浏览代码

rename namespace

/main
fzhangtj 6 年前
当前提交
cb240799
共有 189 个文件被更改,包括 280 次插入280 次删除
  1. 6
      Runtime/animation/animation.cs
  2. 10
      Runtime/animation/animation_controller.cs
  3. 6
      Runtime/animation/animations.cs
  4. 6
      Runtime/animation/curves.cs
  5. 2
      Runtime/animation/listener_helpers.cs
  6. 6
      Runtime/animation/listener_helpers.mixin.gen.cs
  7. 6
      Runtime/animation/tween.cs
  8. 4
      Runtime/async/microtask_queue.cs
  9. 2
      Runtime/async/priority_queue.cs
  10. 2
      Runtime/async/timer.cs
  11. 6
      Runtime/debugger/diagnostics.cs
  12. 4
      Runtime/debugger/inpsector_panel.cs
  13. 2
      Runtime/debugger/inspector_objectgroup.cs
  14. 6
      Runtime/debugger/inspector_service.cs
  15. 4
      Runtime/debugger/inspector_treeview.cs
  16. 6
      Runtime/debugger/inspector_window.cs
  17. 14
      Runtime/editor/editor_window.cs
  18. 6
      Runtime/editor/rasterizer.cs
  19. 8
      Runtime/editor/surface.cs
  20. 10
      Runtime/engine/WidgetCanvas.cs
  21. 6
      Runtime/flow/clip_rect_layer.cs
  22. 8
      Runtime/flow/clip_rrect_layer.cs
  23. 6
      Runtime/flow/compositor_context.cs
  24. 4
      Runtime/flow/container_layer.cs
  25. 8
      Runtime/flow/layer.cs
  26. 4
      Runtime/flow/layer_tree.cs
  27. 2
      Runtime/flow/matrix_decomposition.cs
  28. 4
      Runtime/flow/opacity_layer.cs
  29. 4
      Runtime/flow/picture_layer.cs
  30. 10
      Runtime/flow/raster_cache.cs
  31. 4
      Runtime/flow/transform_layer.cs
  32. 2
      Runtime/foundation/assertions.cs
  33. 2
      Runtime/foundation/basic_types.cs
  34. 2
      Runtime/foundation/binding.cs
  35. 2
      Runtime/foundation/callback.cs
  36. 4
      Runtime/foundation/change_notifier.cs
  37. 6
      Runtime/foundation/debug.cs
  38. 4
      Runtime/foundation/diagnostics.cs
  39. 2
      Runtime/foundation/key.cs
  40. 2
      Runtime/foundation/node.cs
  41. 2
      Runtime/foundation/node.mixin.gen.cs
  42. 2
      Runtime/foundation/observer_list.cs
  43. 2
      Runtime/foundation/print.cs
  44. 6
      Runtime/gestures/arena.cs
  45. 10
      Runtime/gestures/binding.cs
  46. 2
      Runtime/gestures/constants.cs
  47. 6
      Runtime/gestures/converter.cs
  48. 2
      Runtime/gestures/drag.cs
  49. 6
      Runtime/gestures/drag_details.cs
  50. 4
      Runtime/gestures/events.cs
  51. 6
      Runtime/gestures/hit_test.cs
  52. 2
      Runtime/gestures/long_press.cs
  53. 4
      Runtime/gestures/lsq_resolver.cs
  54. 6
      Runtime/gestures/monodrag.cs
  55. 8
      Runtime/gestures/multitap.cs
  56. 4
      Runtime/gestures/pointer_router.cs
  57. 8
      Runtime/gestures/recognizer.cs
  58. 6
      Runtime/gestures/tap.cs
  59. 4
      Runtime/gestures/team.cs
  60. 6
      Runtime/gestures/velocity_tracker.cs
  61. 6
      Runtime/lib/cache_manager/cache_manager.cs
  62. 2
      Runtime/lib/cache_manager/cache_meta.cs
  63. 4
      Runtime/painting/alignment.cs
  64. 8
      Runtime/painting/basic_types.cs
  65. 4
      Runtime/painting/binding.cs
  66. 4
      Runtime/painting/border_radius.cs
  67. 4
      Runtime/painting/borders.cs
  68. 6
      Runtime/painting/box_border.cs
  69. 6
      Runtime/painting/box_decoration.cs
  70. 4
      Runtime/painting/box_fit.cs
  71. 4
      Runtime/painting/box_shadow.cs
  72. 6
      Runtime/painting/clip.cs
  73. 6
      Runtime/painting/decoration.cs
  74. 8
      Runtime/painting/decoration_image.cs
  75. 4
      Runtime/painting/edge_insets.cs
  76. 2
      Runtime/painting/gradient.cs
  77. 2
      Runtime/painting/image_cache.cs
  78. 6
      Runtime/painting/image_provider.cs
  79. 4
      Runtime/painting/image_stream.cs
  80. 8
      Runtime/painting/matrix_utils.cs
  81. 12
      Runtime/painting/text_painter.cs
  82. 8
      Runtime/painting/text_span.cs
  83. 8
      Runtime/painting/text_style.cs
  84. 6
      Runtime/physics/clamped_simulation.cs
  85. 6
      Runtime/physics/friction_simulation.cs
  86. 6
      Runtime/physics/gravity_simulation.cs
  87. 2
      Runtime/physics/simulation.cs
  88. 4
      Runtime/physics/spring_simulation.cs
  89. 2
      Runtime/physics/tolerance.cs
  90. 4
      Runtime/physics/utils.cs
  91. 10
      Runtime/rendering/binding.cs
  92. 14
      Runtime/rendering/box.cs
  93. 6
      Runtime/rendering/box.mixin.gen.cs
  94. 18
      Runtime/rendering/editable.cs
  95. 12
      Runtime/rendering/error.cs
  96. 8
      Runtime/rendering/flex.cs
  97. 10
      Runtime/rendering/image.cs
  98. 8
      Runtime/rendering/layer.cs
  99. 16
      Runtime/rendering/object.cs
  100. 4
      Runtime/rendering/object.mixin.gen.cs

6
Runtime/animation/animation.cs


using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
public enum AnimationStatus {
dismissed,
forward,

10
Runtime/animation/animation_controller.cs


using System;
using UIWidgets.foundation;
using UIWidgets.physics;
using UIWidgets.scheduler;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.physics;
using Unity.UIWidgets.scheduler;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
enum _AnimationDirection {
forward,
reverse,

6
Runtime/animation/animations.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
class _AlwaysCompleteAnimation : Animation<double> {
internal _AlwaysCompleteAnimation() {
}

6
Runtime/animation/curves.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
public abstract class Curve {
public abstract double transform(double t);

2
Runtime/animation/listener_helpers.cs


namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
}

6
Runtime/animation/listener_helpers.mixin.gen.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
public abstract class AnimationLazyListenerMixinAnimation<T> : Animation<T> {

6
Runtime/animation/tween.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.animation {
namespace Unity.UIWidgets.animation {
public abstract class Animatable<T> {
public abstract T evaluate(Animation<double> animation);

4
Runtime/async/microtask_queue.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.async {
namespace Unity.UIWidgets.async {
public class MicrotaskQueue {
private Queue<Action> _queue = new Queue<Action>();

2
Runtime/async/priority_queue.cs


using System;
using System.Collections.Generic;
namespace UIWidgets.async {
namespace Unity.UIWidgets.async {
public class PriorityQueue<T> where T : IComparable<T> {
private readonly List<T> _data;

2
Runtime/async/timer.cs


using System.Collections.Generic;
using UnityEngine;
namespace UIWidgets.async {
namespace Unity.UIWidgets.async {
public abstract class Timer {
public abstract void cancel();

6
Runtime/debugger/diagnostics.cs


using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public class DiagnosticsNode : IEquatable<DiagnosticsNode>
{

4
Runtime/debugger/inpsector_panel.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public class InspectorPanel
{

2
Runtime/debugger/inspector_objectgroup.cs


using System.Diagnostics;
using UnityEngine;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public class InspectorObjectGroupManager : Singleton<InspectorObjectGroupManager>
{

6
Runtime/debugger/inspector_service.cs


using System.Collections.Generic;
using System.Linq;
using UIWidgets.editor;
using UIWidgets.widgets;
using Unity.UIWidgets.editor;
using Unity.UIWidgets.widgets;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public delegate void SelectionChanged();

4
Runtime/debugger/inspector_treeview.cs


using System;
using System.Collections.Generic;
using System.Reflection;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public class InspectorTreeView : TreeView
{

6
Runtime/debugger/inspector_window.cs


using System.Collections.Generic;
using System.Linq;
using RSG.Promises;
using UIWidgets.editor;
using UIWidgets.widgets;
using Unity.UIWidgets.editor;
using Unity.UIWidgets.widgets;
namespace UIWidgets.debugger
namespace Unity.UIWidgets.debugger
{
public class WidgetsInpsectorWindow: EditorWindow
{

14
Runtime/editor/editor_window.cs


using System;
using System.Collections.Generic;
using System.Diagnostics;
using UIWidgets.async;
using UIWidgets.foundation;
using UIWidgets.service;
using UIWidgets.rendering;
using UIWidgets.ui;
using UIWidgets.widgets;
using Unity.UIWidgets.async;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.service;
using Unity.UIWidgets.rendering;
using Unity.UIWidgets.ui;
using Unity.UIWidgets.widgets;
namespace UIWidgets.editor {
namespace Unity.UIWidgets.editor {
#if UNITY_EDITOR

6
Runtime/editor/rasterizer.cs


using System;
using UIWidgets.flow;
using UIWidgets.foundation;
using Unity.UIWidgets.flow;
using Unity.UIWidgets.foundation;
namespace UIWidgets.editor {
namespace Unity.UIWidgets.editor {
public class Rasterizer {
Surface _surface;
CompositorContext _compositorContext;

8
Runtime/editor/surface.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Canvas = Unity.UIWidgets.ui.Canvas;
namespace UIWidgets.editor {
namespace Unity.UIWidgets.editor {
public delegate bool SubmitCallback(SurfaceFrame surfaceFrame, Canvas canvas);
public class SurfaceFrame : IDisposable {

10
Runtime/engine/WidgetCanvas.cs


using System;
using UIWidgets.editor;
using UIWidgets.painting;
using UIWidgets.ui;
using UIWidgets.widgets;
using Unity.UIWidgets.editor;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
using Unity.UIWidgets.widgets;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

namespace UIWidgets.engine
namespace Unity.UIWidgets.engine
{
public class UIWidgetWindowAdapter : WindowAdapter
{

6
Runtime/flow/clip_rect_layer.cs


using UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Unity.UIWidgets.ui;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class ClipRectLayer : ContainerLayer {
private Rect _clipRect;

8
Runtime/flow/clip_rrect_layer.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Color = UIWidgets.ui.Color;
using Rect = Unity.UIWidgets.ui.Rect;
using Color = Unity.UIWidgets.ui.Color;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class ClipRRectLayer : ContainerLayer {
private RRect _clipRRect;

6
Runtime/flow/compositor_context.cs


using System;
using UIWidgets.editor;
using UIWidgets.ui;
using Unity.UIWidgets.editor;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class CompositorContext {
public class ScopedFrame : IDisposable {
readonly CompositorContext _context;

4
Runtime/flow/container_layer.cs


using System.Collections.Generic;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public abstract class ContainerLayer : Layer {
private readonly List<Layer> _layers = new List<Layer>();

8
Runtime/flow/layer.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Canvas = UIWidgets.ui.Canvas;
using Rect = Unity.UIWidgets.ui.Rect;
using Canvas = Unity.UIWidgets.ui.Canvas;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class PrerollContext {
public RasterCache rasterCache;
public float devicePixelRatio;

4
Runtime/flow/layer_tree.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class LayerTree {
Layer _rootLayer;

2
Runtime/flow/matrix_decomposition.cs


using UnityEngine;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class MatrixDecomposition {
public MatrixDecomposition(Matrix4x4 matrix) {
if (matrix[3, 3] == 0) {

4
Runtime/flow/opacity_layer.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class OpacityLayer : ContainerLayer {
private int _alpha;

4
Runtime/flow/picture_layer.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class PictureLayer : Layer {
private Offset _offset;

10
Runtime/flow/raster_cache.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Rect = UIWidgets.ui.Rect;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class RasterCacheResult {
public RasterCacheResult(Texture texture, Rect logicalRect, float devicePixelRatio) {
D.assert(texture != null);

4
Runtime/flow/transform_layer.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.flow {
namespace Unity.UIWidgets.flow {
public class TransformLayer : ContainerLayer {
private Matrix3 _tranform;

2
Runtime/foundation/assertions.cs


using System.Text;
using Debug = UnityEngine.Debug;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public delegate void UIWidgetsExceptionHandler(UIWidgetsErrorDetails details);
public delegate void InformationCollector(StringBuilder information);

2
Runtime/foundation/basic_types.cs


using System.Collections;
using System.Collections.Generic;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public delegate void ValueChanged<T>(T value);

2
Runtime/foundation/binding.cs


namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
}

2
Runtime/foundation/callback.cs


namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
}

4
Runtime/foundation/change_notifier.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public interface Listenable {
void addListener(VoidCallback listener);

6
Runtime/foundation/debug.cs


using System;
using System.Diagnostics;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public static class D {
[Conditional("UIWidgets_DEBUG")]
public static void assert(Func<bool> result, string message = null) {

4
Runtime/foundation/diagnostics.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public enum DiagnosticLevel {
hidden,
fine,

2
Runtime/foundation/key.cs


using System;
using System.Collections.Generic;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public abstract class Key {
protected Key() {
}

2
Runtime/foundation/node.cs


using System.Collections.Generic;
using System.Reflection;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
class _DependencyList : IEquatable<_DependencyList> {
internal _DependencyList(Type type, object target) {
D.assert(type != null);

2
Runtime/foundation/node.mixin.gen.cs


using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {

2
Runtime/foundation/observer_list.cs


using System.Collections;
using System.Collections.Generic;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
public class ObserverList<T> : ICollection<T> {
public readonly List<T> _list = new List<T>();
public bool _isDirty = false;

2
Runtime/foundation/print.cs


using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace UIWidgets.foundation {
namespace Unity.UIWidgets.foundation {
enum _WordWrapParseMode {
inSpace,
inWord,

6
Runtime/gestures/arena.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public enum GestureDisposition {
accepted,
rejected,

10
Runtime/gestures/binding.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.rendering;
using UIWidgets.scheduler;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.rendering;
using Unity.UIWidgets.scheduler;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public class GestureBinding : SchedulerBinding, HitTestable, HitTestDispatcher, HitTestTarget {
public static new GestureBinding instance {
get { return (GestureBinding) SchedulerBinding.instance; }

2
Runtime/gestures/constants.cs


using System;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public static class Constants {
public const double kTouchSlop = 18.0;

6
Runtime/gestures/converter.cs


using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
class _PointerState {
public _PointerState(Offset lastPosition) {
this.lastPosition = lastPosition ?? Offset.zero;

2
Runtime/gestures/drag.cs


namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public interface Drag {
void update(DragUpdateDetails details);
void end(DragEndDetails details);

6
Runtime/gestures/drag_details.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public class DragDownDetails {
public DragDownDetails(
Offset globalPosition = null

4
Runtime/gestures/events.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public abstract class PointerEvent {
public PointerEvent(
DateTime timeStamp,

6
Runtime/gestures/hit_test.cs


using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public interface HitTestable {
void hitTest(HitTestResult result, Offset position);
}

2
Runtime/gestures/long_press.cs


namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public delegate void GestureLongPressCallback();
public class LongPressGestureRecognizer : PrimaryPointerGestureRecognizer {

4
Runtime/gestures/lsq_resolver.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
class _Vector {
internal _Vector(int size) {
this._offset = 0;

6
Runtime/gestures/monodrag.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
enum _DragState {
ready,
possible,

8
Runtime/gestures/multitap.cs


using System.Collections.Generic;
using System.Linq;
using RSG.Promises;
using UIWidgets.async;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.async;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public delegate void GestureDoubleTapCallback();
class _TapTracker {

4
Runtime/gestures/pointer_router.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public delegate void PointerRoute(PointerEvent evt);
public class PointerRouter {

8
Runtime/gestures/recognizer.cs


using System;
using System.Collections.Generic;
using UIWidgets.async;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.async;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public delegate T RecognizerCallback<T>();
public abstract class GestureRecognizer : DiagnosticableTree, GestureArenaMember {

6
Runtime/gestures/tap.cs


using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public class TapDownDetails {
public TapDownDetails(Offset globalPosition = null) {
this.globalPosition = globalPosition ?? Offset.zero;

4
Runtime/gestures/team.cs


using System.Collections.Generic;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
class _CombiningGestureArenaEntry : GestureArenaEntry {
public _CombiningGestureArenaEntry(_CombiningGestureArenaMember _combiner, GestureArenaMember _member) {
this._combiner = _combiner;

6
Runtime/gestures/velocity_tracker.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.gestures {
namespace Unity.UIWidgets.gestures {
public class Velocity : IEquatable<Velocity> {
public Velocity(
Offset pixelsPerSecond = null

6
Runtime/lib/cache_manager/cache_manager.cs


using UnityEngine;
using System.Net;
using Mono.Data.Sqlite;
using UIWidgets.async;
using UIWidgets.painting;
using Unity.UIWidgets.async;
using Unity.UIWidgets.painting;
namespace UIWidgets.lib.cache_manager {
namespace Unity.UIWidgets.lib.cache_manager {
public class CacheManager {
private readonly string _keyCacheData = "lib_cached_image_data";
private readonly string _keyCacheCleanDate = "lib_cached_image_data_last_clean";

2
Runtime/lib/cache_manager/cache_meta.cs


using System.IO;
using UnityEngine;
namespace UIWidgets.lib.cache_manager {
namespace Unity.UIWidgets.lib.cache_manager {
public class CacheMeta {
private static readonly string _directory = Application.persistentDataPath;
public string relativePath = null;

4
Runtime/painting/alignment.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class Alignment : IEquatable<Alignment> {
public Alignment(double x, double y) {
this.x = x;

8
Runtime/painting/basic_types.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using UIWidgets.widgets;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using Unity.UIWidgets.widgets;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public enum AxisDirection {
up,
right,

4
Runtime/painting/binding.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class PaintingBinding {
public PaintingBinding(Window window) {

4
Runtime/painting/border_radius.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class BorderRadius : IEquatable<BorderRadius> {
private BorderRadius(
double topLeft,

4
Runtime/painting/borders.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class BorderSide : IEquatable<BorderSide> {
public BorderSide(
Color color = null,

6
Runtime/painting/box_border.cs


using System;
using System.Runtime.CompilerServices;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class Border : IEquatable<Border> {
public Border(
BorderSide top = null,

6
Runtime/painting/box_decoration.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class BoxDecoration : Decoration, IEquatable<BoxDecoration> {
public BoxDecoration(
Color color = null,

4
Runtime/painting/box_fit.cs


using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public enum BoxFit {
fill,
contain,

4
Runtime/painting/box_shadow.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class BoxShadow : IEquatable<BoxShadow> {
public BoxShadow(
Color color = null,

6
Runtime/painting/clip.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public abstract class ClipContext {
public abstract Canvas canvas { get; }

6
Runtime/painting/decoration.cs


using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public abstract class Decoration : Diagnosticable {
protected Decoration() {
}

8
Runtime/painting/decoration_image.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Rect = UIWidgets.ui.Rect;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
/// How to paint any portions of a box not covered by an image.
public enum ImageRepeat {
/// Repeat the image in both the x and y directions until the box is filled.

4
Runtime/painting/edge_insets.cs


using System;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class EdgeInsets : IEquatable<EdgeInsets> {
private EdgeInsets(double left, double top, double right, double bottom) {
this.left = left;

2
Runtime/painting/gradient.cs


namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public abstract class Gradient {
}
}

2
Runtime/painting/image_cache.cs


using System.Collections.Generic;
using Object = System.Object;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public class ImageCache {
private const int _kDefaultSize = 1000;
private const int _kDefaultSizeBytes = 20 << 20; // 20 MiB

6
Runtime/painting/image_provider.cs


using System.Net;
using System;
using System.IO;
using UIWidgets.lib.cache_manager;
using UIWidgets.ui;
using Unity.UIWidgets.lib.cache_manager;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public abstract class ImageProvider {
public abstract ImageStream resolve(ImageConfiguration configuration);
}

4
Runtime/painting/image_stream.cs


using RSG;
using UIWidgets.ui;
using Unity.UIWidgets.ui;
using UnityEngine;
using System;
using System.Collections.Generic;

namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public delegate void ImageListener(ImageInfo image, bool synchronousCall);
public delegate void ImageErrorListerner(System.Object exception, string stackTrack);

8
Runtime/painting/matrix_utils.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.painting {
namespace Unity.UIWidgets.painting {
public static class MatrixUtils {
public static Offset transformPoint(this Matrix4x4 transform, Offset point) {
var position3 = new Vector3((float) point.dx, (float) point.dy, 0);

12
Runtime/painting/text_painter.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.service;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.service;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Rect = UIWidgets.ui.Rect;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.painting
namespace Unity.UIWidgets.painting
{
public class TextPainter
{

8
Runtime/painting/text_span.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting
namespace Unity.UIWidgets.painting
{
public class GestureMock
{

8
Runtime/painting/text_style.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.foundation;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
namespace UIWidgets.painting
namespace Unity.UIWidgets.painting
{
public class TextStyle : Diagnosticable, IEquatable<TextStyle>, ParagraphBuilder.ITextStyleProvider
{

6
Runtime/physics/clamped_simulation.cs


using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class ClampedSimulation : Simulation {
public ClampedSimulation(Simulation simulation,
double xMin = double.NegativeInfinity,

6
Runtime/physics/friction_simulation.cs


using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class FrictionSimulation : Simulation {
public FrictionSimulation(
double drag, double position, double velocity,

6
Runtime/physics/gravity_simulation.cs


using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class GravitySimulation : Simulation {
public GravitySimulation(
double acceleration,

2
Runtime/physics/simulation.cs


namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public abstract class Simulation {
protected Simulation(Tolerance tolerance = null) {
this.tolerance = tolerance ?? Tolerance.defaultTolerance;

4
Runtime/physics/spring_simulation.cs


using System;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class SpringDescription {
public SpringDescription(
double mass,

2
Runtime/physics/tolerance.cs


namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class Tolerance {
public Tolerance(
double distance = _epsilonDefault,

4
Runtime/physics/utils.cs


using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.physics {
namespace Unity.UIWidgets.physics {
public class PhysicsUtils {
public static bool nearEqual(double? a, double? b, double epsilon) {
D.assert(epsilon >= 0.0);

10
Runtime/rendering/binding.cs


using System;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.scheduler;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.scheduler;
using Unity.UIWidgets.ui;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public class RendererBinding : GestureBinding {
public static new RendererBinding instance {
get { return (RendererBinding) GestureBinding.instance; }

14
Runtime/rendering/box.cs


using System.Collections.Generic;
using System.Linq;
using System.Text;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Color = UIWidgets.ui.Color;
using Rect = Unity.UIWidgets.ui.Rect;
using Color = Unity.UIWidgets.ui.Color;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
class _DebugSize : Size {
internal _DebugSize(Size source, RenderBox _owner, bool _canBeUsedByParent) :
base(source.width, source.height) {

6
Runtime/rendering/box.mixin.gen.cs


using System;
using System.Collections.Generic;
using UIWidgets.gestures;
using UIWidgets.ui;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.ui;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public abstract class

18
Runtime/rendering/editable.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.painting;
using UIWidgets.service;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.service;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Color = UIWidgets.ui.Color;
using Rect = UIWidgets.ui.Rect;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Color = Unity.UIWidgets.ui.Color;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.rendering
namespace Unity.UIWidgets.rendering
{
public delegate void SelectionChangedHandler(TextSelection selection, RenderEditable renderObject,
SelectionChangedCause cause);

12
Runtime/rendering/error.cs


using System;
using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public class RenderErrorBox : RenderBox {
const string _kLine = "\n\n────────────────────\n\n";

8
Runtime/rendering/flex.cs


using System;
using System.Collections.Generic;
using UIWidgets.gestures;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public enum FlexFit {
tight,
loose,

10
Runtime/rendering/image.cs


using UIWidgets.ui;
using UIWidgets.painting;
using Unity.UIWidgets.ui;
using Unity.UIWidgets.painting;
using Color = UIWidgets.ui.Color;
using Rect = UIWidgets.ui.Rect;
using Color = Unity.UIWidgets.ui.Color;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
class RenderImage : RenderBox {
public RenderImage(ui.Image image,
Color color,

8
Runtime/rendering/layer.cs


using System.Collections.Generic;
using UIWidgets.foundation;
using UIWidgets.ui;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using Rect = UIWidgets.ui.Rect;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public abstract class Layer : AbstractNodeMixinDiagnosticableTree {
public new ContainerLayer parent {
get { return (ContainerLayer) base.parent; }

16
Runtime/rendering/object.cs


using System;
using System.Collections.Generic;
using UIWidgets.animation;
using UIWidgets.foundation;
using UIWidgets.gestures;
using UIWidgets.painting;
using UIWidgets.ui;
using Unity.UIWidgets.animation;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.gestures;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.ui;
using Canvas = UIWidgets.ui.Canvas;
using Rect = UIWidgets.ui.Rect;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Rect = Unity.UIWidgets.ui.Rect;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public class ParentData {
public virtual void detach() {
}

4
Runtime/rendering/object.mixin.gen.cs


// AUTO-GENERATED, DO NOT EDIT BY HAND
using System.Collections.Generic;
using UIWidgets.foundation;
using Unity.UIWidgets.foundation;
namespace UIWidgets.rendering {
namespace Unity.UIWidgets.rendering {
public abstract class RenderObjectWithChildMixinRenderObject<ChildType> : RenderObject, RenderObjectWithChildMixin<ChildType>, RenderObjectWithChildMixin where ChildType : RenderObject {
public bool debugValidateChild(RenderObject child) {

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