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Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs')
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs121
1 files changed, 0 insertions, 121 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs
deleted file mode 100644
index 35f0508..0000000
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/RawImage.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-using System;
-using System.Collections.Generic;
-using UnityEngine.Serialization;
-
-namespace UnityEngine.UI
-{
- /// <summary>
- /// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture.
- /// Keep in mind though that this will create an extra draw call with each RawImage present, so it's
- /// best to use it only for backgrounds or temporary visible graphics.
- /// </summary>
- [AddComponentMenu("UI/Raw Image", 12)]
- public class RawImage : MaskableGraphic
- {
- [FormerlySerializedAs("m_Tex")]
- [SerializeField] Texture m_Texture;
- [SerializeField] Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
-
- protected RawImage()
- {
- useLegacyMeshGeneration = false;
- }
-
- /// <summary>
- /// Returns the texture used to draw this Graphic.
- /// </summary>
- public override Texture mainTexture
- {
- get
- {
- if (m_Texture == null)
- {
- if (material != null && material.mainTexture != null)
- {
- return material.mainTexture;
- }
- return s_WhiteTexture;
- }
-
- return m_Texture;
- }
- }
-
- /// <summary>
- /// Texture to be used.
- /// </summary>
- public Texture texture
- {
- get
- {
- return m_Texture;
- }
- set
- {
- if (m_Texture == value)
- return;
-
- m_Texture = value;
- SetVerticesDirty();
- SetMaterialDirty();
- }
- }
-
- /// <summary>
- /// UV rectangle used by the texture.
- /// </summary>
- public Rect uvRect
- {
- get
- {
- return m_UVRect;
- }
- set
- {
- if (m_UVRect == value)
- return;
- m_UVRect = value;
- SetVerticesDirty();
- }
- }
-
- /// <summary>
- /// Adjust the scale of the Graphic to make it pixel-perfect.
- /// </summary>
-
- public override void SetNativeSize()
- {
- Texture tex = mainTexture;
- if (tex != null)
- {
- int w = Mathf.RoundToInt(tex.width * uvRect.width);
- int h = Mathf.RoundToInt(tex.height * uvRect.height);
- rectTransform.anchorMax = rectTransform.anchorMin;
- rectTransform.sizeDelta = new Vector2(w, h);
- }
- }
-
- protected override void OnPopulateMesh(VertexHelper vh)
- {
- Texture tex = mainTexture;
- vh.Clear();
- if (tex != null)
- {
- var r = GetPixelAdjustedRect();
- var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height);
- var scaleX = tex.width * tex.texelSize.x;
- var scaleY = tex.height * tex.texelSize.y;
- {
- var color32 = color;
- vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMin * scaleY));
- vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(m_UVRect.xMin * scaleX, m_UVRect.yMax * scaleY));
- vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMax * scaleY));
- vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(m_UVRect.xMax * scaleX, m_UVRect.yMin * scaleY));
-
- vh.AddTriangle(0, 1, 2);
- vh.AddTriangle(2, 3, 0);
- }
- }
- }
- }
-}