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Repository: PandaArcade/UIOutline
Branch: master
Commit: b89129996e25
Files: 70
Total size: 198.9 KB
Directory structure:
gitextract_8h3cl4vb/
├── .gitignore
├── Assets/
│ ├── Materials/
│ │ ├── UIOutline_Block_Gold.mat
│ │ ├── UIOutline_Block_Gold.mat.meta
│ │ ├── UIOutline_Dash_Green.mat
│ │ ├── UIOutline_Dash_Green.mat.meta
│ │ ├── UIOutline_Glow_Blue.mat
│ │ ├── UIOutline_Glow_Blue.mat.meta
│ │ ├── UIOutline_Glow_Green.mat
│ │ ├── UIOutline_Glow_Green.mat.meta
│ │ ├── UIOutline_Glow_Red_Wavy.mat
│ │ ├── UIOutline_Glow_Red_Wavy.mat.meta
│ │ ├── UIOutline_Triangle_Grey.mat
│ │ └── UIOutline_Triangle_Grey.mat.meta
│ ├── Materials.meta
│ ├── Scenes/
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ ├── Scenes.meta
│ ├── Scripts/
│ │ ├── UIOutline.cs
│ │ └── UIOutline.cs.meta
│ ├── Scripts.meta
│ ├── Shaders/
│ │ ├── UIOutline.shader
│ │ ├── UIOutline.shader.meta
│ │ ├── UIOutlineSimple.shader
│ │ └── UIOutlineSimple.shader.meta
│ ├── Shaders.meta
│ ├── Textures/
│ │ ├── Block.psd
│ │ ├── Block.psd.meta
│ │ ├── Dash.psd
│ │ ├── Dash.psd.meta
│ │ ├── Grad.psd
│ │ ├── Grad.psd.meta
│ │ ├── Outline.psd
│ │ ├── Outline.psd.meta
│ │ ├── Outline_Wavy.psd
│ │ ├── Outline_Wavy.psd.meta
│ │ ├── Solid.psd
│ │ ├── Solid.psd.meta
│ │ ├── Triangle.psd
│ │ ├── Triangle.psd.meta
│ │ ├── btn-tiny-blue.png.meta
│ │ ├── btn-tiny-gold.png.meta
│ │ ├── btn-tiny-green.png.meta
│ │ ├── btn-tiny-locked.png.meta
│ │ └── btn-tiny-red.png.meta
│ └── Textures.meta
├── LICENSE
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
================================================
FILE CONTENTS
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================================================
FILE: .gitignore
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crashlytics-build.properties
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FILE: Assets/Scenes/SampleScene.unity.meta
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================================================
FILE: Assets/Scripts/UIOutline.cs
================================================
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(CanvasRenderer))]
public class UIOutline : MaskableGraphic
{
[SerializeField] Texture m_Texture;
[SerializeField, Range(0f, 500f)] float _outlineWidth = 100f;
[SerializeField, Range(0f, 500f)] float _cornerRadius = 50f;
[SerializeField, Range(1, 20)] int _cornerSegments = 1;
[SerializeField, Range(0f, 1f)] float _mappingBias = 0.5f;
[SerializeField] bool _fillCenter;
private Vector3[] _corners = new Vector3[4];
private List<UIVertex> _verts = new List<UIVertex>();
public override Texture mainTexture => m_Texture == null ? s_WhiteTexture : m_Texture;
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
SetVerticesDirty();
SetMaterialDirty();
}
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
// Clamp corner radius
var rect = rectTransform.rect;
var clampedCornerRadius = Mathf.Min((Mathf.Min(rect.width, rect.height) / 2f), _cornerRadius);
// Offset corner based on clamped corner radius
rectTransform.GetLocalCorners(_corners);
_corners[0] += new Vector3(clampedCornerRadius, clampedCornerRadius, 0f);
_corners[1] += new Vector3(clampedCornerRadius, -clampedCornerRadius, 0f);
_corners[2] += new Vector3(-clampedCornerRadius, -clampedCornerRadius, 0f);
_corners[3] += new Vector3(-clampedCornerRadius, clampedCornerRadius, 0f);
// Calculate dimensions
var height = _corners[1].y - _corners[0].y;
var width = _corners[2].x - _corners[1].x;
var edgeLengths = new[] { height, width, height, width };
var circumference = 2f * Mathf.PI * Mathf.Lerp(clampedCornerRadius, clampedCornerRadius + _outlineWidth, _mappingBias);
var around = height * 2f + width * 2f + circumference;
var cornerLength = circumference / 4f;
var segmentLength = cornerLength / _cornerSegments;
var vert = new UIVertex { color = color };
_verts.Clear();
// Create corners
var u = 0f;
for (var c = 0; c < 4; c++)
{
// Create verts
var origin = _corners[c];
for (var i = 0; i < _cornerSegments + 1; i++)
{
var angle = (float)i / _cornerSegments * Mathf.PI / 2f + Mathf.PI * 0.5f - Mathf.PI * c * 1.5f;
var direction = new Vector3(Mathf.Cos(-angle), Mathf.Sin(-angle), 0f);
vert.position = origin + direction * clampedCornerRadius;
vert.uv0 = new Vector2(u, 0f);
_verts.Add(vert);
vert.position = origin + direction * (clampedCornerRadius + _outlineWidth);
vert.uv0 = new Vector2(u, 1f);
_verts.Add(vert);
if (_fillCenter)
{
vert.position = rect.center;
vert.uv0 = new Vector2(u, 0f);
_verts.Add(vert);
}
if (i < _cornerSegments)
u += segmentLength / around;
else
u += edgeLengths[c] / around;
}
}
// Add end verts
vert = _verts[0];
vert.uv0 = new Vector2(1f, 0f);
_verts.Add(vert);
vert = _verts[1];
vert.uv0 = new Vector2(1f, 1f);
_verts.Add(vert);
if (_fillCenter)
{
vert = _verts[2];
vert.uv0 = new Vector2(1f, 1f);
_verts.Add(vert);
}
// Add verts to VertexHelper
foreach (var vertex in _verts)
vh.AddVert(vertex);
// Add triangles to VertexHelper
if (_fillCenter)
{
for (var v = 0; v < vh.currentVertCount - 3; v += 3)
{
vh.AddTriangle(v, v + 1, v + 4);
vh.AddTriangle(v, v + 4, v + 3);
vh.AddTriangle(v + 2, v, v + 3);
vh.AddTriangle(v + 2, v + 3, v + 5);
}
}
else
{
for (var v = 0; v < vh.currentVertCount - 2; v += 2)
{
vh.AddTriangle(v, v + 1, v + 3);
vh.AddTriangle(v, v + 3, v + 2);
}
}
}
}
================================================
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================================================
FILE: Assets/Shaders/UIOutline.shader
================================================
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PicoTanks/UI/UIOutline"
{
Properties
{
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
[HideInInspector]_MainTex("MainTex", 2D) = "white" {}
_InsideColor("InsideColor", Color) = (0,0,0,0)
_OutsideColor("OutsideColor", Color) = (0,0,0,0)
_Falloff("Falloff", Range( 0 , 10)) = 1
_InnerGlow("InnerGlow", Range( 0 , 1)) = 1
_AlphaBoost("AlphaBoost", Range( 0 , 5)) = 1
_SoftenEdgeWidth("SoftenEdgeWidth", Range( 0 , 1)) = 0
_SpeedA("SpeedA", Vector) = (0,0,0,0)
_SpeedB("SpeedB", Vector) = (0,0,0,0)
_TilingA("TilingA", Vector) = (0,0,0,0)
_TilingB("TilingB", Vector) = (0,0,0,0)
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
CompFront [_StencilComp]
PassFront [_StencilOp]
FailFront Keep
ZFailFront Keep
CompBack Always
PassBack Keep
FailBack Keep
ZFailBack Keep
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _ClipRect;
uniform float4 _OutsideColor;
uniform float4 _InsideColor;
uniform sampler2D _MainTex;
uniform float2 _TilingA;
uniform float2 _SpeedA;
uniform float2 _TilingB;
uniform float2 _SpeedB;
uniform float _Falloff;
uniform float _InnerGlow;
uniform float _AlphaBoost;
uniform float _SoftenEdgeWidth;
v2f vert(appdata_t IN )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.worldPosition.xyz += float3(0, 0, 0) ;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
float mulTime33 = _Time.y * _SpeedA.x;
float mulTime49 = _Time.y * _SpeedA.y;
float2 appendResult31 = (float2(mulTime33 , mulTime49));
float2 texCoord16 = IN.texcoord.xy * _TilingA + appendResult31;
float mulTime52 = _Time.y * _SpeedB.x;
float mulTime53 = _Time.y * _SpeedB.y;
float2 appendResult51 = (float2(mulTime52 , mulTime53));
float2 texCoord45 = IN.texcoord.xy * _TilingB + appendResult51;
float2 texCoord35 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_63_0 = saturate( pow( ( 1.0 - texCoord35.y ) , _Falloff ) );
float lerpResult70 = lerp( ( ( ( tex2D( _MainTex, texCoord16 ).r + tex2D( _MainTex, texCoord45 ).r ) / 2.0 ) * IN.color.a * temp_output_63_0 ) , ( IN.color.a * temp_output_63_0 ) , ( temp_output_63_0 * _InnerGlow ));
float lerpResult101 = lerp( 1.0 , saturate( ( texCoord35.y * (200.0 + (_SoftenEdgeWidth - 0.0) * (0.5 - 200.0) / (1.0 - 0.0)) ) ) , saturate( (0.0 + (_SoftenEdgeWidth - 0.0) * (1.0 - 0.0) / (0.01 - 0.0)) ));
float temp_output_67_0 = saturate( ( lerpResult70 * _AlphaBoost * lerpResult101 ) );
float3 lerpResult59 = lerp( (_OutsideColor).rgb , (_InsideColor).rgb , temp_output_67_0);
float4 appendResult23 = (float4(( lerpResult59 * (IN.color).rgb ) , temp_output_67_0));
half4 color = appendResult23;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
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//CHKSM=6AD59A257AD0243E4646617C8FFF83AAA4107FFA
================================================
FILE: Assets/Shaders/UIOutline.shader.meta
================================================
fileFormatVersion: 2
guid: 442477045099e1649ad5520d3c3b6ee1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
================================================
FILE: Assets/Shaders/UIOutlineSimple.shader
================================================
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PicoTanks/UI/UIOutlineSimple"
{
Properties
{
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
[HideInInspector]_MainTex("MainTex", 2D) = "white" {}
_InsideColor("InsideColor", Color) = (0,0,0,0)
_OutsideColor("OutsideColor", Color) = (0,0,0,0)
_Falloff("Falloff", Range( 0 , 10)) = 1
_InnerGlow("InnerGlow", Range( 0 , 1)) = 1
_AlphaBoost("AlphaBoost", Range( 0 , 5)) = 1
_SoftenEdgeWidth("SoftenEdgeWidth", Range( 0 , 1)) = 0
_Speed("Speed", Vector) = (0,0,0,0)
_Tiling("Tiling", Vector) = (0,0,0,0)
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
CompFront [_StencilComp]
PassFront [_StencilOp]
FailFront Keep
ZFailFront Keep
CompBack Always
PassBack Keep
FailBack Keep
ZFailBack Keep
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _ClipRect;
uniform float4 _OutsideColor;
uniform float4 _InsideColor;
uniform sampler2D _MainTex;
uniform float2 _Tiling;
uniform float2 _Speed;
uniform float _Falloff;
uniform float _InnerGlow;
uniform float _AlphaBoost;
uniform float _SoftenEdgeWidth;
v2f vert(appdata_t IN )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.worldPosition.xyz += float3(0, 0, 0) ;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
float mulTime33 = _Time.y * _Speed.x;
float mulTime49 = _Time.y * _Speed.y;
float2 appendResult31 = (float2(mulTime33 , mulTime49));
float2 texCoord16 = IN.texcoord.xy * _Tiling + appendResult31;
float2 texCoord35 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_63_0 = saturate( pow( ( 1.0 - texCoord35.y ) , _Falloff ) );
float lerpResult70 = lerp( ( tex2D( _MainTex, texCoord16 ).r * IN.color.a * temp_output_63_0 ) , ( IN.color.a * temp_output_63_0 ) , ( temp_output_63_0 * _InnerGlow ));
float lerpResult101 = lerp( 1.0 , saturate( ( texCoord35.y * (200.0 + (_SoftenEdgeWidth - 0.0) * (0.5 - 200.0) / (1.0 - 0.0)) ) ) , saturate( (0.0 + (_SoftenEdgeWidth - 0.0) * (1.0 - 0.0) / (0.01 - 0.0)) ));
float temp_output_67_0 = saturate( ( lerpResult70 * _AlphaBoost * lerpResult101 ) );
float3 lerpResult59 = lerp( (_OutsideColor).rgb , (_InsideColor).rgb , temp_output_67_0);
float4 appendResult23 = (float4(( lerpResult59 * (IN.color).rgb ) , temp_output_67_0));
half4 color = appendResult23;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
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FILE: LICENSE
================================================
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org>
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gitextract_8h3cl4vb/
├── .gitignore
├── Assets/
│ ├── Materials/
│ │ ├── UIOutline_Block_Gold.mat
│ │ ├── UIOutline_Block_Gold.mat.meta
│ │ ├── UIOutline_Dash_Green.mat
│ │ ├── UIOutline_Dash_Green.mat.meta
│ │ ├── UIOutline_Glow_Blue.mat
│ │ ├── UIOutline_Glow_Blue.mat.meta
│ │ ├── UIOutline_Glow_Green.mat
│ │ ├── UIOutline_Glow_Green.mat.meta
│ │ ├── UIOutline_Glow_Red_Wavy.mat
│ │ ├── UIOutline_Glow_Red_Wavy.mat.meta
│ │ ├── UIOutline_Triangle_Grey.mat
│ │ └── UIOutline_Triangle_Grey.mat.meta
│ ├── Materials.meta
│ ├── Scenes/
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ ├── Scenes.meta
│ ├── Scripts/
│ │ ├── UIOutline.cs
│ │ └── UIOutline.cs.meta
│ ├── Scripts.meta
│ ├── Shaders/
│ │ ├── UIOutline.shader
│ │ ├── UIOutline.shader.meta
│ │ ├── UIOutlineSimple.shader
│ │ └── UIOutlineSimple.shader.meta
│ ├── Shaders.meta
│ ├── Textures/
│ │ ├── Block.psd
│ │ ├── Block.psd.meta
│ │ ├── Dash.psd
│ │ ├── Dash.psd.meta
│ │ ├── Grad.psd
│ │ ├── Grad.psd.meta
│ │ ├── Outline.psd
│ │ ├── Outline.psd.meta
│ │ ├── Outline_Wavy.psd
│ │ ├── Outline_Wavy.psd.meta
│ │ ├── Solid.psd
│ │ ├── Solid.psd.meta
│ │ ├── Triangle.psd
│ │ ├── Triangle.psd.meta
│ │ ├── btn-tiny-blue.png.meta
│ │ ├── btn-tiny-gold.png.meta
│ │ ├── btn-tiny-green.png.meta
│ │ ├── btn-tiny-locked.png.meta
│ │ └── btn-tiny-red.png.meta
│ └── Textures.meta
├── LICENSE
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
SYMBOL INDEX (3 symbols across 1 files)
FILE: Assets/Scripts/UIOutline.cs
class UIOutline (line 5) | [RequireComponent(typeof(CanvasRenderer))]
method OnRectTransformDimensionsChange (line 20) | protected override void OnRectTransformDimensionsChange()
method OnPopulateMesh (line 27) | protected override void OnPopulateMesh(VertexHelper vh)
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// ... and 7 more files (download for full content)
About this extraction
This page contains the full source code of the PandaArcade/UIOutline GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 70 files (198.9 KB), approximately 81.1k tokens, and a symbol index with 3 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.