using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using UnityEngine.UI.Collections;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
|
|
namespace TMPro
|
|
{
|
|
/// <summary>
|
|
/// Class for handling and scheduling text object updates.
|
|
/// </summary>
|
|
public class TMP_UpdateRegistry
|
|
{
|
|
private static TMP_UpdateRegistry s_Instance;
|
|
|
|
private readonly List<ICanvasElement> m_LayoutRebuildQueue = new List<ICanvasElement>();
|
|
private Dictionary<int, int> m_LayoutQueueLookup = new Dictionary<int, int>();
|
|
|
|
private readonly List<ICanvasElement> m_GraphicRebuildQueue = new List<ICanvasElement>();
|
|
private Dictionary<int, int> m_GraphicQueueLookup = new Dictionary<int, int>();
|
|
|
|
//private bool m_PerformingLayoutUpdate;
|
|
//private bool m_PerformingGraphicUpdate;
|
|
|
|
/// <summary>
|
|
/// Get a singleton instance of the registry
|
|
/// </summary>
|
|
public static TMP_UpdateRegistry instance
|
|
{
|
|
get
|
|
{
|
|
if (TMP_UpdateRegistry.s_Instance == null)
|
|
TMP_UpdateRegistry.s_Instance = new TMP_UpdateRegistry();
|
|
return TMP_UpdateRegistry.s_Instance;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Register to receive callback from the Canvas System.
|
|
/// </summary>
|
|
protected TMP_UpdateRegistry()
|
|
{
|
|
//Debug.Log("Adding WillRenderCanvases");
|
|
Canvas.willRenderCanvases += PerformUpdateForCanvasRendererObjects;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to register elements which require a layout rebuild.
|
|
/// </summary>
|
|
/// <param name="element"></param>
|
|
public static void RegisterCanvasElementForLayoutRebuild(ICanvasElement element)
|
|
{
|
|
TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForLayoutRebuild(element);
|
|
}
|
|
|
|
private bool InternalRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
|
|
{
|
|
int id = (element as Object).GetInstanceID();
|
|
|
|
if (this.m_LayoutQueueLookup.ContainsKey(id))
|
|
return false;
|
|
|
|
m_LayoutQueueLookup[id] = id;
|
|
this.m_LayoutRebuildQueue.Add(element);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to register elements which require a graphic rebuild.
|
|
/// </summary>
|
|
/// <param name="element"></param>
|
|
public static void RegisterCanvasElementForGraphicRebuild(ICanvasElement element)
|
|
{
|
|
TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForGraphicRebuild(element);
|
|
}
|
|
|
|
private bool InternalRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
|
|
{
|
|
int id = (element as Object).GetInstanceID();
|
|
|
|
if (this.m_GraphicQueueLookup.ContainsKey(id))
|
|
return false;
|
|
|
|
m_GraphicQueueLookup[id] = id;
|
|
this.m_GraphicRebuildQueue.Add(element);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to handle objects that need updating.
|
|
/// </summary>
|
|
private void PerformUpdateForCanvasRendererObjects()
|
|
{
|
|
//Debug.Log("Performing update of CanvasRenderer objects at Frame: " + Time.frameCount);
|
|
|
|
// Processing elements that require a layout rebuild.
|
|
//this.m_PerformingLayoutUpdate = true;
|
|
for (int index = 0; index < m_LayoutRebuildQueue.Count; index++)
|
|
{
|
|
ICanvasElement element = TMP_UpdateRegistry.instance.m_LayoutRebuildQueue[index];
|
|
|
|
element.Rebuild(CanvasUpdate.Prelayout);
|
|
}
|
|
//this.m_PerformingLayoutUpdate = false;
|
|
if (m_LayoutRebuildQueue.Count > 0)
|
|
{
|
|
m_LayoutRebuildQueue.Clear();
|
|
m_LayoutQueueLookup.Clear();
|
|
}
|
|
|
|
|
|
// Processing elements that require a graphic rebuild.
|
|
//this.m_PerformingGraphicUpdate = true;
|
|
for (int index = 0; index < m_GraphicRebuildQueue.Count; index++)
|
|
{
|
|
ICanvasElement element = TMP_UpdateRegistry.instance.m_GraphicRebuildQueue[index];
|
|
|
|
element.Rebuild(CanvasUpdate.PreRender);
|
|
}
|
|
//this.m_PerformingGraphicUpdate = false;
|
|
|
|
// If there are no objects in the queue, we don't need to clear the lists again.
|
|
if (m_GraphicRebuildQueue.Count > 0)
|
|
{
|
|
m_GraphicRebuildQueue.Clear();
|
|
m_GraphicQueueLookup.Clear();
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to handle objects that need updating.
|
|
/// </summary>
|
|
private void PerformUpdateForMeshRendererObjects()
|
|
{
|
|
Debug.Log("Perform update of MeshRenderer objects.");
|
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to unregister elements which no longer require a rebuild.
|
|
/// </summary>
|
|
/// <param name="element"></param>
|
|
public static void UnRegisterCanvasElementForRebuild(ICanvasElement element)
|
|
{
|
|
TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForLayoutRebuild(element);
|
|
TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForGraphicRebuild(element);
|
|
}
|
|
|
|
|
|
private void InternalUnRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
|
|
{
|
|
int id = (element as Object).GetInstanceID();
|
|
|
|
//element.LayoutComplete();
|
|
TMP_UpdateRegistry.instance.m_LayoutRebuildQueue.Remove(element);
|
|
m_GraphicQueueLookup.Remove(id);
|
|
}
|
|
|
|
|
|
private void InternalUnRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
|
|
{
|
|
int id = (element as Object).GetInstanceID();
|
|
|
|
//element.GraphicUpdateComplete();
|
|
TMP_UpdateRegistry.instance.m_GraphicRebuildQueue.Remove(element);
|
|
m_LayoutQueueLookup.Remove(id);
|
|
}
|
|
}
|
|
}
|