonly string text;
public readonly int offset;

2
com.unity.uiwidgets/Runtime/ui/txt/utils.cs


using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
class Utils {
public static float PixelCorrectRound(float v) {
return Mathf.Round(v * Window.instance.devicePixelRatio) / Window.instance.devicePixelRatio;

2
com.unity.uiwidgets/Runtime/ui/txt/word_separate.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
struct WordSeparate {
internal enum CharacterType {
LetterLike,

2
com.unity.uiwidgets/Runtime/ui/txt/wordbreaker.cs


namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
struct WordBreaker {
public const uint U16_SURROGATE_OFFSET = ((0xd800 << 10) + 0xdc00 - 0x10000);
TextBuff _text;

2
com.unity.uiwidgets/Runtime/ui/window.cs


using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.uiOld{
public delegate void VoidCallback();
public delegate void FrameCallback(TimeSpan duration);

2
com.unity.uiwidgets/Runtime/ui2/channel_buffers.cs


using Unity.UIWidgets.async2;
using UnityEngine;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
readonly struct _StoredMessage {
internal _StoredMessage(byte[] data, PlatformMessageResponseCallback callback) {
_data = data;

2
com.unity.uiwidgets/Runtime/ui2/compositing.cs


using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public class Scene : NativeWrapperDisposable {
internal Scene(IntPtr ptr) : base(ptr) {
}

2
com.unity.uiwidgets/Runtime/ui2/hooks.cs


using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public static class Hooks {
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]

2
com.unity.uiwidgets/Runtime/ui2/isolate.cs


using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public class Isolate {
static Dictionary<IntPtr, Isolate> _isolates = new Dictionary<IntPtr, Isolate>();

2
com.unity.uiwidgets/Runtime/ui2/native_bindings.cs


using System;
using Unity.UIWidgets.foundation;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public class NativeBindings {
#if (UNITY_IOS || UNITY_TVOS || UNITY_WEBGL) && !UNITY_EDITOR
internal const string dllName = "__Internal";

2
com.unity.uiwidgets/Runtime/ui2/painting.cs


using Unity.UIWidgets.ui;
using Rect = Unity.UIWidgets.ui.Rect;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public static class Conversions {
public static UnityEngine.Color toColor(this Color color) {
return new UnityEngine.Color(

2
com.unity.uiwidgets/Runtime/ui2/text.cs


using Unity.UIWidgets.services;
using Rect = Unity.UIWidgets.ui.Rect;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public enum FontStyle {
normal,

75
com.unity.uiwidgets/Runtime/ui2/window.cs


using Unity.UIWidgets.ui;
using UnityEngine;
namespace Unity.UIWidgets.ui2 {
namespace Unity.UIWidgets.ui {
public delegate void VoidCallback();
public delegate void FrameCallback(TimeSpan duration);

}
}
public class Locale : IEquatable<Locale> {
public Locale(string languageCode, string countryCode = null) {
D.assert(languageCode != null);
_languageCode = languageCode;
_countryCode = countryCode;
}
readonly string _languageCode;
public string languageCode {
get { return _languageCode; }
}
readonly string _countryCode;
public string countryCode {
get { return _countryCode; }
}
public bool Equals(Locale other) {
if (ReferenceEquals(null, other)) {
return false;
}
if (ReferenceEquals(this, other)) {
return true;
}
return string.Equals(_languageCode, other._languageCode) &&
string.Equals(_countryCode, other._countryCode);
}
public override bool Equals(object obj) {
if (ReferenceEquals(null, obj)) {
return false;
}
if (ReferenceEquals(this, obj)) {
return true;
}
if (obj.GetType() != GetType()) {
return false;
}
return Equals((Locale) obj);
}
public override int GetHashCode() {
unchecked {
return ((_languageCode != null ? _languageCode.GetHashCode() : 0) * 397) ^
(_countryCode != null ? _countryCode.GetHashCode() : 0);
}
}
public static bool operator ==(Locale left, Locale right) {
return Equals(left, right);
}
public static bool operator !=(Locale left, Locale right) {
return !Equals(left, right);
}
public override string ToString() {
if (countryCode == null) {
return languageCode;
}
return $"{languageCode}_{countryCode}";
}
}
public class Window {
internal IntPtr _ptr;
internal object _binding;

2
com.unity.uiwidgets/Runtime/ui2/pointer.cs


using System;
using System.Collections.Generic;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.ui{
public enum PointerChange {
cancel,
add,

2
com.unity.uiwidgets/Runtime/ui2/geometry.cs


using System;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.ui{
public static class MathUtils {
const float _valueNearlyZero = 1f / (1 << 12);

2
com.unity.uiwidgets/Runtime/ui2/Matrix4.cs


using Unity.UIWidgets.painting;
using UnityEngine;
namespace Unity.UIWidgets.ui {
namespace Unity.UIWidgets.ui{
public class Matrix4 : IEquatable<Matrix4> {
internal readonly float[] _m4storage;

11
com.unity.uiwidgets/Runtime/ui2/text.cs.meta


fileFormatVersion: 2
guid: 0e9a5242a20c39f46957ffc138ce9933
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

/com.unity.uiwidgets/Runtime/ui/geometry.cs.meta → /com.unity.uiwidgets/Runtime/ui2/geometry.cs.meta

/com.unity.uiwidgets/Runtime/ui/pointer.cs.meta → /com.unity.uiwidgets/Runtime/ui2/pointer.cs.meta

/com.unity.uiwidgets/Runtime/ui/pointer.cs → /com.unity.uiwidgets/Runtime/ui2/pointer.cs

/com.unity.uiwidgets/Runtime/ui/geometry.cs → /com.unity.uiwidgets/Runtime/ui2/geometry.cs

/com.unity.uiwidgets/Runtime/ui/Matrix4.cs.meta → /com.unity.uiwidgets/Runtime/ui2/Matrix4.cs.meta

/com.unity.uiwidgets/Runtime/ui/Matrix4.cs → /com.unity.uiwidgets/Runtime/ui2/Matrix4.cs

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