Zdexby TheHolyOneZ
36,909 classes
Class

MeshGenerator

: Object
UnityEngine.UIElements.UIR.MeshGenerator, UnityEngine.UIElementsModule 0x00A0 (160 B) inherited 0x0010 UnityEngine.UIElementsModule.dll
0x00x00A0

Members 22

OffsetSizeNameTypeFlagsDefault
0x10k_MemoryLabelMemoryLabelPrivateStatic+1 flags—
0x08k_MarkerDrawRectangleProfilerMarkerPrivateStatic+1 flags—
0x08k_MarkerDrawBorderProfilerMarkerPrivateStatic+1 flags—
0x08k_MarkerDrawVectorImageProfilerMarkerPrivateStatic+1 flags—
0x08k_MarkerDrawRectangleRepeatProfilerMarkerPrivateStatic+1 flags—
0x08m_MeshGenerationContextMeshGenerationContextPrivate—
0x08m_RepeatRectUVListList<UnityEngine.UIElements.UIR.MeshGenerator.RepeatRectUV>[]Private—
0x08m_BackgroundRepeatInstanceListNativePagedList<UnityEngine.UIElements.UIR.MeshGenerator.BackgroundRepeatInstance>Private—
0x08m_GCHandlePoolGCHandlePoolPrivate—
0x10m_JobParametersNativeArray<UnityEngine.UIElements.UIR.MeshGenerator.TessellationJobParameters>Private—
0x08<currentElement>k__BackingFieldVisualElementPrivate—
0x08<textJobSystem>k__BackingFieldTextJobSystemPrivate—
0x08m_TextInfoTextInfoPrivate—
0x08m_SettingsTextGenerationSettingsPrivate—
0x08m_VerticesArrayList<Unity.Collections.NativeSlice<UnityEngine.UIElements.Vertex>>Private—
0x08m_IndicesArrayList<Unity.Collections.NativeSlice<System.UInt16>>Private—
0x08m_AtlasesList<UnityEngine.Texture2D>Private—
0x08m_SdfScalesList<System.Single>Private—
0x08m_RenderModesList<UnityEngine.TextCore.LowLevel.GlyphRenderMode>Private—
0x08m_OnMeshGenerationDelegateMeshGenerationCallbackPrivate—
0x08m_TesselationJobParametersList<UnityEngine.UIElements.UIR.MeshGenerator.TessellationJobParameters>Private—
0x01<disposed>k__BackingFieldboolPrivate—
0x00990x07unreflected bytes to end of MeshGenerator

Functions 24

SignatureFlagsNativeParams
void .ctor(MeshGenerationContext mgc)Public+1 flags0x08
void set_currentElement(VisualElement value)PublicFinal+3 flags0x08
TextJobSystem get_textJobSystem()PublicFinal+3 flags0x08
void set_textJobSystem(TextJobSystem value)PublicFinal+3 flags0x08
Vector2 ConvertBorderRadiusPercentToPoints(const Vector2& borderRectSize, const Length& length)PrivateStatic0x08
void GetVisualElementRadii(VisualElement ve, ref Vector2& topLeft, ref Vector2& bottomLeft, ref Vector2& topRight, ref Vector2& bottomRight)PublicStatic0x08
void AdjustBackgroundSizeForBorders(VisualElement visualElement, ref RectangleParams& rectParams)PublicStatic0x138
void DrawText(List<Unity.Collections.NativeSlice<UnityEngine.UIElements.Vertex>> vertices, List<Unity.Collections.NativeSlice<System.UInt16>> indices, List<UnityEngine.Material> materials, List<UnityEngine.TextCore.LowLevel.GlyphRenderMode> renderModes)PublicFinal+2 flags0x08
void DrawText(List<Unity.Collections.NativeSlice<UnityEngine.UIElements.Vertex>> vertices, List<Unity.Collections.NativeSlice<System.UInt16>> indices, List<UnityEngine.Texture2D> atlases, List<UnityEngine.TextCore.LowLevel.GlyphRenderMode> renderModes, List<System.Single> sdfScales)PublicFinal+2 flags0x08
Vertex ConvertTextVertexToUIRVertex(ref TextCoreVertex& vertex, const Vector2& posOffset, float inverseScale, bool isDynamicColor, bool isColorGlyph, bool isTextCore)Static+1 flags0x48
void MakeText(Texture texture, const NativeSlice<UnityEngine.UIElements.Vertex>& vertices, const NativeSlice<System.UInt16>& indices, bool isSdf, float sdfScale, float sharpness, bool multiChannel)Private0x10
void DrawRectangle(const RectangleParams& rectParams)PublicFinal+2 flags0x138
void DrawBorder(const BorderParams& borderParams)PublicFinal+2 flags0xB0
void DrawRectangleRepeat(const RectangleParams& rectParams, const Rect& totalRect, float scaledPixelsPerPoint)PublicFinal+2 flags0x138
void DoDrawRectangleRepeat(ref RectangleParams& rectParams, const Rect& totalRect, float scaledPixelsPerPoint)Private0x138
void StampRectangleWithSubRect(const RectangleParams& rectParams, const Rect& targetRect, const Rect& totalRect, const Rect& targetUV, ref NativePagedList<UnityEngine.UIElements.UIR.MeshGenerator.BackgroundRepeatInstance>& backgroundRepeatInstanceList)Private0x138
void AdjustSpriteWinding(const Vector2[]& vertices, const ushort[]& indices, const NativeSlice<System.UInt16>& newIndices)PrivateStatic0x10
void ScheduleJobs(MeshGenerationContext mgc)PublicFinal+2 flags0x08
void OnMeshGeneration(MeshGenerationContext ctx, object data)Private0x08
bool get_disposed()2 flags0x01
void set_disposed(bool value)Private+1 flags0x01
void Dispose()PublicFinal+2 flags0x00
void Dispose(bool disposing)Private0x01
void .cctor()PrivateStatic+1 flags0x00