using System.Collections.Generic;
namespace UnityEngine.UI
{
///
/// Utility class to help when clipping using IClipper.
///
public static class Clipping
{
///
/// Find the Rect to use for clipping.
/// Given the input RectMask2ds find a rectangle that is the overlap of all the inputs.
///
/// RectMasks to build the overlap rect from.
/// Was there a valid Rect found.
/// The final compounded overlapping rect
public static Rect FindCullAndClipWorldRect(List rectMaskParents, out bool validRect)
{
if (rectMaskParents.Count == 0)
{
validRect = false;
return new Rect();
}
Rect current = rectMaskParents[0].canvasRect;
Vector4 offset = rectMaskParents[0].padding;
float xMin = current.xMin + offset.x;
float xMax = current.xMax - offset.z;
float yMin = current.yMin + offset.y;
float yMax = current.yMax - offset.w;
var rectMaskParentsCount = rectMaskParents.Count;
for (var i = 1; i < rectMaskParentsCount; ++i)
{
current = rectMaskParents[i].canvasRect;
offset = rectMaskParents[i].padding;
if (xMin < current.xMin + offset.x)
xMin = current.xMin + offset.x;
if (yMin < current.yMin + offset.y)
yMin = current.yMin + offset.y;
if (xMax > current.xMax - offset.z)
xMax = current.xMax - offset.z;
if (yMax > current.yMax - offset.w)
yMax = current.yMax - offset.w;
}
validRect = xMax > xMin && yMax > yMin;
return validRect ? new Rect(xMin, yMin, xMax - xMin, yMax - yMin) : new Rect();
}
}
}