using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.UI.CoroutineTween;
#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.
namespace TMPro
{
[ExecuteInEditMode]
[DisallowMultipleComponent]
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/TextMeshPro - Text (UI)", 11)]
public partial class TextMeshProUGUI : TMP_Text, ILayoutElement
{
///
/// Get the material that will be used for rendering.
///
public override Material materialForRendering
{
get { return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial); }
}
///
/// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
///
public override bool autoSizeTextContainer
{
get { return m_autoSizeTextContainer; }
set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); SetLayoutDirty(); } }
}
///
/// Reference to the Mesh used by the text object.
///
public override Mesh mesh
{
get { return m_mesh; }
}
///
/// Reference to the CanvasRenderer used by the text object.
///
public new CanvasRenderer canvasRenderer
{
get
{
if (m_canvasRenderer == null) m_canvasRenderer = GetComponent();
return m_canvasRenderer;
}
}
///
/// Anchor dampening prevents the anchor position from being adjusted unless the positional change exceeds about 40% of the width of the underline character. This essentially stabilizes the anchor position.
///
//public bool anchorDampening
//{
// get { return m_anchorDampening; }
// set { if (m_anchorDampening != value) { havePropertiesChanged = true; m_anchorDampening = value; /* ScheduleUpdate(); */ } }
//}
private bool m_isRebuildingLayout = false;
//private bool m_isLayoutDirty = false;
///
/// Function called by Unity when the horizontal layout needs to be recalculated.
///
public void CalculateLayoutInputHorizontal()
{
//Debug.Log("*** CalculateLayoutHorizontal() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID());
//// Check if object is active
if (!this.gameObject.activeInHierarchy)
return;
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
{
m_preferredWidth = GetPreferredWidth();
ComputeMarginSize();
m_isLayoutDirty = true;
}
}
///
/// Function called by Unity when the vertical layout needs to be recalculated.
///
public void CalculateLayoutInputVertical()
{
//Debug.Log("*** CalculateLayoutInputVertical() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID());
//// Check if object is active
if (!this.gameObject.activeInHierarchy) // || IsRectTransformDriven == false)
return;
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
{
m_preferredHeight = GetPreferredHeight();
ComputeMarginSize();
m_isLayoutDirty = true;
}
m_isCalculateSizeRequired = false;
}
public override void SetVerticesDirty()
{
if (m_verticesAlreadyDirty || this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics())
return;
m_verticesAlreadyDirty = true;
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
if (m_OnDirtyVertsCallback != null)
m_OnDirtyVertsCallback();
}
///
///
///
public override void SetLayoutDirty()
{
m_isPreferredWidthDirty = true;
m_isPreferredHeightDirty = true;
if ( m_layoutAlreadyDirty || this == null || !this.IsActive())
return;
m_layoutAlreadyDirty = true;
LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
m_isLayoutDirty = true;
if (m_OnDirtyLayoutCallback != null)
m_OnDirtyLayoutCallback();
}
///
///
///
public override void SetMaterialDirty()
{
//Debug.Log("SetMaterialDirty()");
if (this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics())
return;
m_isMaterialDirty = true;
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
if (m_OnDirtyMaterialCallback != null)
m_OnDirtyMaterialCallback();
}
///
///
///
public override void SetAllDirty()
{
m_isInputParsingRequired = true;
SetLayoutDirty();
SetVerticesDirty();
SetMaterialDirty();
}
///
///
///
///
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)
{
OnPreRenderCanvas();
m_verticesAlreadyDirty = false;
m_layoutAlreadyDirty = false;
if (!m_isMaterialDirty) return;
UpdateMaterial();
m_isMaterialDirty = false;
}
}
///
/// Method to keep the pivot of the sub text objects in sync with the parent pivot.
///
private void UpdateSubObjectPivot()
{
if (m_textInfo == null) return;
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
{
m_subTextObjects[i].SetPivotDirty();
}
//m_isPivotDirty = false;
}
///
///
///
///
///
public override Material GetModifiedMaterial(Material baseMaterial)
{
Material mat = baseMaterial;
if (m_ShouldRecalculateStencil)
{
m_stencilID = TMP_MaterialManager.GetStencilID(gameObject);
m_ShouldRecalculateStencil = false;
}
// Release masking material
//if (m_MaskMaterial != null)
// MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
if (m_stencilID > 0)
{
mat = TMP_MaterialManager.GetStencilMaterial(baseMaterial, m_stencilID);
if (m_MaskMaterial != null)
TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
m_MaskMaterial = mat;
}
return mat;
}
///
///
///
protected override void UpdateMaterial()
{
//Debug.Log("*** UpdateMaterial() ***");
//if (!this.IsActive())
// return;
if (m_sharedMaterial == null) return;
if (m_canvasRenderer == null) m_canvasRenderer = this.canvasRenderer;
m_canvasRenderer.materialCount = 1;
m_canvasRenderer.SetMaterial(materialForRendering, 0);
}
//public override void OnRebuildRequested()
//{
// //Debug.Log("OnRebuildRequested");
// base.OnRebuildRequested();
//}
//public override bool Raycast(Vector2 sp, Camera eventCamera)
//{
// //Debug.Log("Raycast Event. ScreenPoint: " + sp);
// return base.Raycast(sp, eventCamera);
//}
// MASKING RELATED PROPERTIES
///
/// Sets the masking offset from the bounds of the object
///
public Vector4 maskOffset
{
get { return m_maskOffset; }
set { m_maskOffset = value; UpdateMask(); m_havePropertiesChanged = true; }
}
//public override Material defaultMaterial
//{
// get { Debug.Log("Default Material called."); return m_sharedMaterial; }
//}
//protected override void OnCanvasHierarchyChanged()
//{
// //Debug.Log("OnCanvasHierarchyChanged...");
//}
// IClippable implementation
///
/// Method called when the state of a parent changes.
///
public override void RecalculateClipping()
{
//Debug.Log("***** RecalculateClipping() *****");
base.RecalculateClipping();
}
// IMaskable Implementation
///
/// Method called when Stencil Mask needs to be updated on this element and parents.
///
public override void RecalculateMasking()
{
//Debug.Log("***** RecalculateMasking() *****");
this.m_ShouldRecalculateStencil = true;
SetMaterialDirty();
}
///
/// Override of the Cull function to provide for the ability to override the culling of the text object.
///
///
///
public override void Cull(Rect clipRect, bool validRect)
{
if (m_ignoreRectMaskCulling) return;
base.Cull(clipRect, validRect);
}
//protected override void UpdateGeometry()
//{
// //Debug.Log("UpdateGeometry");
// //base.UpdateGeometry();
//}
//protected override void UpdateMaterial()
//{
// //Debug.Log("UpdateMaterial called.");
//// base.UpdateMaterial();
//}
/*
///
/// Sets the mask type
///
public MaskingTypes mask
{
get { return m_mask; }
set { m_mask = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
}
///
/// Set the masking offset mode (as percentage or pixels)
///
public MaskingOffsetMode maskOffsetMode
{
get { return m_maskOffsetMode; }
set { m_maskOffsetMode = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
}
*/
/*
///
/// Sets the softness of the mask
///
public Vector2 maskSoftness
{
get { return m_maskSoftness; }
set { m_maskSoftness = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
}
///
/// Allows to move / offset the mesh vertices by a set amount
///
public Vector2 vertexOffset
{
get { return m_vertexOffset; }
set { m_vertexOffset = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
}
*/
///
/// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
///
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);
}
///
/// Tweens the CanvasRenderer color associated with this Graphic.
///
/// Target color.
/// Tween duration.
/// Should ignore Time.scale?
/// Should also Tween the alpha channel?
protected override void InternalCrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha)
{
int materialCount = m_textInfo.materialCount;
for (int i = 1; i < materialCount; i++)
{
m_subTextObjects[i].CrossFadeColor(targetColor, duration, ignoreTimeScale, useAlpha);
}
}
///
/// Tweens the alpha of the CanvasRenderer color associated with this Graphic.
///
/// Target alpha.
/// Duration of the tween in seconds.
/// Should ignore Time.scale?
protected override void InternalCrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
{
int materialCount = m_textInfo.materialCount;
for (int i = 1; i < materialCount; i++)
{
m_subTextObjects[i].CrossFadeAlpha(alpha, duration, ignoreTimeScale);
}
}
///
/// 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.
///
public override void ForceMeshUpdate()
{
//if (m_isEnabled == false) this.OnEnable();
m_havePropertiesChanged = true;
OnPreRenderCanvas();
}
///
/// 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.
///
/// If set to true, the text object will be regenerated regardless of is active state.
public override void ForceMeshUpdate(bool ignoreInactive)
{
m_havePropertiesChanged = true;
m_ignoreActiveState = true;
OnPreRenderCanvas();
}
///
/// Function used to evaluate the length of a text string.
///
///
///
public override TMP_TextInfo GetTextInfo(string text)
{
StringToCharArray(text, ref m_char_buffer);
SetArraySizes(m_char_buffer);
m_renderMode = TextRenderFlags.DontRender;
ComputeMarginSize();
// Need to make sure we have a valid reference to a Canvas.
if (m_canvas == null) m_canvas = this.canvas;
GenerateTextMesh();
m_renderMode = TextRenderFlags.Render;
return this.textInfo;
}
///
/// Function to clear the geometry of the Primary and Sub Text objects.
///
public override void ClearMesh()
{
m_canvasRenderer.SetMesh(null);
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
m_subTextObjects[i].canvasRenderer.SetMesh(null);
//if (m_linkedTextComponent != null)
// m_linkedTextComponent.ClearMesh();
}
///
/// Function to force the regeneration of the text object.
///
/// Flags to control which portions of the geometry gets uploaded.
//public override void ForceMeshUpdate(TMP_VertexDataUpdateFlags flags) { }
///
/// Function to update the geometry of the main and sub text objects.
///
///
///
public override void UpdateGeometry(Mesh mesh, int index)
{
mesh.RecalculateBounds();
if (index == 0)
{
m_canvasRenderer.SetMesh(mesh);
}
else
{
m_subTextObjects[index].canvasRenderer.SetMesh(mesh);
}
}
///
/// Function to upload the updated vertex data and renderer.
///
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;
}
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();
if (i == 0)
m_canvasRenderer.SetMesh(mesh);
else
m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
}
}
///
/// Function to upload the updated vertex data and renderer.
///
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();
if (i == 0)
m_canvasRenderer.SetMesh(mesh);
else
m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
}
}
public void UpdateFontAsset()
{
LoadFontAsset();
}
}
}