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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using UnityEngine.UI.Collections;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. namespace TMPro
  7. {
  8. /// <summary>
  9. /// Class for handling and scheduling text object updates.
  10. /// </summary>
  11. public class TMP_UpdateRegistry
  12. {
  13. private static TMP_UpdateRegistry s_Instance;
  14. private readonly List<ICanvasElement> m_LayoutRebuildQueue = new List<ICanvasElement>();
  15. private Dictionary<int, int> m_LayoutQueueLookup = new Dictionary<int, int>();
  16. private readonly List<ICanvasElement> m_GraphicRebuildQueue = new List<ICanvasElement>();
  17. private Dictionary<int, int> m_GraphicQueueLookup = new Dictionary<int, int>();
  18. //private bool m_PerformingLayoutUpdate;
  19. //private bool m_PerformingGraphicUpdate;
  20. /// <summary>
  21. /// Get a singleton instance of the registry
  22. /// </summary>
  23. public static TMP_UpdateRegistry instance
  24. {
  25. get
  26. {
  27. if (TMP_UpdateRegistry.s_Instance == null)
  28. TMP_UpdateRegistry.s_Instance = new TMP_UpdateRegistry();
  29. return TMP_UpdateRegistry.s_Instance;
  30. }
  31. }
  32. /// <summary>
  33. /// Register to receive callback from the Canvas System.
  34. /// </summary>
  35. protected TMP_UpdateRegistry()
  36. {
  37. //Debug.Log("Adding WillRenderCanvases");
  38. Canvas.willRenderCanvases += PerformUpdateForCanvasRendererObjects;
  39. }
  40. /// <summary>
  41. /// Function to register elements which require a layout rebuild.
  42. /// </summary>
  43. /// <param name="element"></param>
  44. public static void RegisterCanvasElementForLayoutRebuild(ICanvasElement element)
  45. {
  46. TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForLayoutRebuild(element);
  47. }
  48. private bool InternalRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
  49. {
  50. int id = (element as Object).GetInstanceID();
  51. if (this.m_LayoutQueueLookup.ContainsKey(id))
  52. return false;
  53. m_LayoutQueueLookup[id] = id;
  54. this.m_LayoutRebuildQueue.Add(element);
  55. return true;
  56. }
  57. /// <summary>
  58. /// Function to register elements which require a graphic rebuild.
  59. /// </summary>
  60. /// <param name="element"></param>
  61. public static void RegisterCanvasElementForGraphicRebuild(ICanvasElement element)
  62. {
  63. TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForGraphicRebuild(element);
  64. }
  65. private bool InternalRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
  66. {
  67. int id = (element as Object).GetInstanceID();
  68. if (this.m_GraphicQueueLookup.ContainsKey(id))
  69. return false;
  70. m_GraphicQueueLookup[id] = id;
  71. this.m_GraphicRebuildQueue.Add(element);
  72. return true;
  73. }
  74. /// <summary>
  75. /// Method to handle objects that need updating.
  76. /// </summary>
  77. private void PerformUpdateForCanvasRendererObjects()
  78. {
  79. //Debug.Log("Performing update of CanvasRenderer objects at Frame: " + Time.frameCount);
  80. // Processing elements that require a layout rebuild.
  81. //this.m_PerformingLayoutUpdate = true;
  82. for (int index = 0; index < m_LayoutRebuildQueue.Count; index++)
  83. {
  84. ICanvasElement element = TMP_UpdateRegistry.instance.m_LayoutRebuildQueue[index];
  85. element.Rebuild(CanvasUpdate.Prelayout);
  86. }
  87. //this.m_PerformingLayoutUpdate = false;
  88. if (m_LayoutRebuildQueue.Count > 0)
  89. {
  90. m_LayoutRebuildQueue.Clear();
  91. m_LayoutQueueLookup.Clear();
  92. }
  93. // Processing elements that require a graphic rebuild.
  94. //this.m_PerformingGraphicUpdate = true;
  95. for (int index = 0; index < m_GraphicRebuildQueue.Count; index++)
  96. {
  97. ICanvasElement element = TMP_UpdateRegistry.instance.m_GraphicRebuildQueue[index];
  98. element.Rebuild(CanvasUpdate.PreRender);
  99. }
  100. //this.m_PerformingGraphicUpdate = false;
  101. // If there are no objects in the queue, we don't need to clear the lists again.
  102. if (m_GraphicRebuildQueue.Count > 0)
  103. {
  104. m_GraphicRebuildQueue.Clear();
  105. m_GraphicQueueLookup.Clear();
  106. }
  107. }
  108. /// <summary>
  109. /// Method to handle objects that need updating.
  110. /// </summary>
  111. private void PerformUpdateForMeshRendererObjects()
  112. {
  113. Debug.Log("Perform update of MeshRenderer objects.");
  114. }
  115. /// <summary>
  116. /// Function to unregister elements which no longer require a rebuild.
  117. /// </summary>
  118. /// <param name="element"></param>
  119. public static void UnRegisterCanvasElementForRebuild(ICanvasElement element)
  120. {
  121. TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForLayoutRebuild(element);
  122. TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForGraphicRebuild(element);
  123. }
  124. private void InternalUnRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
  125. {
  126. int id = (element as Object).GetInstanceID();
  127. //element.LayoutComplete();
  128. TMP_UpdateRegistry.instance.m_LayoutRebuildQueue.Remove(element);
  129. m_GraphicQueueLookup.Remove(id);
  130. }
  131. private void InternalUnRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
  132. {
  133. int id = (element as Object).GetInstanceID();
  134. //element.GraphicUpdateComplete();
  135. TMP_UpdateRegistry.instance.m_GraphicRebuildQueue.Remove(element);
  136. m_LayoutQueueLookup.Remove(id);
  137. }
  138. }
  139. }