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Project refactor, namespace cleanup, splitting UI/functionality.
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77
src/Core/Runtime/Il2Cpp/Il2CppTextureUtil.cs
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77
src/Core/Runtime/Il2Cpp/Il2CppTextureUtil.cs
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#if CPP
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnhollowerBaseLib;
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using UnityEngine;
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namespace UnityExplorer.Core.Runtime.Il2Cpp
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{
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public class Il2CppTextureUtil : TextureUtilProvider
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{
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public override Texture2D NewTexture2D(int width, int height)
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=> new Texture2D((int)width, (int)height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
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internal delegate void d_Blit2(IntPtr source, IntPtr dest);
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public override void Blit(Texture2D tex, RenderTexture rt)
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{
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var iCall = ICallManager.GetICall<d_Blit2>("UnityEngine.Graphics::Blit2");
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iCall.Invoke(tex.Pointer, rt.Pointer);
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}
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// byte[] ImageConversion.EncodeToPNG(this Texture2D image);
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internal delegate IntPtr d_EncodeToPNG(IntPtr tex);
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public override byte[] EncodeToPNG(Texture2D tex)
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{
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var iCall = ICallManager.GetICall<d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG");
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IntPtr ptr = iCall.Invoke(tex.Pointer);
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if (ptr == IntPtr.Zero)
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return null;
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return new Il2CppStructArray<byte>(ptr);
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}
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// bool ImageConversion.LoadImage(this Texture2D tex, byte[] data, bool markNonReadable);
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internal delegate bool d_LoadImage(IntPtr tex, IntPtr data, bool markNonReadable);
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public override bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable)
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{
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var il2cppArray = (Il2CppStructArray<byte>)data;
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var iCall = ICallManager.GetICall<d_LoadImage>("UnityEngine.ImageConversion::LoadImage");
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return iCall.Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable);
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}
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// Sprite Sprite.Create
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public override Sprite CreateSprite(Texture2D texture)
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{
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return CreateSpriteImpl(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100f, 0u, Vector4.zero);
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}
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internal delegate IntPtr d_CreateSprite(IntPtr texture, ref Rect rect, ref Vector2 pivot, float pixelsPerUnit,
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uint extrude, int meshType, ref Vector4 border, bool generateFallbackPhysicsShape);
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public static Sprite CreateSpriteImpl(Texture texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, Vector4 border)
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{
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var iCall = ICallManager.GetICall<d_CreateSprite>("UnityEngine.Sprite::CreateSprite_Injected");
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var ptr = iCall.Invoke(texture.Pointer, ref rect, ref pivot, pixelsPerUnit, extrude, 1, ref border, false);
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if (ptr == IntPtr.Zero)
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return null;
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else
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return new Sprite(ptr);
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}
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}
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}
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#endif
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