using FairyGUI.Utils;
using UnityEngine;
namespace FairyGUI
{
///
///
///
public class PixelHitTestData
{
public int pixelWidth;
public float scale;
public byte[] pixels;
public int pixelsLength;
public int pixelsOffset;
public void Load(ByteBuffer ba)
{
ba.ReadInt();
pixelWidth = ba.ReadInt();
scale = 1.0f / ba.ReadByte();
pixels = ba.buffer;
pixelsLength = ba.ReadInt();
pixelsOffset = ba.position;
ba.Skip(pixelsLength);
}
}
///
///
///
public class PixelHitTest : IHitTest
{
public int offsetX;
public int offsetY;
public float sourceWidth;
public float sourceHeight;
PixelHitTestData _data;
///
///
///
///
///
///
public PixelHitTest(PixelHitTestData data, int offsetX, int offsetY, float sourceWidth, float sourceHeight)
{
_data = data;
this.offsetX = offsetX;
this.offsetY = offsetY;
this.sourceWidth = sourceWidth;
this.sourceHeight = sourceHeight;
}
///
///
///
///
///
///
public bool HitTest(Rect contentRect, Vector2 localPoint)
{
if (!contentRect.Contains(localPoint))
return false;
int x = Mathf.FloorToInt((localPoint.x * sourceWidth / contentRect.width - offsetX) * _data.scale);
int y = Mathf.FloorToInt((localPoint.y * sourceHeight / contentRect.height - offsetY) * _data.scale);
if (x < 0 || y < 0 || x >= _data.pixelWidth)
return false;
int pos = y * _data.pixelWidth + x;
int pos2 = pos / 8;
int pos3 = pos % 8;
if (pos2 >= 0 && pos2 < _data.pixelsLength)
return ((_data.pixels[_data.pixelsOffset + pos2] >> pos3) & 0x1) > 0;
else
return false;
}
}
}