ChatPlexSDK-BS 1.0.1-v6.2.0
C++ ChatPlex BeatSaber SDK
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SpriteU.hpp
1#pragma once
2
3#include "../Utils/MonoPtr.hpp"
4
5#include <UnityEngine/Sprite.hpp>
6#include <UnityEngine/SpriteMeshType.hpp>
7#include <UnityEngine/Texture2D.hpp>
8#include <UnityEngine/Vector2.hpp>
9#include <UnityEngine/Vector4.hpp>
10
11namespace CP_SDK::Unity {
12
13 namespace _u
14 {
15 using namespace UnityEngine;
16 }
17 namespace _v
18 {
19 using namespace CP_SDK::Utils;
20 }
21
23 class SpriteU
24 {
25 CP_SDK_NO_DEF_CTORS(SpriteU);
26
27 public:
35 static _u::Sprite* CreateFromTexture( _u::Texture2D* p_Texture,
36 float p_PixelsPerUnit = 100.0f,
37 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
38 uint32_t p_Extrude = 0,
39 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
40 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
48 static _u::Sprite* CreateFromRaw( ::Array<uint8_t>* p_Bytes,
49 float p_PixelsPerUnit = 100.0f,
50 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
51 uint32_t p_Extrude = 0,
52 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
53 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
62 static void CreateFromRawThreaded( _v::MonoPtr<::Array<uint8_t>> p_Bytes,
63 _v::Action<_u::Sprite*> p_Callback,
64 float p_PixelsPerUnit = 100.0f,
65 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
66 uint32_t p_Extrude = 0,
67 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
68 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
69
70 };
71
72}
Sprite helper.
Definition SpriteU.hpp:24
static _u::Sprite * CreateFromRaw(::Array< uint8_t > *p_Bytes, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from raw.
static void CreateFromRawThreaded(_v::MonoPtr<::Array< uint8_t > > p_Bytes, _v::Action< _u::Sprite * > p_Callback, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from raw threaded.
static _u::Sprite * CreateFromTexture(_u::Texture2D *p_Texture, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from texture.
Tools and extensions to interact with Unity on different layer & threads, load fonts/sprites/textures...
Various platform utils like Delegate/Action/Function/Event system.
Definition Delegate.hpp:8