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- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.UI;
- namespace TMPro
- {
- [DisallowMultipleComponent]
- [RequireComponent(typeof(MeshRenderer))]
- [RequireComponent(typeof(MeshFilter))]
- [AddComponentMenu("Mesh/TextMeshPro - Text")]
- [ExecuteAlways]
- public partial class TextMeshPro : TMP_Text, ILayoutElement
- {
- // Public Properties and Serializable Properties
- /// <summary>
- /// Sets the Renderer's sorting Layer ID
- /// </summary>
- public int sortingLayerID
- {
- get { return m_renderer.sortingLayerID; }
- set { m_renderer.sortingLayerID = value; }
- }
- /// <summary>
- /// Sets the Renderer's sorting order within the assigned layer.
- /// </summary>
- public int sortingOrder
- {
- get { return m_renderer.sortingOrder; }
- set { m_renderer.sortingOrder = value; }
- }
- /// <summary>
- /// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
- /// </summary>
- public override bool autoSizeTextContainer
- {
- get { return m_autoSizeTextContainer; }
- set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this); SetLayoutDirty(); } }
- }
- /// <summary>
- /// Returns a reference to the Text Container
- /// </summary>
- [Obsolete("The TextContainer is now obsolete. Use the RectTransform instead.")]
- public TextContainer textContainer
- {
- get
- {
- return null;
- }
- }
- /// <summary>
- /// Returns a reference to the Transform
- /// </summary>
- public new Transform transform
- {
- get
- {
- if (m_transform == null)
- m_transform = GetComponent<Transform>();
-
- return m_transform;
- }
- }
- #pragma warning disable 0108
- /// <summary>
- /// Returns the rendered assigned to the text object.
- /// </summary>
- public Renderer renderer
- {
- get
- {
- if (m_renderer == null)
- m_renderer = GetComponent<Renderer>();
- return m_renderer;
- }
- }
- /// <summary>
- /// Returns the mesh assigned to the text object.
- /// </summary>
- public override Mesh mesh
- {
- get
- {
- if (m_mesh == null)
- {
- m_mesh = new Mesh();
- m_mesh.hideFlags = HideFlags.HideAndDontSave;
- this.meshFilter.mesh = m_mesh;
- }
- return m_mesh;
- }
- }
- /// <summary>
- /// Returns the Mesh Filter of the text object.
- /// </summary>
- public MeshFilter meshFilter
- {
- get
- {
- if (m_meshFilter == null)
- m_meshFilter = GetComponent<MeshFilter>();
- return m_meshFilter;
- }
- }
- // MASKING RELATED PROPERTIES
- /// <summary>
- /// Sets the mask type
- /// </summary>
- public MaskingTypes maskType
- {
- get { return m_maskType; }
- set { m_maskType = value; SetMask(m_maskType); }
- }
- /// <summary>
- /// Function used to set the mask type and coordinates in World Space
- /// </summary>
- /// <param name="type"></param>
- /// <param name="maskCoords"></param>
- public void SetMask(MaskingTypes type, Vector4 maskCoords)
- {
- SetMask(type);
- SetMaskCoordinates(maskCoords);
- }
- /// <summary>
- /// Function used to set the mask type, coordinates and softness
- /// </summary>
- /// <param name="type"></param>
- /// <param name="maskCoords"></param>
- /// <param name="softnessX"></param>
- /// <param name="softnessY"></param>
- public void SetMask(MaskingTypes type, Vector4 maskCoords, float softnessX, float softnessY)
- {
- SetMask(type);
- SetMaskCoordinates(maskCoords, softnessX, softnessY);
- }
- /// <summary>
- /// Schedule rebuilding of the text geometry.
- /// </summary>
- public override void SetVerticesDirty()
- {
- //Debug.Log("SetVerticesDirty()");
- if (m_verticesAlreadyDirty || this == null || !this.IsActive())
- return;
- TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
- m_verticesAlreadyDirty = true;
- }
- /// <summary>
- ///
- /// </summary>
- public override void SetLayoutDirty()
- {
- m_isPreferredWidthDirty = true;
- m_isPreferredHeightDirty = true;
- if (m_layoutAlreadyDirty || this == null || !this.IsActive())
- return;
- //TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this);
- m_layoutAlreadyDirty = true;
- //LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
- m_isLayoutDirty = true;
- }
- /// <summary>
- /// Schedule updating of the material used by the text object.
- /// </summary>
- public override void SetMaterialDirty()
- {
- //Debug.Log("SetMaterialDirty()");
- //if (!this.IsActive())
- // return;
- //m_isMaterialDirty = true;
- UpdateMaterial();
- //TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
- }
- /// <summary>
- ///
- /// </summary>
- public override void SetAllDirty()
- {
- m_isInputParsingRequired = true;
- SetLayoutDirty();
- SetVerticesDirty();
- SetMaterialDirty();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="update"></param>
- public override void Rebuild(CanvasUpdate update)
- {
- if (this == null) return;
- if (update == CanvasUpdate.Prelayout)
- {
- if (m_autoSizeTextContainer)
- {
- m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
- }
- }
- else if (update == CanvasUpdate.PreRender)
- {
- this.OnPreRenderObject();
- m_verticesAlreadyDirty = false;
- m_layoutAlreadyDirty = false;
- if (!m_isMaterialDirty) return;
- UpdateMaterial();
- m_isMaterialDirty = false;
- }
- }
- /// <summary>
- ///
- /// </summary>
- protected override void UpdateMaterial()
- {
- //Debug.Log("*** UpdateMaterial() ***");
- //if (!this.IsActive())
- // return;
- if (m_sharedMaterial == null)
- return;
- if (m_renderer == null) m_renderer = this.renderer;
- // Only update the material if it has changed.
- if (m_renderer.sharedMaterial.GetInstanceID() != m_sharedMaterial.GetInstanceID())
- m_renderer.sharedMaterial = m_sharedMaterial;
- }
- /// <summary>
- /// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
- /// </summary>
- public override void UpdateMeshPadding()
- {
- m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
- m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
- m_havePropertiesChanged = true;
- checkPaddingRequired = false;
- // Return if text object is not awake yet.
- if (m_textInfo == null) return;
- // Update sub text objects
- for (int i = 1; i < m_textInfo.materialCount; i++)
- m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold);
- }
- /// <summary>
- /// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
- /// </summary>
- public override void ForceMeshUpdate()
- {
- //Debug.Log("ForceMeshUpdate() called.");
- m_havePropertiesChanged = true;
- OnPreRenderObject();
- }
- /// <summary>
- /// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
- /// </summary>
- /// <param name="ignoreInactive">If set to true, the text object will be regenerated regardless of is active state.</param>
- public override void ForceMeshUpdate(bool ignoreInactive)
- {
- m_havePropertiesChanged = true;
- m_ignoreActiveState = true;
- OnPreRenderObject();
- }
- /// <summary>
- /// Function used to evaluate the length of a text string.
- /// </summary>
- /// <param name="text"></param>
- /// <returns></returns>
- public override TMP_TextInfo GetTextInfo(string text)
- {
- StringToCharArray(text, ref m_TextParsingBuffer);
- SetArraySizes(m_TextParsingBuffer);
- m_renderMode = TextRenderFlags.DontRender;
- ComputeMarginSize();
- GenerateTextMesh();
- m_renderMode = TextRenderFlags.Render;
- return this.textInfo;
- }
- /// <summary>
- /// Function to clear the geometry of the Primary and Sub Text objects.
- /// </summary>
- public override void ClearMesh(bool updateMesh)
- {
- if (m_textInfo.meshInfo[0].mesh == null) m_textInfo.meshInfo[0].mesh = m_mesh;
- m_textInfo.ClearMeshInfo(updateMesh);
- }
- /// <summary>
- /// Function to force the regeneration of the text object.
- /// </summary>
- /// <param name="flags"> Flags to control which portions of the geometry gets uploaded.</param>
- //public override void ForceMeshUpdate(TMP_VertexDataUpdateFlags flags) { }
- /// <summary>
- /// Function to update the geometry of the main and sub text objects.
- /// </summary>
- /// <param name="mesh"></param>
- /// <param name="index"></param>
- public override void UpdateGeometry(Mesh mesh, int index)
- {
- mesh.RecalculateBounds();
- }
- /// <summary>
- /// Function to upload the updated vertex data and renderer.
- /// </summary>
- public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags)
- {
- int materialCount = m_textInfo.materialCount;
- for (int i = 0; i < materialCount; i++)
- {
- Mesh mesh;
- if (i == 0)
- mesh = m_mesh;
- else
- {
- // Clear unused vertices
- // TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out.
- //m_textInfo.meshInfo[i].ClearUnusedVertices();
- mesh = m_subTextObjects[i].mesh;
- }
- //mesh.MarkDynamic();
- if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices)
- mesh.vertices = m_textInfo.meshInfo[i].vertices;
- if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0)
- mesh.uv = m_textInfo.meshInfo[i].uvs0;
- if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2)
- mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
- //if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4)
- // mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
- if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32)
- mesh.colors32 = m_textInfo.meshInfo[i].colors32;
- mesh.RecalculateBounds();
- }
- }
- /// <summary>
- /// Function to upload the updated vertex data and renderer.
- /// </summary>
- public override void UpdateVertexData()
- {
- int materialCount = m_textInfo.materialCount;
- for (int i = 0; i < materialCount; i++)
- {
- Mesh mesh;
- if (i == 0)
- mesh = m_mesh;
- else
- {
- // Clear unused vertices
- m_textInfo.meshInfo[i].ClearUnusedVertices();
- mesh = m_subTextObjects[i].mesh;
- }
- //mesh.MarkDynamic();
- mesh.vertices = m_textInfo.meshInfo[i].vertices;
- mesh.uv = m_textInfo.meshInfo[i].uvs0;
- mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
- //mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
- mesh.colors32 = m_textInfo.meshInfo[i].colors32;
- mesh.RecalculateBounds();
- }
- }
- public void UpdateFontAsset()
- {
- LoadFontAsset();
- }
- private bool m_currentAutoSizeMode;
- public void CalculateLayoutInputHorizontal()
- {
- //Debug.Log("*** CalculateLayoutInputHorizontal() ***");
- if (!this.gameObject.activeInHierarchy)
- return;
- //IsRectTransformDriven = true;
- m_currentAutoSizeMode = m_enableAutoSizing;
- if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
- {
- //Debug.Log("Calculating Layout Horizontal");
- //m_LayoutPhase = AutoLayoutPhase.Horizontal;
- //m_isRebuildingLayout = true;
- m_minWidth = 0;
- m_flexibleWidth = 0;
- //m_renderMode = TextRenderFlags.GetPreferredSizes; // Set Text to not Render and exit early once we have new width values.
- if (m_enableAutoSizing)
- {
- m_fontSize = m_fontSizeMax;
- }
- // Set Margins to Infinity
- m_marginWidth = k_LargePositiveFloat;
- m_marginHeight = k_LargePositiveFloat;
- if (m_isInputParsingRequired || m_isTextTruncated)
- ParseInputText();
- GenerateTextMesh();
- m_renderMode = TextRenderFlags.Render;
- //m_preferredWidth = (int)m_preferredWidth + 1f;
- ComputeMarginSize();
- //Debug.Log("Preferred Width: " + m_preferredWidth + " Margin Width: " + m_marginWidth + " Preferred Height: " + m_preferredHeight + " Margin Height: " + m_marginHeight + " Rendered Width: " + m_renderedWidth + " Height: " + m_renderedHeight + " RectTransform Width: " + m_rectTransform.rect);
- m_isLayoutDirty = true;
- }
- }
- public void CalculateLayoutInputVertical()
- {
- //Debug.Log("*** CalculateLayoutInputVertical() ***");
- // Check if object is active
- if (!this.gameObject.activeInHierarchy) // || IsRectTransformDriven == false)
- return;
- //IsRectTransformDriven = true;
- if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
- {
- //Debug.Log("Calculating Layout InputVertical");
- //m_LayoutPhase = AutoLayoutPhase.Vertical;
- //m_isRebuildingLayout = true;
- m_minHeight = 0;
- m_flexibleHeight = 0;
- //m_renderMode = TextRenderFlags.GetPreferredSizes;
- if (m_enableAutoSizing)
- {
- m_currentAutoSizeMode = true;
- m_enableAutoSizing = false;
- }
- m_marginHeight = k_LargePositiveFloat;
- GenerateTextMesh();
- m_enableAutoSizing = m_currentAutoSizeMode;
- m_renderMode = TextRenderFlags.Render;
- //m_preferredHeight = (int)m_preferredHeight + 1f;
- ComputeMarginSize();
- //Debug.Log("Preferred Height: " + m_preferredHeight + " Margin Height: " + m_marginHeight + " Preferred Width: " + m_preferredWidth + " Margin Width: " + m_marginWidth + " Rendered Width: " + m_renderedWidth + " Height: " + m_renderedHeight + " RectTransform Width: " + m_rectTransform.rect);
- m_isLayoutDirty = true;
- }
- m_isCalculateSizeRequired = false;
- }
- }
- }
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