//#define TMP_PROFILE_ON
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//#define TMP_PROFILE_PHASES_ON
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.
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namespace TMPro
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{
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public partial class TextMeshPro
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{
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[SerializeField]
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private bool m_hasFontAssetChanged = false; // Used to track when font properties have changed.
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float m_previousLossyScaleY = -1; // Used for Tracking lossy scale changes in the transform;
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[SerializeField]
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private Renderer m_renderer;
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private MeshFilter m_meshFilter;
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private bool m_isFirstAllocation; // Flag to determine if this is the first allocation of the buffers.
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private int m_max_characters = 8; // Determines the initial allocation and size of the character array / buffer.
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private int m_max_numberOfLines = 4; // Determines the initial allocation and maximum number of lines of text.
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private Bounds m_default_bounds = new Bounds(Vector3.zero, new Vector3(1000, 1000, 0));
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[SerializeField]
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protected TMP_SubMesh[] m_subTextObjects = new TMP_SubMesh[8];
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// MASKING RELATED PROPERTIES
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//MaterialPropertyBlock m_maskingPropertyBlock;
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//[SerializeField]
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private bool m_isMaskingEnabled;
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private bool isMaskUpdateRequired;
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//private bool m_isMaterialBlockSet;
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[SerializeField]
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private MaskingTypes m_maskType;
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// Matrix used to animated Env Map
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private Matrix4x4 m_EnvMapMatrix = new Matrix4x4();
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// Text Container / RectTransform Component
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private Vector3[] m_RectTransformCorners = new Vector3[4];
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[NonSerialized]
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private bool m_isRegisteredForEvents;
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// DEBUG Variables
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//private System.Diagnostics.Stopwatch m_StopWatch;
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//private bool isDebugOutputDone;
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//private int m_recursiveCount = 0;
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private int loopCountA;
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//private int loopCountB;
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//private int loopCountC;
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//private int loopCountD;
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//private int loopCountE;
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protected override void Awake()
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{
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//Debug.Log("Awake() called on Object ID " + GetInstanceID());
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#if UNITY_EDITOR
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// Special handling for TMP Settings and importing Essential Resources
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if (TMP_Settings.instance == null)
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{
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if (m_isWaitingOnResourceLoad == false)
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TMPro_EventManager.RESOURCE_LOAD_EVENT.Add(ON_RESOURCES_LOADED);
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m_isWaitingOnResourceLoad = true;
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return;
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}
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#endif
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// Cache Reference to the Mesh Renderer.
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m_renderer = GetComponent<Renderer>();
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if (m_renderer == null)
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m_renderer = gameObject.AddComponent<Renderer>();
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// Make sure we have a CanvasRenderer for compatibility reasons and hide it
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if (this.canvasRenderer != null)
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this.canvasRenderer.hideFlags = HideFlags.HideInInspector;
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else
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{
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CanvasRenderer canvasRenderer = gameObject.AddComponent<CanvasRenderer>();
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canvasRenderer.hideFlags = HideFlags.HideInInspector;
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}
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// Cache Reference to RectTransform
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m_rectTransform = this.rectTransform;
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// Cache Reference to the transform;
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m_transform = this.transform;
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// Cache a reference to the Mesh Filter.
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m_meshFilter = GetComponent<MeshFilter>();
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if (m_meshFilter == null)
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m_meshFilter = gameObject.AddComponent<MeshFilter>();
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// Cache a reference to our mesh.
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if (m_mesh == null)
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{
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//Debug.Log("Creating new mesh.");
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m_mesh = new Mesh();
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m_mesh.hideFlags = HideFlags.HideAndDontSave;
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m_meshFilter.mesh = m_mesh;
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//m_mesh.bounds = new Bounds(transform.position, new Vector3(1000, 1000, 0));
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}
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m_meshFilter.hideFlags = HideFlags.HideInInspector;
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// Load TMP Settings for new text object instances.
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LoadDefaultSettings();
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// Load the font asset and assign material to renderer.
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LoadFontAsset();
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// Load Default TMP StyleSheet
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TMP_StyleSheet.LoadDefaultStyleSheet();
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// Allocate our initial buffers.
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if (m_char_buffer == null)
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m_char_buffer = new int[m_max_characters];
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m_cached_TextElement = new TMP_Glyph();
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m_isFirstAllocation = true;
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if (m_textInfo == null)
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m_textInfo = new TMP_TextInfo(this);
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// Check if we have a font asset assigned. Return if we don't because no one likes to see purple squares on screen.
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if (m_fontAsset == null)
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{
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Debug.LogWarning("Please assign a Font Asset to this " + transform.name + " gameobject.", this);
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return;
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}
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// Check to make sure Sub Text Objects are tracked correctly in the event a Prefab is used.
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TMP_SubMesh[] subTextObjects = GetComponentsInChildren<TMP_SubMesh>();
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if (subTextObjects.Length > 0)
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{
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for (int i = 0; i < subTextObjects.Length; i++)
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m_subTextObjects[i + 1] = subTextObjects[i];
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}
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// Set flags to ensure our text is parsed and redrawn.
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m_isInputParsingRequired = true;
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m_havePropertiesChanged = true;
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m_isCalculateSizeRequired = true;
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m_isAwake = true;
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}
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protected override void OnEnable()
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{
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//Debug.Log("***** OnEnable() called on object ID " + GetInstanceID() + ". *****"); // called. Renderer.MeshFilter ID " + m_renderer.GetComponent<MeshFilter>().sharedMesh.GetInstanceID() + " Mesh ID " + m_mesh.GetInstanceID() + " MeshFilter ID " + m_meshFilter.GetInstanceID()); //has been called. HavePropertiesChanged = " + havePropertiesChanged); // has been called on Object ID:" + gameObject.GetInstanceID());
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// Return if Awake() has not been called on the text object.
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if (m_isAwake == false)
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return;
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// Register Callbacks for various events.
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if (!m_isRegisteredForEvents)
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{
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#if UNITY_EDITOR
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TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
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TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
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TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
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TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
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TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
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TMPro_EventManager.COLOR_GRADIENT_PROPERTY_EVENT.Add(ON_COLOR_GRADIENT_CHANGED);
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TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
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#endif
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m_isRegisteredForEvents = true;
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}
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meshFilter.sharedMesh = mesh;
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SetActiveSubMeshes(true);
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// Schedule potential text object update (if any of the properties have changed.
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ComputeMarginSize();
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m_isInputParsingRequired = true;
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m_havePropertiesChanged = true;
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m_verticesAlreadyDirty = false;
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SetVerticesDirty();
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}
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protected override void OnDisable()
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{
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//Debug.Log("***** OnDisable() called on object ID " + GetInstanceID() + ". *****"); //+ m_renderer.GetComponent<MeshFilter>().sharedMesh.GetInstanceID() + " Mesh ID " + m_mesh.GetInstanceID() + " MeshFilter ID " + m_meshFilter.GetInstanceID()); //has been called. HavePropertiesChanged = " + havePropertiesChanged); // has been called on Object ID:" + gameObject.GetInstanceID());
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// Return if Awake() has not been called on the text object.
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if (m_isAwake == false)
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return;
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TMP_UpdateManager.UnRegisterTextElementForRebuild(this);
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m_meshFilter.sharedMesh = null;
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SetActiveSubMeshes(false);
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}
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protected override void OnDestroy()
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{
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//Debug.Log("***** OnDestroy() called on object ID " + GetInstanceID() + ". *****");
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// Destroy the mesh if we have one.
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if (m_mesh != null)
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{
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DestroyImmediate(m_mesh);
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}
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// Unregister the event this object was listening to
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#if UNITY_EDITOR
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TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
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TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
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TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
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TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
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TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
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TMPro_EventManager.COLOR_GRADIENT_PROPERTY_EVENT.Remove(ON_COLOR_GRADIENT_CHANGED);
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TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
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TMPro_EventManager.RESOURCE_LOAD_EVENT.Remove(ON_RESOURCES_LOADED);
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#endif
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m_isRegisteredForEvents = false;
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TMP_UpdateManager.UnRegisterTextElementForRebuild(this);
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}
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#if UNITY_EDITOR
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protected override void Reset()
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{
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//Debug.Log("Reset() has been called." + m_subTextObjects);
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// Return if Awake() has not been called on the text object.
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if (m_isAwake == false)
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return;
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if (m_mesh != null)
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DestroyImmediate(m_mesh);
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Awake();
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}
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protected override void OnValidate()
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{
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//Debug.Log("*** TextMeshPro OnValidate() has been called on Object ID:" + gameObject.GetInstanceID());
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// Return if Awake() has not been called on the text object.
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if (m_isAwake == false)
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return;
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// Additional Properties could be added to sync up Serialized Properties & Properties.
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// Handle Font Asset changes in the inspector
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if (m_fontAsset == null || m_hasFontAssetChanged)
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{
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LoadFontAsset();
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m_isCalculateSizeRequired = true;
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m_hasFontAssetChanged = false;
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}
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m_padding = GetPaddingForMaterial();
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m_isInputParsingRequired = true;
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m_inputSource = TextInputSources.Text;
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m_havePropertiesChanged = true;
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m_isCalculateSizeRequired = true;
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m_isPreferredWidthDirty = true;
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m_isPreferredHeightDirty = true;
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SetAllDirty();
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}
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// Event received when TMP resources have been loaded.
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void ON_RESOURCES_LOADED()
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{
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TMPro_EventManager.RESOURCE_LOAD_EVENT.Remove(ON_RESOURCES_LOADED);
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Awake();
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OnEnable();
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}
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// Event received when custom material editor properties are changed.
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void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
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{
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//Debug.Log("ON_MATERIAL_PROPERTY_CHANGED event received. Targeted Material is: " + mat.name + " m_sharedMaterial: " + m_sharedMaterial.name + " m_renderer.sharedMaterial: " + m_renderer.sharedMaterial);
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if (m_renderer.sharedMaterial == null)
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{
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if (m_fontAsset != null)
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{
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m_renderer.sharedMaterial = m_fontAsset.material;
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Debug.LogWarning("No Material was assigned to " + name + ". " + m_fontAsset.material.name + " was assigned.", this);
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}
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else
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Debug.LogWarning("No Font Asset assigned to " + name + ". Please assign a Font Asset.", this);
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}
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if (m_fontAsset.atlas.GetInstanceID() != m_renderer.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
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{
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m_renderer.sharedMaterial = m_sharedMaterial;
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//m_renderer.sharedMaterial = m_fontAsset.material;
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Debug.LogWarning("Font Asset Atlas doesn't match the Atlas in the newly assigned material. Select a matching material or a different font asset.", this);
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}
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if (m_renderer.sharedMaterial != m_sharedMaterial) // || m_renderer.sharedMaterials.Contains(mat))
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{
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//Debug.Log("ON_MATERIAL_PROPERTY_CHANGED Called on Target ID: " + GetInstanceID() + ". Previous Material:" + m_sharedMaterial + " New Material:" + m_renderer.sharedMaterial); // on Object ID:" + GetInstanceID() + ". m_sharedMaterial: " + m_sharedMaterial.name + " m_renderer.sharedMaterial: " + m_renderer.sharedMaterial.name);
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m_sharedMaterial = m_renderer.sharedMaterial;
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}
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m_padding = GetPaddingForMaterial();
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//m_sharedMaterialHashCode = TMP_TextUtilities.GetSimpleHashCode(m_sharedMaterial.name);
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UpdateMask();
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UpdateEnvMapMatrix();
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m_havePropertiesChanged = true;
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SetVerticesDirty();
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}
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// Event received when font asset properties are changed in Font Inspector
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void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
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{
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if (MaterialReference.Contains(m_materialReferences, font))
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{
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//Debug.Log("ON_FONT_PROPERTY_CHANGED event received.");
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m_isInputParsingRequired = true;
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m_havePropertiesChanged = true;
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SetMaterialDirty();
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SetVerticesDirty();
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}
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}
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// Event received when UNDO / REDO Event alters the properties of the object.
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void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
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{
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if (obj == this)
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{
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//Debug.Log("Undo / Redo Event Received by Object ID:" + GetInstanceID());
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m_havePropertiesChanged = true;
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m_isInputParsingRequired = true;
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m_padding = GetPaddingForMaterial();
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ComputeMarginSize();
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SetVerticesDirty();
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}
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}
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// Event to Track Material Changed resulting from Drag-n-drop.
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void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
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{
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//Debug.Log("Drag-n-Drop Event - Receiving Object ID " + GetInstanceID()); // + ". Target Object ID " + obj.GetInstanceID() + ". New Material is " + mat.name + " with ID " + mat.GetInstanceID() + ". Base Material is " + m_baseMaterial.name + " with ID " + m_baseMaterial.GetInstanceID());
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// Check if event applies to this current object
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#if UNITY_2018_2_OR_NEWER
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if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
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#else
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if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
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#endif
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{
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UnityEditor.Undo.RecordObject(this, "Material Assignment");
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UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
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m_sharedMaterial = newMaterial;
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m_padding = GetPaddingForMaterial();
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m_havePropertiesChanged = true;
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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// Event received when Text Styles are changed.
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void ON_TEXT_STYLE_CHANGED(bool isChanged)
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{
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m_havePropertiesChanged = true;
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m_isInputParsingRequired = true;
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SetVerticesDirty();
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}
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/// <summary>
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/// Event received when a Color Gradient Preset is modified.
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/// </summary>
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/// <param name="textObject"></param>
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void ON_COLOR_GRADIENT_CHANGED(TMP_ColorGradient gradient)
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{
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if (m_fontColorGradientPreset != null && gradient.GetInstanceID() == m_fontColorGradientPreset.GetInstanceID())
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{
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m_havePropertiesChanged = true;
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SetVerticesDirty();
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}
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}
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/// <summary>
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/// Event received when the TMP Settings are changed.
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/// </summary>
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void ON_TMP_SETTINGS_CHANGED()
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{
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m_defaultSpriteAsset = null;
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m_havePropertiesChanged = true;
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m_isInputParsingRequired = true;
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SetAllDirty();
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}
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#endif
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// Function which loads either the default font or a newly assigned font asset. This function also assigned the appropriate material to the renderer.
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protected override void LoadFontAsset()
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{
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//Debug.Log("TextMeshPro LoadFontAsset() has been called."); // Current Font Asset is " + (font != null ? font.name: "Null") );
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ShaderUtilities.GetShaderPropertyIDs(); // Initialize & Get shader property IDs.
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if (m_fontAsset == null)
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{
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if (TMP_Settings.defaultFontAsset != null)
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m_fontAsset =TMP_Settings.defaultFontAsset;
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else
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m_fontAsset = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
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if (m_fontAsset == null)
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{
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Debug.LogWarning("The LiberationSans SDF Font Asset was not found. There is no Font Asset assigned to " + gameObject.name + ".", this);
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return;
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}
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if (m_fontAsset.characterDictionary == null)
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{
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Debug.Log("Dictionary is Null!");
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}
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m_renderer.sharedMaterial = m_fontAsset.material;
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m_sharedMaterial = m_fontAsset.material;
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m_sharedMaterial.SetFloat("_CullMode", 0);
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m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 4);
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m_renderer.receiveShadows = false;
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m_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; // true;
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// Get a Reference to the Shader
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}
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else
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{
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if (m_fontAsset.characterDictionary == null)
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{
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//Debug.Log("Reading Font Definition and Creating Character Dictionary.");
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m_fontAsset.ReadFontDefinition();
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}
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//Debug.Log("Font Asset name:" + font.material.name);
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// If font atlas texture doesn't match the assigned material font atlas, switch back to default material specified in the Font Asset.
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if (m_renderer.sharedMaterial == null || m_renderer.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex) == null || m_fontAsset.atlas.GetInstanceID() != m_renderer.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
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{
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m_renderer.sharedMaterial = m_fontAsset.material;
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m_sharedMaterial = m_fontAsset.material;
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}
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else
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{
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m_sharedMaterial = m_renderer.sharedMaterial;
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}
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//m_sharedMaterial.SetFloat("_CullMode", 0);
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m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 4);
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// Check if we are using the SDF Surface Shader
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if (m_sharedMaterial.passCount == 1)
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{
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m_renderer.receiveShadows = false;
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m_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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}
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}
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m_padding = GetPaddingForMaterial();
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//m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial);
|
|
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
|
|
|
|
|
|
// Find and cache Underline & Ellipsis characters.
|
|
GetSpecialCharacters(m_fontAsset);
|
|
|
|
|
|
//m_sharedMaterials.Add(m_sharedMaterial);
|
|
//m_sharedMaterialHashCode = TMP_TextUtilities.GetSimpleHashCode(m_sharedMaterial.name);
|
|
// Hide Material Editor Component
|
|
//m_renderer.sharedMaterial.hideFlags = HideFlags.None;
|
|
}
|
|
|
|
|
|
void UpdateEnvMapMatrix()
|
|
{
|
|
if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_EnvMap) || m_sharedMaterial.GetTexture(ShaderUtilities.ID_EnvMap) == null)
|
|
return;
|
|
|
|
//Debug.Log("Updating Env Matrix...");
|
|
Vector3 rotation = m_sharedMaterial.GetVector(ShaderUtilities.ID_EnvMatrixRotation);
|
|
m_EnvMapMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(rotation), Vector3.one);
|
|
|
|
m_sharedMaterial.SetMatrix(ShaderUtilities.ID_EnvMatrix, m_EnvMapMatrix);
|
|
}
|
|
|
|
|
|
//
|
|
void SetMask(MaskingTypes maskType)
|
|
{
|
|
switch(maskType)
|
|
{
|
|
case MaskingTypes.MaskOff:
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
break;
|
|
case MaskingTypes.MaskSoft:
|
|
m_sharedMaterial.EnableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
break;
|
|
case MaskingTypes.MaskHard:
|
|
m_sharedMaterial.EnableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
break;
|
|
//case MaskingTypes.MaskTex:
|
|
// m_sharedMaterial.EnableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
// m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
// m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
// break;
|
|
}
|
|
}
|
|
|
|
|
|
// Method used to set the masking coordinates
|
|
void SetMaskCoordinates(Vector4 coords)
|
|
{
|
|
m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, coords);
|
|
}
|
|
|
|
// Method used to set the masking coordinates
|
|
void SetMaskCoordinates(Vector4 coords, float softX, float softY)
|
|
{
|
|
m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, coords);
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ID_MaskSoftnessX, softX);
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ID_MaskSoftnessY, softY);
|
|
}
|
|
|
|
|
|
|
|
// Enable Masking in the Shader
|
|
void EnableMasking()
|
|
{
|
|
if (m_sharedMaterial.HasProperty(ShaderUtilities.ID_ClipRect))
|
|
{
|
|
m_sharedMaterial.EnableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
|
|
m_isMaskingEnabled = true;
|
|
UpdateMask();
|
|
}
|
|
}
|
|
|
|
|
|
// Enable Masking in the Shader
|
|
void DisableMasking()
|
|
{
|
|
if (m_sharedMaterial.HasProperty(ShaderUtilities.ID_ClipRect))
|
|
{
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_SOFT);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_HARD);
|
|
m_sharedMaterial.DisableKeyword(ShaderUtilities.Keyword_MASK_TEX);
|
|
|
|
m_isMaskingEnabled = false;
|
|
UpdateMask();
|
|
}
|
|
}
|
|
|
|
|
|
void UpdateMask()
|
|
{
|
|
//Debug.Log("UpdateMask() called.");
|
|
|
|
if (!m_isMaskingEnabled)
|
|
{
|
|
// Release Masking Material
|
|
|
|
// Re-assign Base Material
|
|
|
|
return;
|
|
}
|
|
|
|
if (m_isMaskingEnabled && m_fontMaterial == null)
|
|
{
|
|
CreateMaterialInstance();
|
|
}
|
|
|
|
|
|
/*
|
|
if (!m_isMaskingEnabled)
|
|
{
|
|
//Debug.Log("Masking is not enabled.");
|
|
if (m_maskingPropertyBlock != null)
|
|
{
|
|
m_renderer.SetPropertyBlock(null);
|
|
//havePropertiesChanged = true;
|
|
}
|
|
return;
|
|
}
|
|
//else
|
|
// Debug.Log("Updating Masking...");
|
|
*/
|
|
|
|
// Compute Masking Coordinates & Softness
|
|
//float softnessX = Mathf.Min(Mathf.Min(m_textContainer.margins.x, m_textContainer.margins.z), m_sharedMaterial.GetFloat(ShaderUtilities.ID_MaskSoftnessX));
|
|
//float softnessY = Mathf.Min(Mathf.Min(m_textContainer.margins.y, m_textContainer.margins.w), m_sharedMaterial.GetFloat(ShaderUtilities.ID_MaskSoftnessY));
|
|
|
|
//softnessX = softnessX > 0 ? softnessX : 0;
|
|
//softnessY = softnessY > 0 ? softnessY : 0;
|
|
|
|
//float width = (m_textContainer.width - Mathf.Max(m_textContainer.margins.x, 0) - Mathf.Max(m_textContainer.margins.z, 0)) / 2 + softnessX;
|
|
//float height = (m_textContainer.height - Mathf.Max(m_textContainer.margins.y, 0) - Mathf.Max(m_textContainer.margins.w, 0)) / 2 + softnessY;
|
|
|
|
//Vector2 center = new Vector2((0.5f - m_textContainer.pivot.x) * m_textContainer.width + (Mathf.Max(m_textContainer.margins.x, 0) - Mathf.Max(m_textContainer.margins.z, 0)) / 2, (0.5f - m_textContainer.pivot.y) * m_textContainer.height + (- Mathf.Max(m_textContainer.margins.y, 0) + Mathf.Max(m_textContainer.margins.w, 0)) / 2);
|
|
//Vector4 mask = new Vector4(center.x, center.y, width, height);
|
|
|
|
|
|
//m_fontMaterial.SetVector(ShaderUtilities.ID_ClipRect, mask);
|
|
//m_fontMaterial.SetFloat(ShaderUtilities.ID_MaskSoftnessX, softnessX);
|
|
//m_fontMaterial.SetFloat(ShaderUtilities.ID_MaskSoftnessY, softnessY);
|
|
|
|
/*
|
|
if(m_maskingPropertyBlock == null)
|
|
{
|
|
m_maskingPropertyBlock = new MaterialPropertyBlock();
|
|
|
|
//m_maskingPropertyBlock.AddFloat(ShaderUtilities.ID_VertexOffsetX, m_sharedMaterial.GetFloat(ShaderUtilities.ID_VertexOffsetX));
|
|
//m_maskingPropertyBlock.AddFloat(ShaderUtilities.ID_VertexOffsetY, m_sharedMaterial.GetFloat(ShaderUtilities.ID_VertexOffsetY));
|
|
//Debug.Log("Creating new MaterialPropertyBlock.");
|
|
}
|
|
|
|
//Debug.Log("Updating Material Property Block.");
|
|
//m_maskingPropertyBlock.Clear();
|
|
m_maskingPropertyBlock.AddFloat(ShaderUtilities.ID_MaskID, m_renderer.GetInstanceID());
|
|
m_maskingPropertyBlock.AddVector(ShaderUtilities.ID_MaskCoord, mask);
|
|
m_maskingPropertyBlock.AddFloat(ShaderUtilities.ID_MaskSoftnessX, softnessX);
|
|
m_maskingPropertyBlock.AddFloat(ShaderUtilities.ID_MaskSoftnessY, softnessY);
|
|
|
|
m_renderer.SetPropertyBlock(m_maskingPropertyBlock);
|
|
*/
|
|
}
|
|
|
|
|
|
// Function called internally when a new material is assigned via the fontMaterial property.
|
|
protected override Material GetMaterial(Material mat)
|
|
{
|
|
// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
|
|
// This can occur when the Duplicate Material Context menu is used on an inactive object.
|
|
//if (m_renderer == null)
|
|
// m_renderer = GetComponent<Renderer>();
|
|
|
|
// Create Instance Material only if the new material is not the same instance previously used.
|
|
if (m_fontMaterial == null || m_fontMaterial.GetInstanceID() != mat.GetInstanceID())
|
|
m_fontMaterial = CreateMaterialInstance(mat);
|
|
|
|
m_sharedMaterial = m_fontMaterial;
|
|
|
|
m_padding = GetPaddingForMaterial();
|
|
|
|
SetVerticesDirty();
|
|
SetMaterialDirty();
|
|
|
|
return m_sharedMaterial;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method returning instances of the materials used by the text object.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override Material[] GetMaterials(Material[] mats)
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
if (m_fontMaterials == null)
|
|
m_fontMaterials = new Material[materialCount];
|
|
else if (m_fontMaterials.Length != materialCount)
|
|
TMP_TextInfo.Resize(ref m_fontMaterials, materialCount, false);
|
|
|
|
// Get instances of the materials
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
if (i == 0)
|
|
m_fontMaterials[i] = fontMaterial;
|
|
else
|
|
m_fontMaterials[i] = m_subTextObjects[i].material;
|
|
}
|
|
|
|
m_fontSharedMaterials = m_fontMaterials;
|
|
|
|
return m_fontMaterials;
|
|
}
|
|
|
|
|
|
// Function called internally when a new shared material is assigned via the fontSharedMaterial property.
|
|
protected override void SetSharedMaterial(Material mat)
|
|
{
|
|
// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
|
|
// This can occur when the Duplicate Material Context menu is used on an inactive object.
|
|
//if (m_renderer == null)
|
|
// m_renderer = GetComponent<Renderer>();
|
|
|
|
m_sharedMaterial = mat;
|
|
|
|
m_padding = GetPaddingForMaterial();
|
|
|
|
SetMaterialDirty();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method returning an array containing the materials used by the text object.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override Material[] GetSharedMaterials()
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
if (m_fontSharedMaterials == null)
|
|
m_fontSharedMaterials = new Material[materialCount];
|
|
else if (m_fontSharedMaterials.Length != materialCount)
|
|
TMP_TextInfo.Resize(ref m_fontSharedMaterials, materialCount, false);
|
|
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
if (i == 0)
|
|
m_fontSharedMaterials[i] = m_sharedMaterial;
|
|
else
|
|
m_fontSharedMaterials[i] = m_subTextObjects[i].sharedMaterial;
|
|
}
|
|
|
|
return m_fontSharedMaterials;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method used to assign new materials to the text and sub text objects.
|
|
/// </summary>
|
|
protected override void SetSharedMaterials(Material[] materials)
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
// Check allocation of the fontSharedMaterials array.
|
|
if (m_fontSharedMaterials == null)
|
|
m_fontSharedMaterials = new Material[materialCount];
|
|
else if (m_fontSharedMaterials.Length != materialCount)
|
|
TMP_TextInfo.Resize(ref m_fontSharedMaterials, materialCount, false);
|
|
|
|
// Only assign as many materials as the text object contains.
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
Texture mat_MainTex = materials[i].GetTexture(ShaderUtilities.ID_MainTex);
|
|
|
|
if (i == 0)
|
|
{
|
|
// Only assign new material if the font atlas textures match.
|
|
if ( mat_MainTex == null || mat_MainTex.GetInstanceID() != m_sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
|
|
continue;
|
|
|
|
m_sharedMaterial = m_fontSharedMaterials[i] = materials[i];
|
|
m_padding = GetPaddingForMaterial(m_sharedMaterial);
|
|
}
|
|
else
|
|
{
|
|
// Only assign new material if the font atlas textures match.
|
|
if (mat_MainTex == null || mat_MainTex.GetInstanceID() != m_subTextObjects[i].sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
|
|
continue;
|
|
|
|
// Only assign a new material if none were specified in the text input.
|
|
if (m_subTextObjects[i].isDefaultMaterial)
|
|
m_subTextObjects[i].sharedMaterial = m_fontSharedMaterials[i] = materials[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// This function will create an instance of the Font Material.
|
|
protected override void SetOutlineThickness(float thickness)
|
|
{
|
|
thickness = Mathf.Clamp01(thickness);
|
|
m_renderer.material.SetFloat(ShaderUtilities.ID_OutlineWidth, thickness);
|
|
|
|
if (m_fontMaterial == null)
|
|
m_fontMaterial = m_renderer.material;
|
|
|
|
m_fontMaterial = m_renderer.material;
|
|
m_sharedMaterial = m_fontMaterial;
|
|
m_padding = GetPaddingForMaterial();
|
|
}
|
|
|
|
|
|
// This function will create an instance of the Font Material.
|
|
protected override void SetFaceColor(Color32 color)
|
|
{
|
|
m_renderer.material.SetColor(ShaderUtilities.ID_FaceColor, color);
|
|
|
|
if (m_fontMaterial == null)
|
|
m_fontMaterial = m_renderer.material;
|
|
|
|
m_sharedMaterial = m_fontMaterial;
|
|
}
|
|
|
|
|
|
// This function will create an instance of the Font Material.
|
|
protected override void SetOutlineColor(Color32 color)
|
|
{
|
|
m_renderer.material.SetColor(ShaderUtilities.ID_OutlineColor, color);
|
|
|
|
if (m_fontMaterial == null)
|
|
m_fontMaterial = m_renderer.material;
|
|
|
|
//Debug.Log("Material ID:" + m_fontMaterial.GetInstanceID());
|
|
m_sharedMaterial = m_fontMaterial;
|
|
}
|
|
|
|
|
|
// Function used to create an instance of the material
|
|
void CreateMaterialInstance()
|
|
{
|
|
Material mat = new Material(m_sharedMaterial);
|
|
mat.shaderKeywords = m_sharedMaterial.shaderKeywords;
|
|
|
|
//mat.hideFlags = HideFlags.DontSave;
|
|
mat.name += " Instance";
|
|
//m_uiRenderer.SetMaterial(mat, null);
|
|
m_fontMaterial = mat;
|
|
}
|
|
|
|
|
|
// Sets the Render Queue and Ztest mode
|
|
protected override void SetShaderDepth()
|
|
{
|
|
if (m_isOverlay)
|
|
{
|
|
// Changing these properties results in an instance of the material
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 0);
|
|
//m_renderer.material.SetFloat("_ZTestMode", 8);
|
|
m_renderer.material.renderQueue = 4000;
|
|
|
|
m_sharedMaterial = m_renderer.material;
|
|
//Debug.Log("Text set to Overlay mode.");
|
|
}
|
|
else
|
|
{
|
|
// Should this use an instanced material?
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 4);
|
|
m_renderer.material.renderQueue = -1;
|
|
|
|
m_sharedMaterial = m_renderer.material;
|
|
//Debug.Log("Text set to Normal mode.");
|
|
}
|
|
}
|
|
|
|
|
|
// Sets the Culling mode of the material
|
|
protected override void SetCulling()
|
|
{
|
|
if (m_isCullingEnabled)
|
|
{
|
|
m_renderer.material.SetFloat("_CullMode", 2);
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
Renderer renderer = m_subTextObjects[i].renderer;
|
|
|
|
if (renderer != null)
|
|
{
|
|
renderer.material.SetFloat(ShaderUtilities.ShaderTag_CullMode, 2);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_renderer.material.SetFloat("_CullMode", 0);
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
Renderer renderer = m_subTextObjects[i].renderer;
|
|
|
|
if (renderer != null)
|
|
{
|
|
renderer.material.SetFloat(ShaderUtilities.ShaderTag_CullMode, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Set Perspective Correction Mode based on whether Camera is Orthographic or Perspective
|
|
void SetPerspectiveCorrection()
|
|
{
|
|
if (m_isOrthographic)
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ID_PerspectiveFilter, 0.0f);
|
|
else
|
|
m_sharedMaterial.SetFloat(ShaderUtilities.ID_PerspectiveFilter, 0.875f);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Get the padding value for the currently assigned material.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override float GetPaddingForMaterial(Material mat)
|
|
{
|
|
m_padding = ShaderUtilities.GetPadding(mat, m_enableExtraPadding, m_isUsingBold);
|
|
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
|
|
m_isSDFShader = mat.HasProperty(ShaderUtilities.ID_WeightNormal);
|
|
|
|
return m_padding;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Get the padding value for the currently assigned material.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override float GetPaddingForMaterial()
|
|
{
|
|
ShaderUtilities.GetShaderPropertyIDs();
|
|
|
|
if (m_sharedMaterial == null) return 0;
|
|
|
|
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
|
|
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
|
|
m_isSDFShader = m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal);
|
|
|
|
return m_padding;
|
|
}
|
|
|
|
|
|
// This function parses through the Char[] to determine how many characters will be visible. It then makes sure the arrays are large enough for all those characters.
|
|
protected override int SetArraySizes(int[] chars)
|
|
{
|
|
//Debug.Log("*** SetArraySizes() ***");
|
|
|
|
int tagEnd = 0;
|
|
int spriteCount = 0;
|
|
|
|
m_totalCharacterCount = 0;
|
|
m_isUsingBold = false;
|
|
m_isParsingText = false;
|
|
tag_NoParsing = false;
|
|
m_style = m_fontStyle;
|
|
|
|
m_fontWeightInternal = (m_style & FontStyles.Bold) == FontStyles.Bold ? 700 : m_fontWeight;
|
|
m_fontWeightStack.SetDefault(m_fontWeightInternal);
|
|
|
|
m_currentFontAsset = m_fontAsset;
|
|
m_currentMaterial = m_sharedMaterial;
|
|
m_currentMaterialIndex = 0;
|
|
|
|
m_materialReferenceStack.SetDefault(new MaterialReference(m_currentMaterialIndex, m_currentFontAsset, null, m_currentMaterial, m_padding));
|
|
|
|
m_materialReferenceIndexLookup.Clear();
|
|
MaterialReference.AddMaterialReference(m_currentMaterial, m_currentFontAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
|
|
if (m_textInfo == null) m_textInfo = new TMP_TextInfo();
|
|
m_textElementType = TMP_TextElementType.Character;
|
|
|
|
// Clear Linked Text object if we have one.
|
|
if (m_linkedTextComponent != null)
|
|
{
|
|
m_linkedTextComponent.text = string.Empty;
|
|
m_linkedTextComponent.ForceMeshUpdate();
|
|
}
|
|
|
|
// Parsing XML tags in the text
|
|
for (int i = 0; i < chars.Length && chars[i] != 0; i++)
|
|
{
|
|
//Make sure the characterInfo array can hold the next text element.
|
|
if (m_textInfo.characterInfo == null || m_totalCharacterCount >= m_textInfo.characterInfo.Length)
|
|
TMP_TextInfo.Resize(ref m_textInfo.characterInfo, m_totalCharacterCount + 1, true);
|
|
|
|
int c = chars[i];
|
|
|
|
// PARSE XML TAGS
|
|
#region PARSE XML TAGS
|
|
if (m_isRichText && c == 60) // if Char '<'
|
|
{
|
|
int prev_MaterialIndex = m_currentMaterialIndex;
|
|
|
|
// Check if Tag is Valid
|
|
if (ValidateHtmlTag(chars, i + 1, out tagEnd))
|
|
{
|
|
i = tagEnd;
|
|
|
|
if ((m_style & FontStyles.Bold) == FontStyles.Bold) m_isUsingBold = true;
|
|
|
|
if (m_textElementType == TMP_TextElementType.Sprite)
|
|
{
|
|
m_materialReferences[m_currentMaterialIndex].referenceCount += 1;
|
|
|
|
m_textInfo.characterInfo[m_totalCharacterCount].character = (char)(57344 + m_spriteIndex);
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteIndex = m_spriteIndex;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].fontAsset = m_currentFontAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteAsset = m_currentSpriteAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].materialReferenceIndex = m_currentMaterialIndex;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].elementType = m_textElementType;
|
|
|
|
// Restore element type and material index to previous values.
|
|
m_textElementType = TMP_TextElementType.Character;
|
|
m_currentMaterialIndex = prev_MaterialIndex;
|
|
|
|
spriteCount += 1;
|
|
m_totalCharacterCount += 1;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
bool isUsingFallback = false;
|
|
bool isUsingAlternativeTypeface = false;
|
|
|
|
TMP_Glyph glyph;
|
|
TMP_FontAsset tempFontAsset;
|
|
TMP_FontAsset prev_fontAsset = m_currentFontAsset;
|
|
Material prev_material = m_currentMaterial;
|
|
int prev_materialIndex = m_currentMaterialIndex;
|
|
|
|
|
|
// Handle Font Styles like LowerCase, UpperCase and SmallCaps.
|
|
#region Handling of LowerCase, UpperCase and SmallCaps Font Styles
|
|
if (m_textElementType == TMP_TextElementType.Character)
|
|
{
|
|
if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase)
|
|
{
|
|
// If this character is lowercase, switch to uppercase.
|
|
if (char.IsLower((char)c))
|
|
c = char.ToUpper((char)c);
|
|
|
|
}
|
|
else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase)
|
|
{
|
|
// If this character is uppercase, switch to lowercase.
|
|
if (char.IsUpper((char)c))
|
|
c = char.ToLower((char)c);
|
|
}
|
|
else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps)
|
|
{
|
|
// Only convert lowercase characters to uppercase.
|
|
if (char.IsLower((char)c))
|
|
c = char.ToUpper((char)c);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Handling of font weights.
|
|
#region HANDLING OF FONT WEIGHT
|
|
tempFontAsset = GetFontAssetForWeight(m_fontWeightInternal);
|
|
if (tempFontAsset != null)
|
|
{
|
|
isUsingFallback = true;
|
|
isUsingAlternativeTypeface = true;
|
|
m_currentFontAsset = tempFontAsset;
|
|
//m_currentMaterialIndex = MaterialReference.AddMaterialReference(m_currentMaterial, tempFontAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Lookup the Glyph data for each character and cache it.
|
|
#region LOOKUP GLYPH
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(m_currentFontAsset, c, out glyph);
|
|
|
|
// Search for the glyph in the Sprite Asset assigned to the text object.
|
|
if (glyph == null)
|
|
{
|
|
TMP_SpriteAsset spriteAsset = this.spriteAsset;
|
|
|
|
if (spriteAsset != null)
|
|
{
|
|
int spriteIndex = -1;
|
|
|
|
// Check Default Sprite Asset and its Fallbacks
|
|
spriteAsset = TMP_SpriteAsset.SearchForSpriteByUnicode(spriteAsset, c, true, out spriteIndex);
|
|
|
|
if (spriteIndex != -1)
|
|
{
|
|
m_textElementType = TMP_TextElementType.Sprite;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].elementType = m_textElementType;
|
|
|
|
m_currentMaterialIndex = MaterialReference.AddMaterialReference(spriteAsset.material, spriteAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
m_materialReferences[m_currentMaterialIndex].referenceCount += 1;
|
|
|
|
m_textInfo.characterInfo[m_totalCharacterCount].character = (char)c;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteIndex = spriteIndex;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].fontAsset = m_currentFontAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteAsset = spriteAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].materialReferenceIndex = m_currentMaterialIndex;
|
|
|
|
// Restore element type and material index to previous values.
|
|
m_textElementType = TMP_TextElementType.Character;
|
|
m_currentMaterialIndex = prev_materialIndex;
|
|
|
|
spriteCount += 1;
|
|
m_totalCharacterCount += 1;
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Search for the glyph in the list of fallback assigned in the TMP Settings (General Fallbacks).
|
|
if (glyph == null)
|
|
{
|
|
if (TMP_Settings.fallbackFontAssets != null && TMP_Settings.fallbackFontAssets.Count > 0)
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(TMP_Settings.fallbackFontAssets, c, out glyph);
|
|
}
|
|
|
|
// Search for the glyph in the Default Font Asset assigned in the TMP Settings file.
|
|
if (glyph == null)
|
|
{
|
|
if (TMP_Settings.defaultFontAsset != null)
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(TMP_Settings.defaultFontAsset, c, out glyph);
|
|
}
|
|
|
|
// TODO: Add support for using Sprite Assets like a special Emoji only Sprite Asset when UTF16 or UTF32 glyphs are requested.
|
|
// This would kind of mirror native Emoji support.
|
|
if (glyph == null)
|
|
{
|
|
TMP_SpriteAsset spriteAsset = TMP_Settings.defaultSpriteAsset;
|
|
|
|
if (spriteAsset != null)
|
|
{
|
|
int spriteIndex = -1;
|
|
|
|
// Check Default Sprite Asset and its Fallbacks
|
|
spriteAsset = TMP_SpriteAsset.SearchForSpriteByUnicode(spriteAsset, c, true, out spriteIndex);
|
|
|
|
if (spriteIndex != -1)
|
|
{
|
|
m_textElementType = TMP_TextElementType.Sprite;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].elementType = m_textElementType;
|
|
|
|
m_currentMaterialIndex = MaterialReference.AddMaterialReference(spriteAsset.material, spriteAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
m_materialReferences[m_currentMaterialIndex].referenceCount += 1;
|
|
|
|
m_textInfo.characterInfo[m_totalCharacterCount].character = (char)c;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteIndex = spriteIndex;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].fontAsset = m_currentFontAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].spriteAsset = spriteAsset;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].materialReferenceIndex = m_currentMaterialIndex;
|
|
|
|
// Restore element type and material index to previous values.
|
|
m_textElementType = TMP_TextElementType.Character;
|
|
m_currentMaterialIndex = prev_materialIndex;
|
|
|
|
spriteCount += 1;
|
|
m_totalCharacterCount += 1;
|
|
|
|
continue;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//Check if Lowercase or Uppercase variant of the character is available.
|
|
// Not sure this is necessary anyone as it is very unlikely with recursive search through fallback fonts.
|
|
//if (glyph == null)
|
|
//{
|
|
// if (char.IsLower((char)c))
|
|
// {
|
|
// if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToUpper((char)c), out glyph))
|
|
// c = chars[i] = char.ToUpper((char)c);
|
|
// }
|
|
// else if (char.IsUpper((char)c))
|
|
// {
|
|
// if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToLower((char)c), out glyph))
|
|
// c = chars[i] = char.ToLower((char)c);
|
|
// }
|
|
//}
|
|
|
|
// Replace missing glyph by the Square (9633) glyph or possibly the Space (32) glyph.
|
|
if (glyph == null)
|
|
{
|
|
// Save the original unicode character
|
|
int srcGlyph = c;
|
|
|
|
// Try replacing the missing glyph character by TMP Settings Missing Glyph or Square (9633) character.
|
|
c = chars[i] = TMP_Settings.missingGlyphCharacter == 0 ? 9633 : TMP_Settings.missingGlyphCharacter;
|
|
|
|
// Check for the missing glyph character in the currently assigned font asset.
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(m_currentFontAsset, c, out glyph);
|
|
|
|
if (glyph == null)
|
|
{
|
|
// Search for the missing glyph character in the TMP Settings Fallback list.
|
|
if (TMP_Settings.fallbackFontAssets != null && TMP_Settings.fallbackFontAssets.Count > 0)
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(TMP_Settings.fallbackFontAssets, c, out glyph);
|
|
}
|
|
|
|
if (glyph == null)
|
|
{
|
|
// Search for the missing glyph in the TMP Settings Default Font Asset.
|
|
if (TMP_Settings.defaultFontAsset != null)
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(TMP_Settings.defaultFontAsset, c, out glyph);
|
|
}
|
|
|
|
if (glyph == null)
|
|
{
|
|
// Use Space (32) Glyph from the currently assigned font asset.
|
|
c = chars[i] = 32;
|
|
tempFontAsset = TMP_FontUtilities.SearchForGlyph(m_currentFontAsset, c, out glyph);
|
|
if (!TMP_Settings.warningsDisabled) Debug.LogWarning("Character with ASCII value of " + srcGlyph + " was not found in the Font Asset Glyph Table. It was replaced by a space.", this);
|
|
}
|
|
}
|
|
|
|
// Determine if the font asset is still the current font asset or a fallback.
|
|
if (tempFontAsset != null)
|
|
{
|
|
if (tempFontAsset.GetInstanceID() != m_currentFontAsset.GetInstanceID())
|
|
{
|
|
isUsingFallback = true;
|
|
isUsingAlternativeTypeface = false;
|
|
m_currentFontAsset = tempFontAsset;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
m_textInfo.characterInfo[m_totalCharacterCount].elementType = TMP_TextElementType.Character;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].textElement = glyph;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].isUsingAlternateTypeface = isUsingAlternativeTypeface;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].character = (char)c;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].fontAsset = m_currentFontAsset;
|
|
|
|
if (isUsingFallback)
|
|
{
|
|
// Create Fallback material instance matching current material preset if necessary
|
|
if (TMP_Settings.matchMaterialPreset)
|
|
m_currentMaterial = TMP_MaterialManager.GetFallbackMaterial(m_currentMaterial, m_currentFontAsset.material);
|
|
else
|
|
m_currentMaterial = m_currentFontAsset.material;
|
|
|
|
m_currentMaterialIndex = MaterialReference.AddMaterialReference(m_currentMaterial, m_currentFontAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
}
|
|
|
|
if (!char.IsWhiteSpace((char)c) && c != 0x200B)
|
|
{
|
|
// Limit the mesh of the main text object to 65535 vertices and use sub objects for the overflow.
|
|
if (m_materialReferences[m_currentMaterialIndex].referenceCount < 16383)
|
|
m_materialReferences[m_currentMaterialIndex].referenceCount += 1;
|
|
else
|
|
{
|
|
m_currentMaterialIndex = MaterialReference.AddMaterialReference(new Material(m_currentMaterial), m_currentFontAsset, m_materialReferences, m_materialReferenceIndexLookup);
|
|
m_materialReferences[m_currentMaterialIndex].referenceCount += 1;
|
|
}
|
|
}
|
|
|
|
m_textInfo.characterInfo[m_totalCharacterCount].material = m_currentMaterial;
|
|
m_textInfo.characterInfo[m_totalCharacterCount].materialReferenceIndex = m_currentMaterialIndex;
|
|
m_materialReferences[m_currentMaterialIndex].isFallbackMaterial = isUsingFallback;
|
|
|
|
// Restore previous font asset and material if fallback font was used.
|
|
if (isUsingFallback)
|
|
{
|
|
m_materialReferences[m_currentMaterialIndex].fallbackMaterial = prev_material;
|
|
m_currentFontAsset = prev_fontAsset;
|
|
m_currentMaterial = prev_material;
|
|
m_currentMaterialIndex = prev_materialIndex;
|
|
}
|
|
|
|
m_totalCharacterCount += 1;
|
|
}
|
|
|
|
// Early return if we are calculating the preferred values.
|
|
if (m_isCalculatingPreferredValues)
|
|
{
|
|
m_isCalculatingPreferredValues = false;
|
|
m_isInputParsingRequired = true;
|
|
return m_totalCharacterCount;
|
|
}
|
|
|
|
// Save material and sprite count.
|
|
m_textInfo.spriteCount = spriteCount;
|
|
int materialCount = m_textInfo.materialCount = m_materialReferenceIndexLookup.Count;
|
|
|
|
// Check if we need to resize the MeshInfo array for handling different materials.
|
|
if (materialCount > m_textInfo.meshInfo.Length)
|
|
TMP_TextInfo.Resize(ref m_textInfo.meshInfo, materialCount, false);
|
|
|
|
// Resize SubTextObject array if necessary
|
|
if (materialCount > m_subTextObjects.Length)
|
|
TMP_TextInfo.Resize(ref m_subTextObjects, Mathf.NextPowerOfTwo(materialCount + 1));
|
|
|
|
// Resize CharacterInfo[] if allocations are excessive
|
|
if (m_textInfo.characterInfo.Length - m_totalCharacterCount > 256)
|
|
TMP_TextInfo.Resize(ref m_textInfo.characterInfo, Mathf.Max(m_totalCharacterCount + 1, 256), true);
|
|
|
|
|
|
// Iterate through the material references to set the mesh buffer allocations
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
// Add new sub text object for each material reference
|
|
if (i > 0)
|
|
{
|
|
if (m_subTextObjects[i] == null)
|
|
{
|
|
m_subTextObjects[i] = TMP_SubMesh.AddSubTextObject(this, m_materialReferences[i]);
|
|
|
|
// Not sure this is necessary
|
|
m_textInfo.meshInfo[i].vertices = null;
|
|
}
|
|
//else if (m_subTextObjects[i].gameObject.activeInHierarchy == false)
|
|
// m_subTextObjects[i].gameObject.SetActive(true);
|
|
|
|
// Check if the material has changed.
|
|
if (m_subTextObjects[i].sharedMaterial == null || m_subTextObjects[i].sharedMaterial.GetInstanceID() != m_materialReferences[i].material.GetInstanceID())
|
|
{
|
|
bool isDefaultMaterial = m_materialReferences[i].isDefaultMaterial;
|
|
|
|
m_subTextObjects[i].isDefaultMaterial = isDefaultMaterial;
|
|
|
|
// Assign new material if we are not using the default material or if the font asset has changed.
|
|
if (!isDefaultMaterial || m_subTextObjects[i].sharedMaterial == null || m_subTextObjects[i].sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID() != m_materialReferences[i].material.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
|
|
{
|
|
m_subTextObjects[i].sharedMaterial = m_materialReferences[i].material;
|
|
m_subTextObjects[i].fontAsset = m_materialReferences[i].fontAsset;
|
|
m_subTextObjects[i].spriteAsset = m_materialReferences[i].spriteAsset;
|
|
}
|
|
}
|
|
|
|
// Check if we need to use a Fallback Material
|
|
if (m_materialReferences[i].isFallbackMaterial)
|
|
{
|
|
m_subTextObjects[i].fallbackMaterial = m_materialReferences[i].material;
|
|
m_subTextObjects[i].fallbackSourceMaterial = m_materialReferences[i].fallbackMaterial;
|
|
}
|
|
|
|
}
|
|
|
|
int referenceCount = m_materialReferences[i].referenceCount;
|
|
|
|
// Check to make sure our buffers allocations can accommodate the required text elements.
|
|
if (m_textInfo.meshInfo[i].vertices == null || m_textInfo.meshInfo[i].vertices.Length < referenceCount * (!m_isVolumetricText ? 4 : 8))
|
|
{
|
|
if (m_textInfo.meshInfo[i].vertices == null)
|
|
{
|
|
if (i == 0)
|
|
m_textInfo.meshInfo[i] = new TMP_MeshInfo(m_mesh, referenceCount + 1, m_isVolumetricText);
|
|
else
|
|
m_textInfo.meshInfo[i] = new TMP_MeshInfo(m_subTextObjects[i].mesh, referenceCount + 1, m_isVolumetricText);
|
|
}
|
|
else
|
|
m_textInfo.meshInfo[i].ResizeMeshInfo(referenceCount > 1024 ? referenceCount + 256 : Mathf.NextPowerOfTwo(referenceCount), m_isVolumetricText);
|
|
}
|
|
else if (m_textInfo.meshInfo[i].vertices.Length - referenceCount * (!m_isVolumetricText ? 4 : 8) > 1024)
|
|
{
|
|
// Resize vertex buffers if allocations are excessive.
|
|
//Debug.Log("Reducing the size of the vertex buffers.");
|
|
m_textInfo.meshInfo[i].ResizeMeshInfo(referenceCount > 1024 ? referenceCount + 256 : Mathf.Max(Mathf.NextPowerOfTwo(referenceCount), 256), m_isVolumetricText);
|
|
}
|
|
}
|
|
|
|
//TMP_MaterialManager.CleanupFallbackMaterials();
|
|
|
|
// Clean up unused SubMeshes
|
|
for (int i = materialCount; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
if (i < m_textInfo.meshInfo.Length)
|
|
m_textInfo.meshInfo[i].ClearUnusedVertices(0, true);
|
|
|
|
//m_subTextObjects[i].gameObject.SetActive(false);
|
|
}
|
|
|
|
return m_totalCharacterCount;
|
|
}
|
|
|
|
|
|
// Added to sort handle the potential issue with OnWillRenderObject() not getting called when objects are not visible by camera.
|
|
//void OnBecameInvisible()
|
|
//{
|
|
// if (m_mesh != null)
|
|
// m_mesh.bounds = new Bounds(transform.position, new Vector3(1000, 1000, 0));
|
|
//}
|
|
|
|
|
|
/// <summary>
|
|
/// Update the margin width and height
|
|
/// </summary>
|
|
public override void ComputeMarginSize()
|
|
{
|
|
if (this.rectTransform != null)
|
|
{
|
|
//Debug.Log("*** ComputeMarginSize() *** Current RectTransform's Width is " + m_rectTransform.rect.width + " and Height is " + m_rectTransform.rect.height); // + " and size delta is " + m_rectTransform.sizeDelta);
|
|
|
|
m_marginWidth = m_rectTransform.rect.width - m_margin.x - m_margin.z;
|
|
m_marginHeight = m_rectTransform.rect.height - m_margin.y - m_margin.w;
|
|
|
|
// Update the corners of the RectTransform
|
|
m_RectTransformCorners = GetTextContainerLocalCorners();
|
|
}
|
|
}
|
|
|
|
|
|
protected override void OnDidApplyAnimationProperties()
|
|
{
|
|
//Debug.Log("*** OnDidApplyAnimationProperties() ***");
|
|
|
|
m_havePropertiesChanged = true;
|
|
isMaskUpdateRequired = true;
|
|
|
|
SetVerticesDirty();
|
|
}
|
|
|
|
|
|
protected override void OnTransformParentChanged()
|
|
{
|
|
//Debug.Log("*** OnTransformParentChanged() ***");
|
|
SetVerticesDirty();
|
|
SetLayoutDirty();
|
|
}
|
|
|
|
|
|
protected override void OnRectTransformDimensionsChange()
|
|
{
|
|
//Debug.Log("*** OnRectTransformDimensionsChange() ***");
|
|
ComputeMarginSize();
|
|
|
|
SetVerticesDirty();
|
|
SetLayoutDirty();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Unity standard function used to check if the transform or scale of the text object has changed.
|
|
/// </summary>
|
|
void LateUpdate()
|
|
{
|
|
// TODO : Review this
|
|
if (m_rectTransform.hasChanged)
|
|
{
|
|
// We need to update the SDF scale or possibly regenerate the text object if lossy scale has changed.
|
|
float lossyScaleY = m_rectTransform.lossyScale.y;
|
|
if (!m_havePropertiesChanged && lossyScaleY != m_previousLossyScaleY && m_text != string.Empty && m_text != null)
|
|
{
|
|
UpdateSDFScale(lossyScaleY);
|
|
|
|
m_previousLossyScaleY = lossyScaleY;
|
|
}
|
|
}
|
|
|
|
// Added to handle legacy animation mode.
|
|
if (m_isUsingLegacyAnimationComponent)
|
|
{
|
|
//if (m_havePropertiesChanged)
|
|
m_havePropertiesChanged = true;
|
|
OnPreRenderObject();
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function called when the text needs to be updated.
|
|
/// </summary>
|
|
void OnPreRenderObject()
|
|
{
|
|
//Debug.Log("*** OnPreRenderObject() ***");
|
|
|
|
if (!m_isAwake || (this.IsActive() == false && m_ignoreActiveState == false)) return;
|
|
|
|
// Debug Variables
|
|
loopCountA = 0;
|
|
//loopCountB = 0;
|
|
//loopCountC = 0;
|
|
//loopCountD = 0;
|
|
//loopCountE = 0;
|
|
|
|
if (m_havePropertiesChanged || m_isLayoutDirty)
|
|
{
|
|
//Debug.Log("Properties have changed!"); // Assigned Material is:" + m_sharedMaterial); // New Text is: " + m_text + ".");
|
|
|
|
if (isMaskUpdateRequired)
|
|
{
|
|
UpdateMask();
|
|
isMaskUpdateRequired = false;
|
|
}
|
|
|
|
// Update mesh padding if necessary.
|
|
if (checkPaddingRequired)
|
|
UpdateMeshPadding();
|
|
|
|
// Reparse the text if the input has changed or text was truncated.
|
|
if (m_isInputParsingRequired || m_isTextTruncated)
|
|
ParseInputText();
|
|
|
|
// Reset Font min / max used with Auto-sizing
|
|
if (m_enableAutoSizing)
|
|
m_fontSize = Mathf.Clamp(m_fontSizeBase, m_fontSizeMin, m_fontSizeMax);
|
|
|
|
m_maxFontSize = m_fontSizeMax;
|
|
m_minFontSize = m_fontSizeMin;
|
|
m_lineSpacingDelta = 0;
|
|
m_charWidthAdjDelta = 0;
|
|
//m_recursiveCount = 0;
|
|
|
|
m_isCharacterWrappingEnabled = false;
|
|
m_isTextTruncated = false;
|
|
|
|
m_havePropertiesChanged = false;
|
|
m_isLayoutDirty = false;
|
|
m_ignoreActiveState = false;
|
|
|
|
GenerateTextMesh();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// This is the main function that is responsible for creating / displaying the text.
|
|
/// </summary>
|
|
protected override void GenerateTextMesh()
|
|
{
|
|
//Debug.Log("***** GenerateTextMesh() *****"); // ***** Frame: " + Time.frameCount); // + ". Point Size: " + m_fontSize + ". Margins are (W) " + m_marginWidth + " (H) " + m_marginHeight); // ". Iteration Count: " + loopCountA + ". Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Delta: " + (m_maxFontSize - m_minFontSize) + " Font size is " + m_fontSize); //called for Object with ID " + GetInstanceID()); // Assigned Material is " + m_uiRenderer.GetMaterial().name); // IncludeForMasking " + this.m_IncludeForMasking); // and text is " + m_text);
|
|
|
|
// Early exit if no font asset was assigned. This should not be needed since LiberationSans SDF will be assigned by default.
|
|
if (m_fontAsset == null || m_fontAsset.characterDictionary == null)
|
|
{
|
|
Debug.LogWarning("Can't Generate Mesh! No Font Asset has been assigned to Object ID: " + this.GetInstanceID());
|
|
return;
|
|
}
|
|
|
|
// Clear TextInfo
|
|
if (m_textInfo != null)
|
|
m_textInfo.Clear();
|
|
|
|
// Early exit if we don't have any Text to generate.
|
|
if (m_char_buffer == null || m_char_buffer.Length == 0 || m_char_buffer[0] == (char)0)
|
|
{
|
|
// Clear mesh and upload changes to the mesh.
|
|
ClearMesh(true);
|
|
|
|
m_preferredWidth = 0;
|
|
m_preferredHeight = 0;
|
|
|
|
// Event indicating the text has been regenerated.
|
|
TMPro_EventManager.ON_TEXT_CHANGED(this);
|
|
|
|
return;
|
|
}
|
|
|
|
m_currentFontAsset = m_fontAsset;
|
|
m_currentMaterial = m_sharedMaterial;
|
|
m_currentMaterialIndex = 0;
|
|
m_materialReferenceStack.SetDefault(new MaterialReference(m_currentMaterialIndex, m_currentFontAsset, null, m_currentMaterial, m_padding));
|
|
|
|
m_currentSpriteAsset = m_spriteAsset;
|
|
|
|
// Stop all Sprite Animations
|
|
if (m_spriteAnimator != null)
|
|
m_spriteAnimator.StopAllAnimations();
|
|
|
|
// Total character count is computed when the text is parsed.
|
|
int totalCharacterCount = m_totalCharacterCount;
|
|
|
|
// Calculate the scale of the font based on selected font size and sampling point size.
|
|
// baseScale is calculated using the font asset assigned to the text object.
|
|
float baseScale = m_fontScale = (m_fontSize / m_fontAsset.fontInfo.PointSize * m_fontAsset.fontInfo.Scale * (m_isOrthographic ? 1 : 0.1f));
|
|
float currentElementScale = baseScale;
|
|
m_fontScaleMultiplier = 1;
|
|
|
|
m_currentFontSize = m_fontSize;
|
|
m_sizeStack.SetDefault(m_currentFontSize);
|
|
float fontSizeDelta = 0;
|
|
|
|
int charCode = 0; // Holds the character code of the currently being processed character.
|
|
|
|
m_style = m_fontStyle; // Set the default style.
|
|
m_fontWeightInternal = (m_style & FontStyles.Bold) == FontStyles.Bold ? 700 : m_fontWeight;
|
|
m_fontWeightStack.SetDefault(m_fontWeightInternal);
|
|
m_fontStyleStack.Clear();
|
|
|
|
m_lineJustification = m_textAlignment; // Sets the line justification mode to match editor alignment.
|
|
m_lineJustificationStack.SetDefault(m_lineJustification);
|
|
|
|
float padding = 0;
|
|
float style_padding = 0; // Extra padding required to accommodate Bold style.
|
|
float bold_xAdvance_multiplier = 1; // Used to increase spacing between character when style is bold.
|
|
|
|
m_baselineOffset = 0; // Used by subscript characters.
|
|
m_baselineOffsetStack.Clear();
|
|
|
|
// Underline
|
|
bool beginUnderline = false;
|
|
Vector3 underline_start = Vector3.zero; // Used to track where underline starts & ends.
|
|
Vector3 underline_end = Vector3.zero;
|
|
|
|
// Strike-through
|
|
bool beginStrikethrough = false;
|
|
Vector3 strikethrough_start = Vector3.zero;
|
|
Vector3 strikethrough_end = Vector3.zero;
|
|
|
|
// Text Highlight
|
|
bool beginHighlight = false;
|
|
Vector3 highlight_start = Vector3.zero;
|
|
Vector3 highlight_end = Vector3.zero;
|
|
|
|
m_fontColor32 = m_fontColor;
|
|
Color32 vertexColor;
|
|
m_htmlColor = m_fontColor32;
|
|
m_underlineColor = m_htmlColor;
|
|
m_strikethroughColor = m_htmlColor;
|
|
|
|
m_colorStack.SetDefault(m_htmlColor);
|
|
m_underlineColorStack.SetDefault(m_htmlColor);
|
|
m_strikethroughColorStack.SetDefault(m_htmlColor);
|
|
m_highlightColorStack.SetDefault(m_htmlColor);
|
|
|
|
m_colorGradientPreset = null;
|
|
m_colorGradientStack.SetDefault(null);
|
|
|
|
// Clear the Style stack.
|
|
//m_styleStack.Clear();
|
|
|
|
// Clear the Action stack.
|
|
m_actionStack.Clear();
|
|
|
|
m_isFXMatrixSet = false;
|
|
|
|
m_lineOffset = 0; // Amount of space between lines (font line spacing + m_linespacing).
|
|
m_lineHeight = TMP_Math.FLOAT_UNSET;
|
|
float lineGap = m_currentFontAsset.fontInfo.LineHeight - (m_currentFontAsset.fontInfo.Ascender - m_currentFontAsset.fontInfo.Descender);
|
|
|
|
m_cSpacing = 0; // Amount of space added between characters as a result of the use of the <cspace> tag.
|
|
m_monoSpacing = 0;
|
|
float lineOffsetDelta = 0;
|
|
m_xAdvance = 0; // Used to track the position of each character.
|
|
|
|
tag_LineIndent = 0; // Used for indentation of text.
|
|
tag_Indent = 0;
|
|
m_indentStack.SetDefault(0);
|
|
tag_NoParsing = false;
|
|
//m_isIgnoringAlignment = false;
|
|
|
|
m_characterCount = 0; // Total characters in the char[]
|
|
|
|
// Tracking of line information
|
|
m_firstCharacterOfLine = 0;
|
|
m_lastCharacterOfLine = 0;
|
|
m_firstVisibleCharacterOfLine = 0;
|
|
m_lastVisibleCharacterOfLine = 0;
|
|
m_maxLineAscender = k_LargeNegativeFloat;
|
|
m_maxLineDescender = k_LargePositiveFloat;
|
|
m_lineNumber = 0;
|
|
m_lineVisibleCharacterCount = 0;
|
|
bool isStartOfNewLine = true;
|
|
m_firstOverflowCharacterIndex = -1;
|
|
|
|
m_pageNumber = 0;
|
|
int pageToDisplay = Mathf.Clamp(m_pageToDisplay - 1, 0, m_textInfo.pageInfo.Length - 1);
|
|
int previousPageOverflowChar = 0;
|
|
|
|
int ellipsisIndex = 0;
|
|
|
|
Vector4 margins = m_margin;
|
|
float marginWidth = m_marginWidth;
|
|
float marginHeight = m_marginHeight;
|
|
m_marginLeft = 0;
|
|
m_marginRight = 0;
|
|
m_width = -1;
|
|
float width = marginWidth + 0.0001f - m_marginLeft - m_marginRight;
|
|
|
|
// Need to initialize these Extents structures
|
|
m_meshExtents.min = k_LargePositiveVector2;
|
|
m_meshExtents.max = k_LargeNegativeVector2;
|
|
|
|
// Initialize lineInfo
|
|
m_textInfo.ClearLineInfo();
|
|
|
|
// Tracking of the highest Ascender
|
|
m_maxCapHeight = 0;
|
|
m_maxAscender = 0;
|
|
m_maxDescender = 0;
|
|
float pageAscender = 0;
|
|
float maxVisibleDescender = 0;
|
|
bool isMaxVisibleDescenderSet = false;
|
|
m_isNewPage = false;
|
|
|
|
// Initialize struct to track states of word wrapping
|
|
bool isFirstWord = true;
|
|
m_isNonBreakingSpace = false;
|
|
bool ignoreNonBreakingSpace = false;
|
|
bool isLastBreakingChar = false;
|
|
float linebreakingWidth = 0;
|
|
int wrappingIndex = 0;
|
|
|
|
// Save character and line state before we begin layout.
|
|
SaveWordWrappingState(ref m_SavedWordWrapState, -1, -1);
|
|
SaveWordWrappingState(ref m_SavedLineState, -1, -1);
|
|
|
|
loopCountA += 1;
|
|
|
|
int endTagIndex = 0;
|
|
// Parse through Character buffer to read HTML tags and begin creating mesh.
|
|
for (int i = 0; i < m_char_buffer.Length && m_char_buffer[i] != 0; i++)
|
|
{
|
|
charCode = m_char_buffer[i];
|
|
|
|
// Parse Rich Text Tag
|
|
#region Parse Rich Text Tag
|
|
if (m_isRichText && charCode == 60) // '<'
|
|
{
|
|
m_isParsingText = true;
|
|
m_textElementType = TMP_TextElementType.Character;
|
|
|
|
// Check if Tag is valid. If valid, skip to the end of the validated tag.
|
|
if (ValidateHtmlTag(m_char_buffer, i + 1, out endTagIndex))
|
|
{
|
|
i = endTagIndex;
|
|
|
|
// Continue to next character or handle the sprite element
|
|
if (m_textElementType == TMP_TextElementType.Character)
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_textElementType = m_textInfo.characterInfo[m_characterCount].elementType;
|
|
m_currentMaterialIndex = m_textInfo.characterInfo[m_characterCount].materialReferenceIndex;
|
|
m_currentFontAsset = m_textInfo.characterInfo[m_characterCount].fontAsset;
|
|
}
|
|
#endregion End Parse Rich Text Tag
|
|
|
|
int prev_MaterialIndex = m_currentMaterialIndex;
|
|
bool isUsingAltTypeface = m_textInfo.characterInfo[m_characterCount].isUsingAlternateTypeface;
|
|
|
|
m_isParsingText = false;
|
|
|
|
// When using Linked text, mark character as ignored and skip to next character.
|
|
if (m_characterCount < m_firstVisibleCharacter)
|
|
{
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
m_textInfo.characterInfo[m_characterCount].character = (char)0x200B;
|
|
m_characterCount += 1;
|
|
continue;
|
|
}
|
|
|
|
// Handle Font Styles like LowerCase, UpperCase and SmallCaps.
|
|
#region Handling of LowerCase, UpperCase and SmallCaps Font Styles
|
|
|
|
float smallCapsMultiplier = 1.0f;
|
|
|
|
if (m_textElementType == TMP_TextElementType.Character)
|
|
{
|
|
if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase)
|
|
{
|
|
// If this character is lowercase, switch to uppercase.
|
|
if (char.IsLower((char)charCode))
|
|
charCode = char.ToUpper((char)charCode);
|
|
|
|
}
|
|
else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase)
|
|
{
|
|
// If this character is uppercase, switch to lowercase.
|
|
if (char.IsUpper((char)charCode))
|
|
charCode = char.ToLower((char)charCode);
|
|
}
|
|
else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps)
|
|
{
|
|
if (char.IsLower((char)charCode))
|
|
{
|
|
smallCapsMultiplier = 0.8f;
|
|
charCode = char.ToUpper((char)charCode);
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Look up Character Data from Dictionary and cache it.
|
|
#region Look up Character Data
|
|
if (m_textElementType == TMP_TextElementType.Sprite)
|
|
{
|
|
// If a sprite is used as a fallback then get a reference to it and set the color to white.
|
|
// TODO : Finish adding support for the ability to use Sprites as Fallbacks.
|
|
m_currentSpriteAsset = m_textInfo.characterInfo[m_characterCount].spriteAsset;
|
|
m_spriteIndex = m_textInfo.characterInfo[m_characterCount].spriteIndex;
|
|
|
|
TMP_Sprite sprite = m_currentSpriteAsset.spriteInfoList[m_spriteIndex];
|
|
if (sprite == null) continue;
|
|
|
|
// Sprites are assigned in the E000 Private Area + sprite Index
|
|
if (charCode == 60)
|
|
charCode = 57344 + m_spriteIndex;
|
|
else
|
|
m_spriteColor = s_colorWhite;
|
|
|
|
// The sprite scale calculations are based on the font asset assigned to the text object.
|
|
float spriteScale = (m_currentFontSize / m_currentFontAsset.fontInfo.PointSize * m_currentFontAsset.fontInfo.Scale * (m_isOrthographic ? 1 : 0.1f));
|
|
currentElementScale = m_currentFontAsset.fontInfo.Ascender / sprite.height * sprite.scale * spriteScale;
|
|
|
|
m_cached_TextElement = sprite;
|
|
|
|
m_textInfo.characterInfo[m_characterCount].elementType = TMP_TextElementType.Sprite;
|
|
m_textInfo.characterInfo[m_characterCount].scale = spriteScale;
|
|
m_textInfo.characterInfo[m_characterCount].spriteAsset = m_currentSpriteAsset;
|
|
m_textInfo.characterInfo[m_characterCount].fontAsset = m_currentFontAsset;
|
|
m_textInfo.characterInfo[m_characterCount].materialReferenceIndex = m_currentMaterialIndex;
|
|
|
|
m_currentMaterialIndex = prev_MaterialIndex;
|
|
|
|
padding = 0;
|
|
}
|
|
else if (m_textElementType == TMP_TextElementType.Character)
|
|
{
|
|
m_cached_TextElement = m_textInfo.characterInfo[m_characterCount].textElement;
|
|
if (m_cached_TextElement == null) continue;
|
|
|
|
m_currentFontAsset = m_textInfo.characterInfo[m_characterCount].fontAsset;
|
|
m_currentMaterial = m_textInfo.characterInfo[m_characterCount].material;
|
|
m_currentMaterialIndex = m_textInfo.characterInfo[m_characterCount].materialReferenceIndex;
|
|
|
|
// Re-calculate font scale as the font asset may have changed.
|
|
m_fontScale = m_currentFontSize * smallCapsMultiplier / m_currentFontAsset.fontInfo.PointSize * m_currentFontAsset.fontInfo.Scale * (m_isOrthographic ? 1 : 0.1f);
|
|
|
|
currentElementScale = m_fontScale * m_fontScaleMultiplier * m_cached_TextElement.scale;
|
|
|
|
m_textInfo.characterInfo[m_characterCount].elementType = TMP_TextElementType.Character;
|
|
m_textInfo.characterInfo[m_characterCount].scale = currentElementScale;
|
|
|
|
padding = m_currentMaterialIndex == 0 ? m_padding : m_subTextObjects[m_currentMaterialIndex].padding;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Handle Soft Hyphen
|
|
#region Handle Soft Hyphen
|
|
float old_scale = currentElementScale;
|
|
if (charCode == 0xAD)
|
|
{
|
|
currentElementScale = 0;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Store some of the text object's information
|
|
m_textInfo.characterInfo[m_characterCount].character = (char)charCode;
|
|
m_textInfo.characterInfo[m_characterCount].pointSize = m_currentFontSize;
|
|
m_textInfo.characterInfo[m_characterCount].color = m_htmlColor;
|
|
m_textInfo.characterInfo[m_characterCount].underlineColor = m_underlineColor;
|
|
m_textInfo.characterInfo[m_characterCount].strikethroughColor = m_strikethroughColor;
|
|
m_textInfo.characterInfo[m_characterCount].highlightColor = m_highlightColor;
|
|
m_textInfo.characterInfo[m_characterCount].style = m_style;
|
|
m_textInfo.characterInfo[m_characterCount].index = i;
|
|
//m_textInfo.characterInfo[m_characterCount].isIgnoringAlignment = m_isIgnoringAlignment;
|
|
|
|
|
|
// Handle Kerning if Enabled.
|
|
#region Handle Kerning
|
|
GlyphValueRecord glyphAdjustments = new GlyphValueRecord();
|
|
if (m_enableKerning)
|
|
{
|
|
KerningPair adjustmentPair = null;
|
|
|
|
if (m_characterCount < totalCharacterCount - 1)
|
|
{
|
|
uint nextGlyph = m_textInfo.characterInfo[m_characterCount + 1].character;
|
|
KerningPairKey keyValue = new KerningPairKey((uint)charCode, nextGlyph);
|
|
|
|
m_currentFontAsset.kerningDictionary.TryGetValue((int)keyValue.key, out adjustmentPair);
|
|
if (adjustmentPair != null)
|
|
glyphAdjustments = adjustmentPair.firstGlyphAdjustments;
|
|
}
|
|
|
|
if (m_characterCount >= 1)
|
|
{
|
|
uint previousGlyph = m_textInfo.characterInfo[m_characterCount - 1].character;
|
|
KerningPairKey keyValue = new KerningPairKey(previousGlyph, (uint)charCode);
|
|
|
|
m_currentFontAsset.kerningDictionary.TryGetValue((int)keyValue.key, out adjustmentPair);
|
|
if (adjustmentPair != null)
|
|
glyphAdjustments += adjustmentPair.secondGlyphAdjustments;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Initial Implementation for RTL support.
|
|
#region Handle Right-to-Left
|
|
if (m_isRightToLeft)
|
|
{
|
|
m_xAdvance -= ((m_cached_TextElement.xAdvance * bold_xAdvance_multiplier + m_characterSpacing + m_wordSpacing + m_currentFontAsset.normalSpacingOffset) * currentElementScale + m_cSpacing) * (1 - m_charWidthAdjDelta);
|
|
|
|
if (char.IsWhiteSpace((char)charCode) || charCode == 0x200B)
|
|
m_xAdvance -= m_wordSpacing * currentElementScale;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Handle Mono Spacing
|
|
#region Handle Mono Spacing
|
|
float monoAdvance = 0;
|
|
if (m_monoSpacing != 0)
|
|
{
|
|
monoAdvance = (m_monoSpacing / 2 - (m_cached_TextElement.width / 2 + m_cached_TextElement.xOffset) * currentElementScale) * (1 - m_charWidthAdjDelta);
|
|
m_xAdvance += monoAdvance;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Set Padding based on selected font style
|
|
#region Handle Style Padding
|
|
if (m_textElementType == TMP_TextElementType.Character && !isUsingAltTypeface && ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold)) // Checks for any combination of Bold Style.
|
|
{
|
|
if (m_currentMaterial.HasProperty(ShaderUtilities.ID_GradientScale))
|
|
{
|
|
float gradientScale = m_currentMaterial.GetFloat(ShaderUtilities.ID_GradientScale);
|
|
style_padding = m_currentFontAsset.boldStyle / 4.0f * gradientScale * m_currentMaterial.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
|
|
|
|
// Clamp overall padding to Gradient Scale size.
|
|
if (style_padding + padding > gradientScale)
|
|
padding = gradientScale - style_padding;
|
|
}
|
|
else
|
|
style_padding = 0;
|
|
|
|
bold_xAdvance_multiplier = 1 + m_currentFontAsset.boldSpacing * 0.01f;
|
|
}
|
|
else
|
|
{
|
|
if (m_currentMaterial.HasProperty(ShaderUtilities.ID_GradientScale))
|
|
{
|
|
float gradientScale = m_currentMaterial.GetFloat(ShaderUtilities.ID_GradientScale);
|
|
style_padding = m_currentFontAsset.normalStyle / 4.0f * gradientScale * m_currentMaterial.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
|
|
|
|
// Clamp overall padding to Gradient Scale size.
|
|
if (style_padding + padding > gradientScale)
|
|
padding = gradientScale - style_padding;
|
|
}
|
|
else
|
|
style_padding = 0;
|
|
|
|
bold_xAdvance_multiplier = 1.0f;
|
|
}
|
|
#endregion Handle Style Padding
|
|
|
|
|
|
// Determine the position of the vertices of the Character or Sprite.
|
|
#region Calculate Vertices Position
|
|
float fontBaseLineOffset = m_currentFontAsset.fontInfo.Baseline * m_fontScale * m_fontScaleMultiplier * m_currentFontAsset.fontInfo.Scale;
|
|
Vector3 top_left;
|
|
top_left.x = m_xAdvance + ((m_cached_TextElement.xOffset - padding - style_padding + glyphAdjustments.xPlacement) * currentElementScale * (1 - m_charWidthAdjDelta));
|
|
top_left.y = fontBaseLineOffset + (m_cached_TextElement.yOffset + padding + glyphAdjustments.yPlacement) * currentElementScale - m_lineOffset + m_baselineOffset;
|
|
top_left.z = 0;
|
|
|
|
Vector3 bottom_left;
|
|
bottom_left.x = top_left.x;
|
|
bottom_left.y = top_left.y - ((m_cached_TextElement.height + padding * 2) * currentElementScale);
|
|
bottom_left.z = 0;
|
|
|
|
Vector3 top_right;
|
|
top_right.x = bottom_left.x + ((m_cached_TextElement.width + padding * 2 + style_padding * 2) * currentElementScale * (1 - m_charWidthAdjDelta));
|
|
top_right.y = top_left.y;
|
|
top_right.z = 0;
|
|
|
|
Vector3 bottom_right;
|
|
bottom_right.x = top_right.x;
|
|
bottom_right.y = bottom_left.y;
|
|
bottom_right.z = 0;
|
|
#endregion
|
|
|
|
|
|
// Check if we need to Shear the rectangles for Italic styles
|
|
#region Handle Italic & Shearing
|
|
if (m_textElementType == TMP_TextElementType.Character && !isUsingAltTypeface && ((m_style & FontStyles.Italic) == FontStyles.Italic || (m_fontStyle & FontStyles.Italic) == FontStyles.Italic))
|
|
{
|
|
// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
|
|
float shear_value = m_currentFontAsset.italicStyle * 0.01f;
|
|
Vector3 topShear = new Vector3(shear_value * ((m_cached_TextElement.yOffset + padding + style_padding) * currentElementScale), 0, 0);
|
|
Vector3 bottomShear = new Vector3(shear_value * (((m_cached_TextElement.yOffset - m_cached_TextElement.height - padding - style_padding)) * currentElementScale), 0, 0);
|
|
|
|
top_left = top_left + topShear;
|
|
bottom_left = bottom_left + bottomShear;
|
|
top_right = top_right + topShear;
|
|
bottom_right = bottom_right + bottomShear;
|
|
}
|
|
#endregion Handle Italics & Shearing
|
|
|
|
|
|
// Handle Character Rotation
|
|
#region Handle Character Rotation
|
|
if (m_isFXMatrixSet)
|
|
{
|
|
// Apply scale matrix when simulating Condensed text.
|
|
if (m_FXMatrix.m00 != 1)
|
|
{
|
|
//top_left = m_FXMatrix.MultiplyPoint3x4(top_left);
|
|
//bottom_left = m_FXMatrix.MultiplyPoint3x4(bottom_left);
|
|
//top_right = m_FXMatrix.MultiplyPoint3x4(top_right);
|
|
//bottom_right = m_FXMatrix.MultiplyPoint3x4(bottom_right);
|
|
}
|
|
|
|
Vector3 positionOffset = (top_right + bottom_left) / 2;
|
|
|
|
top_left = m_FXMatrix.MultiplyPoint3x4(top_left - positionOffset) + positionOffset;
|
|
bottom_left = m_FXMatrix.MultiplyPoint3x4(bottom_left - positionOffset) + positionOffset;
|
|
top_right = m_FXMatrix.MultiplyPoint3x4(top_right - positionOffset) + positionOffset;
|
|
bottom_right = m_FXMatrix.MultiplyPoint3x4(bottom_right - positionOffset) + positionOffset;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Store vertex information for the character or sprite.
|
|
m_textInfo.characterInfo[m_characterCount].bottomLeft = bottom_left;
|
|
m_textInfo.characterInfo[m_characterCount].topLeft = top_left;
|
|
m_textInfo.characterInfo[m_characterCount].topRight = top_right;
|
|
m_textInfo.characterInfo[m_characterCount].bottomRight = bottom_right;
|
|
|
|
m_textInfo.characterInfo[m_characterCount].origin = m_xAdvance;
|
|
m_textInfo.characterInfo[m_characterCount].baseLine = fontBaseLineOffset - m_lineOffset + m_baselineOffset;
|
|
m_textInfo.characterInfo[m_characterCount].aspectRatio = (top_right.x - bottom_left.x) / (top_left.y - bottom_left.y);
|
|
|
|
|
|
// Compute and save text element Ascender and maximum line Ascender.
|
|
float elementAscender = m_currentFontAsset.fontInfo.Ascender * (m_textElementType == TMP_TextElementType.Character ? currentElementScale / smallCapsMultiplier : m_textInfo.characterInfo[m_characterCount].scale) + m_baselineOffset;
|
|
m_textInfo.characterInfo[m_characterCount].ascender = elementAscender - m_lineOffset;
|
|
m_maxLineAscender = elementAscender > m_maxLineAscender ? elementAscender : m_maxLineAscender;
|
|
|
|
// Compute and save text element Descender and maximum line Descender.
|
|
float elementDescender = m_currentFontAsset.fontInfo.Descender * (m_textElementType == TMP_TextElementType.Character ? currentElementScale / smallCapsMultiplier : m_textInfo.characterInfo[m_characterCount].scale) + m_baselineOffset;
|
|
float elementDescenderII = m_textInfo.characterInfo[m_characterCount].descender = elementDescender - m_lineOffset;
|
|
m_maxLineDescender = elementDescender < m_maxLineDescender ? elementDescender : m_maxLineDescender;
|
|
|
|
// Adjust maxLineAscender and maxLineDescender if style is superscript or subscript
|
|
if ((m_style & FontStyles.Subscript) == FontStyles.Subscript || (m_style & FontStyles.Superscript) == FontStyles.Superscript)
|
|
{
|
|
float baseAscender = (elementAscender - m_baselineOffset) / m_currentFontAsset.fontInfo.SubSize;
|
|
elementAscender = m_maxLineAscender;
|
|
m_maxLineAscender = baseAscender > m_maxLineAscender ? baseAscender : m_maxLineAscender;
|
|
|
|
float baseDescender = (elementDescender - m_baselineOffset) / m_currentFontAsset.fontInfo.SubSize;
|
|
elementDescender = m_maxLineDescender;
|
|
m_maxLineDescender = baseDescender < m_maxLineDescender ? baseDescender : m_maxLineDescender;
|
|
}
|
|
|
|
if (m_lineNumber == 0 || m_isNewPage)
|
|
{
|
|
m_maxAscender = m_maxAscender > elementAscender ? m_maxAscender : elementAscender;
|
|
m_maxCapHeight = Mathf.Max(m_maxCapHeight, m_currentFontAsset.fontInfo.CapHeight * currentElementScale / smallCapsMultiplier);
|
|
}
|
|
if (m_lineOffset == 0) pageAscender = pageAscender > elementAscender ? pageAscender : elementAscender;
|
|
|
|
|
|
// Set Characters to not visible by default.
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
|
|
// Setup Mesh for visible text elements. ie. not a SPACE / LINEFEED / CARRIAGE RETURN.
|
|
#region Handle Visible Characters
|
|
if (charCode == 9 || charCode == 0xA0 || charCode == 0x2007 || (!char.IsWhiteSpace((char)charCode) && charCode != 0x200B) || m_textElementType == TMP_TextElementType.Sprite)
|
|
{
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = true;
|
|
|
|
#region Experimental Margin Shaper
|
|
//Vector2 shapedMargins;
|
|
//if (marginShaper)
|
|
//{
|
|
// shapedMargins = m_marginShaper.GetShapedMargins(m_textInfo.characterInfo[m_characterCount].baseLine);
|
|
// if (shapedMargins.x < margins.x)
|
|
// {
|
|
// shapedMargins.x = m_marginLeft;
|
|
// }
|
|
// else
|
|
// {
|
|
// shapedMargins.x += m_marginLeft - margins.x;
|
|
// }
|
|
// if (shapedMargins.y < margins.z)
|
|
// {
|
|
// shapedMargins.y = m_marginRight;
|
|
// }
|
|
// else
|
|
// {
|
|
// shapedMargins.y += m_marginRight - margins.z;
|
|
// }
|
|
//}
|
|
//else
|
|
//{
|
|
// shapedMargins.x = m_marginLeft;
|
|
// shapedMargins.y = m_marginRight;
|
|
//}
|
|
//width = marginWidth + 0.0001f - shapedMargins.x - shapedMargins.y;
|
|
//if (m_width != -1 && m_width < width)
|
|
//{
|
|
// width = m_width;
|
|
//}
|
|
//m_textInfo.lineInfo[m_lineNumber].marginLeft = shapedMargins.x;
|
|
#endregion
|
|
|
|
width = m_width != -1 ? Mathf.Min(marginWidth + 0.0001f - m_marginLeft - m_marginRight, m_width) : marginWidth + 0.0001f - m_marginLeft - m_marginRight;
|
|
m_textInfo.lineInfo[m_lineNumber].marginLeft = m_marginLeft;
|
|
|
|
bool isJustifiedOrFlush = ((_HorizontalAlignmentOptions)m_lineJustification & _HorizontalAlignmentOptions.Flush) == _HorizontalAlignmentOptions.Flush || ((_HorizontalAlignmentOptions)m_lineJustification & _HorizontalAlignmentOptions.Justified) == _HorizontalAlignmentOptions.Justified;
|
|
|
|
// Calculate the line breaking width of the text.
|
|
linebreakingWidth = Mathf.Abs(m_xAdvance) + (!m_isRightToLeft ? m_cached_TextElement.xAdvance : 0) * (1 - m_charWidthAdjDelta) * (charCode != 0xAD ? currentElementScale : old_scale);
|
|
|
|
// Check if Character exceeds the width of the Text Container
|
|
#region Handle Line Breaking, Text Auto-Sizing and Horizontal Overflow
|
|
if (linebreakingWidth > width * (isJustifiedOrFlush ? 1.05f : 1.0f))
|
|
{
|
|
ellipsisIndex = m_characterCount - 1; // Last safely rendered character
|
|
|
|
// Word Wrapping
|
|
#region Handle Word Wrapping
|
|
if (enableWordWrapping && m_characterCount != m_firstCharacterOfLine)
|
|
{
|
|
// Check if word wrapping is still possible
|
|
#region Line Breaking Check
|
|
if (wrappingIndex == m_SavedWordWrapState.previous_WordBreak || isFirstWord)
|
|
{
|
|
// Word wrapping is no longer possible. Shrink size of text if auto-sizing is enabled.
|
|
if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
|
|
{
|
|
// Handle Character Width Adjustments
|
|
#region Character Width Adjustments
|
|
if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100)
|
|
{
|
|
loopCountA = 0;
|
|
m_charWidthAdjDelta += 0.01f;
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion
|
|
|
|
// Adjust Point Size
|
|
m_maxFontSize = m_fontSize;
|
|
|
|
m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
|
|
m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;
|
|
|
|
if (loopCountA > 20) return; // Added to debug
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
|
|
// Word wrapping is no longer possible, now breaking up individual words.
|
|
if (m_isCharacterWrappingEnabled == false)
|
|
{
|
|
if (ignoreNonBreakingSpace == false)
|
|
ignoreNonBreakingSpace = true;
|
|
else
|
|
m_isCharacterWrappingEnabled = true;
|
|
}
|
|
else
|
|
isLastBreakingChar = true;
|
|
|
|
//m_recursiveCount += 1;
|
|
//if (m_recursiveCount > 20)
|
|
//{
|
|
// Debug.Log("Recursive count exceeded!");
|
|
// continue;
|
|
//}
|
|
}
|
|
#endregion
|
|
|
|
// Restore to previously stored state of last valid (space character or linefeed)
|
|
i = RestoreWordWrappingState(ref m_SavedWordWrapState);
|
|
wrappingIndex = i; // Used to detect when line length can no longer be reduced.
|
|
|
|
// Handling for Soft Hyphen
|
|
if (m_char_buffer[i] == 0xAD) // && !m_isCharacterWrappingEnabled) // && ellipsisIndex != i && !m_isCharacterWrappingEnabled)
|
|
{
|
|
m_isTextTruncated = true;
|
|
m_char_buffer[i] = 0x2D;
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
|
|
//Debug.Log("Last Visible Character of line # " + m_lineNumber + " is [" + m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].character + " Character Count: " + m_characterCount + " Last visible: " + m_lastVisibleCharacterOfLine);
|
|
|
|
// Check if Line Spacing of previous line needs to be adjusted.
|
|
if (m_lineNumber > 0 && !TMP_Math.Approximately(m_maxLineAscender, m_startOfLineAscender) && m_lineHeight == TMP_Math.FLOAT_UNSET && !m_isNewPage)
|
|
{
|
|
//Debug.Log("(Line Break - Adjusting Line Spacing on line #" + m_lineNumber);
|
|
float offsetDelta = m_maxLineAscender - m_startOfLineAscender;
|
|
AdjustLineOffset(m_firstCharacterOfLine, m_characterCount, offsetDelta);
|
|
m_lineOffset += offsetDelta;
|
|
m_SavedWordWrapState.lineOffset = m_lineOffset;
|
|
m_SavedWordWrapState.previousLineAscender = m_maxLineAscender;
|
|
|
|
// TODO - Add check for character exceeding vertical bounds
|
|
}
|
|
m_isNewPage = false;
|
|
|
|
// Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
|
|
float lineAscender = m_maxLineAscender - m_lineOffset;
|
|
float lineDescender = m_maxLineDescender - m_lineOffset;
|
|
|
|
|
|
// Update maxDescender and maxVisibleDescender
|
|
m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;
|
|
if (!isMaxVisibleDescenderSet)
|
|
maxVisibleDescender = m_maxDescender;
|
|
|
|
if (m_useMaxVisibleDescender && (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines))
|
|
isMaxVisibleDescenderSet = true;
|
|
|
|
// Track & Store lineInfo for the new line
|
|
m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine;
|
|
m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine = m_firstCharacterOfLine > m_firstVisibleCharacterOfLine ? m_firstCharacterOfLine : m_firstVisibleCharacterOfLine;
|
|
m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_lastCharacterOfLine = m_characterCount - 1 > 0 ? m_characterCount - 1 : 0;
|
|
m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine = m_lastVisibleCharacterOfLine < m_firstVisibleCharacterOfLine ? m_firstVisibleCharacterOfLine : m_lastVisibleCharacterOfLine;
|
|
|
|
m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1;
|
|
m_textInfo.lineInfo[m_lineNumber].visibleCharacterCount = m_lineVisibleCharacterCount;
|
|
m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender);
|
|
m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender);
|
|
m_textInfo.lineInfo[m_lineNumber].length = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x;
|
|
m_textInfo.lineInfo[m_lineNumber].width = width;
|
|
|
|
//m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification;
|
|
|
|
m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - (m_characterSpacing + m_currentFontAsset.normalSpacingOffset) * currentElementScale - m_cSpacing;
|
|
|
|
m_textInfo.lineInfo[m_lineNumber].baseline = 0 - m_lineOffset;
|
|
m_textInfo.lineInfo[m_lineNumber].ascender = lineAscender;
|
|
m_textInfo.lineInfo[m_lineNumber].descender = lineDescender;
|
|
m_textInfo.lineInfo[m_lineNumber].lineHeight = lineAscender - lineDescender + lineGap * baseScale;
|
|
|
|
m_firstCharacterOfLine = m_characterCount; // Store first character of the next line.
|
|
m_lineVisibleCharacterCount = 0;
|
|
|
|
// Store the state of the line before starting on the new line.
|
|
SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount - 1);
|
|
|
|
m_lineNumber += 1;
|
|
isStartOfNewLine = true;
|
|
isFirstWord = true;
|
|
|
|
// Check to make sure Array is large enough to hold a new line.
|
|
if (m_lineNumber >= m_textInfo.lineInfo.Length)
|
|
ResizeLineExtents(m_lineNumber);
|
|
|
|
// Apply Line Spacing based on scale of the last character of the line.
|
|
if (m_lineHeight == TMP_Math.FLOAT_UNSET)
|
|
{
|
|
float ascender = m_textInfo.characterInfo[m_characterCount].ascender - m_textInfo.characterInfo[m_characterCount].baseLine;
|
|
lineOffsetDelta = 0 - m_maxLineDescender + ascender + (lineGap + m_lineSpacing + m_lineSpacingDelta) * baseScale;
|
|
m_lineOffset += lineOffsetDelta;
|
|
|
|
m_startOfLineAscender = ascender;
|
|
}
|
|
else
|
|
m_lineOffset += m_lineHeight + m_lineSpacing * baseScale;
|
|
|
|
m_maxLineAscender = k_LargeNegativeFloat;
|
|
m_maxLineDescender = k_LargePositiveFloat;
|
|
|
|
m_xAdvance = 0 + tag_Indent;
|
|
|
|
continue;
|
|
}
|
|
#endregion End Word Wrapping
|
|
|
|
|
|
// Text Auto-Sizing (text exceeding Width of container.
|
|
#region Handle Text Auto-Sizing
|
|
if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
|
|
{
|
|
// Handle Character Width Adjustments
|
|
#region Character Width Adjustments
|
|
if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100)
|
|
{
|
|
loopCountA = 0;
|
|
m_charWidthAdjDelta += 0.01f;
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion
|
|
|
|
// Adjust Point Size
|
|
m_maxFontSize = m_fontSize;
|
|
|
|
m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
|
|
m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;
|
|
|
|
//m_recursiveCount = 0;
|
|
if (loopCountA > 20) return; // Added to debug
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion End Text Auto-Sizing
|
|
|
|
|
|
// Handle Text Overflow
|
|
#region Handle Text Overflow
|
|
switch (m_overflowMode)
|
|
{
|
|
case TextOverflowModes.Overflow:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
break;
|
|
case TextOverflowModes.Ellipsis:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
m_isTextTruncated = true;
|
|
|
|
if (m_characterCount < 1)
|
|
{
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
//m_visibleCharacterCount = 0;
|
|
break;
|
|
}
|
|
|
|
m_char_buffer[i - 1] = 8230;
|
|
m_char_buffer[i] = (char)0;
|
|
|
|
if (m_cached_Ellipsis_GlyphInfo != null)
|
|
{
|
|
m_textInfo.characterInfo[ellipsisIndex].character = (char)8230;
|
|
m_textInfo.characterInfo[ellipsisIndex].textElement = m_cached_Ellipsis_GlyphInfo;
|
|
m_textInfo.characterInfo[ellipsisIndex].fontAsset = m_materialReferences[0].fontAsset;
|
|
m_textInfo.characterInfo[ellipsisIndex].material = m_materialReferences[0].material;
|
|
m_textInfo.characterInfo[ellipsisIndex].materialReferenceIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Unable to use Ellipsis character since it wasn't found in the current Font Asset [" + m_fontAsset.name + "]. Consider regenerating this font asset to include the Ellipsis character (u+2026).\nNote: Warnings can be disabled in the TMP Settings file.", this);
|
|
}
|
|
|
|
m_totalCharacterCount = ellipsisIndex + 1;
|
|
|
|
GenerateTextMesh();
|
|
return;
|
|
case TextOverflowModes.Masking:
|
|
if (!m_isMaskingEnabled)
|
|
EnableMasking();
|
|
break;
|
|
case TextOverflowModes.ScrollRect:
|
|
if (!m_isMaskingEnabled)
|
|
EnableMasking();
|
|
break;
|
|
case TextOverflowModes.Truncate:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
break;
|
|
case TextOverflowModes.Linked:
|
|
//m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
|
|
//if (m_linkedTextComponent != null)
|
|
//{
|
|
// m_linkedTextComponent.text = text;
|
|
// m_linkedTextComponent.firstVisibleCharacter = m_characterCount;
|
|
// m_linkedTextComponent.ForceMeshUpdate();
|
|
//}
|
|
break;
|
|
}
|
|
#endregion End Text Overflow
|
|
|
|
}
|
|
#endregion End Check for Characters Exceeding Width of Text Container
|
|
|
|
|
|
// Special handling of characters that are not ignored at the end of a line.
|
|
if (charCode == 9 || charCode == 0xA0 || charCode == 0x2007)
|
|
{
|
|
m_textInfo.characterInfo[m_characterCount].isVisible = false;
|
|
m_lastVisibleCharacterOfLine = m_characterCount;
|
|
m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
|
|
m_textInfo.spaceCount += 1;
|
|
|
|
if (charCode == 0xA0)
|
|
m_textInfo.lineInfo[m_lineNumber].controlCharacterCount += 1;
|
|
}
|
|
else
|
|
{
|
|
// Determine Vertex Color
|
|
if (m_overrideHtmlColors)
|
|
vertexColor = m_fontColor32;
|
|
else
|
|
vertexColor = m_htmlColor;
|
|
|
|
// Store Character & Sprite Vertex Information
|
|
if (m_textElementType == TMP_TextElementType.Character)
|
|
{
|
|
// Save Character Vertex Data
|
|
SaveGlyphVertexInfo(padding, style_padding, vertexColor);
|
|
}
|
|
else if (m_textElementType == TMP_TextElementType.Sprite)
|
|
{
|
|
SaveSpriteVertexInfo(vertexColor);
|
|
}
|
|
}
|
|
|
|
|
|
// Increase visible count for Characters.
|
|
if (m_textInfo.characterInfo[m_characterCount].isVisible && charCode != 0xAD)
|
|
{
|
|
if (isStartOfNewLine) { isStartOfNewLine = false; m_firstVisibleCharacterOfLine = m_characterCount; }
|
|
|
|
m_lineVisibleCharacterCount += 1;
|
|
m_lastVisibleCharacterOfLine = m_characterCount;
|
|
}
|
|
}
|
|
else
|
|
{ // This is a Space, Tab, LineFeed or Carriage Return
|
|
|
|
// Track # of spaces per line which is used for line justification.
|
|
if ((charCode == 10 || char.IsSeparator((char)charCode)) && charCode != 0xAD && charCode != 0x200B && charCode != 0x2060)
|
|
{
|
|
m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
|
|
m_textInfo.spaceCount += 1;
|
|
}
|
|
}
|
|
#endregion Handle Visible Characters
|
|
|
|
|
|
// Check if Line Spacing of previous line needs to be adjusted.
|
|
#region Adjust Line Spacing
|
|
if (m_lineNumber > 0 && !TMP_Math.Approximately(m_maxLineAscender, m_startOfLineAscender) && m_lineHeight == TMP_Math.FLOAT_UNSET && !m_isNewPage)
|
|
{
|
|
//Debug.Log("Inline - Adjusting Line Spacing on line #" + m_lineNumber);
|
|
//float gap = 0; // Compute gap.
|
|
|
|
float offsetDelta = m_maxLineAscender - m_startOfLineAscender;
|
|
AdjustLineOffset(m_firstCharacterOfLine, m_characterCount, offsetDelta);
|
|
elementDescenderII -= offsetDelta;
|
|
m_lineOffset += offsetDelta;
|
|
|
|
m_startOfLineAscender += offsetDelta;
|
|
m_SavedWordWrapState.lineOffset = m_lineOffset;
|
|
m_SavedWordWrapState.previousLineAscender = m_startOfLineAscender;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Store Rectangle positions for each Character.
|
|
#region Store Character Data
|
|
m_textInfo.characterInfo[m_characterCount].lineNumber = m_lineNumber;
|
|
m_textInfo.characterInfo[m_characterCount].pageNumber = m_pageNumber;
|
|
|
|
if (charCode != 10 && charCode != 13 && charCode != 8230 || m_textInfo.lineInfo[m_lineNumber].characterCount == 1)
|
|
m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification;
|
|
#endregion Store Character Data
|
|
|
|
|
|
// Check if text Exceeds the vertical bounds of the margin area.
|
|
#region Check Vertical Bounds & Auto-Sizing
|
|
if (m_maxAscender - elementDescenderII > marginHeight + 0.0001f)
|
|
{
|
|
// Handle Line spacing adjustments
|
|
#region Line Spacing Adjustments
|
|
if (m_enableAutoSizing && m_lineSpacingDelta > m_lineSpacingMax && m_lineNumber > 0)
|
|
{
|
|
loopCountA = 0;
|
|
|
|
m_lineSpacingDelta -= 1;
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Handle Text Auto-sizing resulting from text exceeding vertical bounds.
|
|
#region Text Auto-Sizing (Text greater than vertical bounds)
|
|
if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
|
|
{
|
|
m_maxFontSize = m_fontSize;
|
|
|
|
m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
|
|
m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;
|
|
|
|
//m_recursiveCount = 0;
|
|
if (loopCountA > 20) return; // Added to debug
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion Text Auto-Sizing
|
|
|
|
// Set isTextOverflowing and firstOverflowCharacterIndex
|
|
if (m_firstOverflowCharacterIndex == -1)
|
|
m_firstOverflowCharacterIndex = m_characterCount;
|
|
|
|
// Handle Text Overflow
|
|
#region Text Overflow
|
|
switch (m_overflowMode)
|
|
{
|
|
case TextOverflowModes.Overflow:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
break;
|
|
case TextOverflowModes.Ellipsis:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
if (m_lineNumber > 0)
|
|
{
|
|
m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index] = 8230;
|
|
m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
|
|
|
|
if (m_cached_Ellipsis_GlyphInfo != null)
|
|
{
|
|
m_textInfo.characterInfo[ellipsisIndex].character = (char)8230;
|
|
m_textInfo.characterInfo[ellipsisIndex].textElement = m_cached_Ellipsis_GlyphInfo;
|
|
m_textInfo.characterInfo[ellipsisIndex].fontAsset = m_materialReferences[0].fontAsset;
|
|
m_textInfo.characterInfo[ellipsisIndex].material = m_materialReferences[0].material;
|
|
m_textInfo.characterInfo[ellipsisIndex].materialReferenceIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Unable to use Ellipsis character since it wasn't found in the current Font Asset [" + m_fontAsset.name + "]. Consider regenerating this font asset to include the Ellipsis character (u+2026).\nNote: Warnings can be disabled in the TMP Settings file.", this);
|
|
}
|
|
|
|
m_totalCharacterCount = ellipsisIndex + 1;
|
|
|
|
GenerateTextMesh();
|
|
m_isTextTruncated = true;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ClearMesh(false);
|
|
return;
|
|
}
|
|
case TextOverflowModes.Masking:
|
|
if (!m_isMaskingEnabled)
|
|
EnableMasking();
|
|
break;
|
|
case TextOverflowModes.ScrollRect:
|
|
if (!m_isMaskingEnabled)
|
|
EnableMasking();
|
|
break;
|
|
case TextOverflowModes.Truncate:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
// TODO : Optimize
|
|
if (m_lineNumber > 0)
|
|
{
|
|
m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
|
|
|
|
m_totalCharacterCount = ellipsisIndex + 1;
|
|
|
|
GenerateTextMesh();
|
|
m_isTextTruncated = true;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ClearMesh(false);
|
|
return;
|
|
}
|
|
case TextOverflowModes.Page:
|
|
if (m_isMaskingEnabled)
|
|
DisableMasking();
|
|
|
|
// Ignore Page Break, Linefeed or carriage return
|
|
if (charCode == 13 || charCode == 10)
|
|
break;
|
|
|
|
// Return if the first character doesn't fit.
|
|
if (i == 0)
|
|
{
|
|
ClearMesh();
|
|
return;
|
|
}
|
|
else if (previousPageOverflowChar == i)
|
|
{
|
|
m_char_buffer[i] = 0;
|
|
m_isTextTruncated = true;
|
|
}
|
|
|
|
previousPageOverflowChar = i;
|
|
|
|
// Go back to previous line and re-layout
|
|
i = RestoreWordWrappingState(ref m_SavedLineState);
|
|
|
|
m_isNewPage = true;
|
|
m_xAdvance = 0 + tag_Indent;
|
|
m_lineOffset = 0;
|
|
m_maxAscender = 0;
|
|
pageAscender = 0;
|
|
m_lineNumber += 1;
|
|
m_pageNumber += 1;
|
|
continue;
|
|
case TextOverflowModes.Linked:
|
|
if (m_linkedTextComponent != null)
|
|
{
|
|
m_linkedTextComponent.text = text;
|
|
m_linkedTextComponent.firstVisibleCharacter = m_characterCount;
|
|
m_linkedTextComponent.ForceMeshUpdate();
|
|
}
|
|
|
|
// Truncate remaining text
|
|
if (m_lineNumber > 0)
|
|
{
|
|
m_char_buffer[i] = (char)0;
|
|
|
|
m_totalCharacterCount = m_characterCount;
|
|
|
|
// TODO : Optimize as we should be able to end the layout phase here without having to do another pass.
|
|
GenerateTextMesh();
|
|
m_isTextTruncated = true;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ClearMesh(true);
|
|
return;
|
|
}
|
|
}
|
|
#endregion End Text Overflow
|
|
|
|
}
|
|
#endregion Check Vertical Bounds
|
|
|
|
|
|
// Handle xAdvance & Tabulation Stops. Tab stops at every 25% of Font Size.
|
|
#region XAdvance, Tabulation & Stops
|
|
if (charCode == 9)
|
|
{
|
|
float tabSize = m_currentFontAsset.fontInfo.TabWidth * currentElementScale;
|
|
float tabs = Mathf.Ceil(m_xAdvance / tabSize) * tabSize;
|
|
m_xAdvance = tabs > m_xAdvance ? tabs : m_xAdvance + tabSize;
|
|
}
|
|
else if (m_monoSpacing != 0)
|
|
{
|
|
m_xAdvance += (m_monoSpacing - monoAdvance + ((m_characterSpacing + m_currentFontAsset.normalSpacingOffset) * currentElementScale) + m_cSpacing) * (1 - m_charWidthAdjDelta);
|
|
|
|
if (char.IsWhiteSpace((char)charCode) || charCode == 0x200B)
|
|
m_xAdvance += m_wordSpacing * currentElementScale;
|
|
}
|
|
else if (!m_isRightToLeft)
|
|
{
|
|
float scaleFXMultiplier = 1;
|
|
if (m_isFXMatrixSet) scaleFXMultiplier = m_FXMatrix.m00;
|
|
|
|
m_xAdvance += ((m_cached_TextElement.xAdvance * scaleFXMultiplier * bold_xAdvance_multiplier + m_characterSpacing + m_currentFontAsset.normalSpacingOffset + glyphAdjustments.xAdvance) * currentElementScale + m_cSpacing) * (1 - m_charWidthAdjDelta);
|
|
|
|
if (char.IsWhiteSpace((char)charCode) || charCode == 0x200B)
|
|
m_xAdvance += m_wordSpacing * currentElementScale;
|
|
}
|
|
else
|
|
{
|
|
m_xAdvance -= glyphAdjustments.xAdvance * currentElementScale;
|
|
}
|
|
|
|
|
|
// Store xAdvance information
|
|
m_textInfo.characterInfo[m_characterCount].xAdvance = m_xAdvance;
|
|
|
|
#endregion Tabulation & Stops
|
|
|
|
|
|
// Handle Carriage Return
|
|
#region Carriage Return
|
|
if (charCode == 13)
|
|
{
|
|
m_xAdvance = 0 + tag_Indent;
|
|
}
|
|
#endregion Carriage Return
|
|
|
|
|
|
// Handle Line Spacing Adjustments + Word Wrapping & special case for last line.
|
|
#region Check for Line Feed and Last Character
|
|
if (charCode == 10 || m_characterCount == totalCharacterCount - 1)
|
|
{
|
|
// Check if Line Spacing of previous line needs to be adjusted.
|
|
if (m_lineNumber > 0 && !TMP_Math.Approximately(m_maxLineAscender, m_startOfLineAscender) && m_lineHeight == TMP_Math.FLOAT_UNSET && !m_isNewPage)
|
|
{
|
|
//Debug.Log("Line Feed - Adjusting Line Spacing on line #" + m_lineNumber);
|
|
float offsetDelta = m_maxLineAscender - m_startOfLineAscender;
|
|
AdjustLineOffset(m_firstCharacterOfLine, m_characterCount, offsetDelta);
|
|
elementDescenderII -= offsetDelta;
|
|
m_lineOffset += offsetDelta;
|
|
}
|
|
m_isNewPage = false;
|
|
|
|
// Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
|
|
float lineAscender = m_maxLineAscender - m_lineOffset;
|
|
float lineDescender = m_maxLineDescender - m_lineOffset;
|
|
|
|
// Update maxDescender and maxVisibleDescender
|
|
m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;
|
|
if (!isMaxVisibleDescenderSet)
|
|
maxVisibleDescender = m_maxDescender;
|
|
|
|
if (m_useMaxVisibleDescender && (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines))
|
|
isMaxVisibleDescenderSet = true;
|
|
|
|
// Save Line Information
|
|
m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine;
|
|
m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine = m_firstCharacterOfLine > m_firstVisibleCharacterOfLine ? m_firstCharacterOfLine : m_firstVisibleCharacterOfLine;
|
|
m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_lastCharacterOfLine = m_characterCount;
|
|
m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine = m_lastVisibleCharacterOfLine < m_firstVisibleCharacterOfLine ? m_firstVisibleCharacterOfLine : m_lastVisibleCharacterOfLine;
|
|
|
|
m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1;
|
|
m_textInfo.lineInfo[m_lineNumber].visibleCharacterCount = m_lineVisibleCharacterCount;
|
|
m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender);
|
|
m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender);
|
|
m_textInfo.lineInfo[m_lineNumber].length = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - (padding * currentElementScale);
|
|
m_textInfo.lineInfo[m_lineNumber].width = width;
|
|
|
|
if (m_textInfo.lineInfo[m_lineNumber].characterCount == 1)
|
|
m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification;
|
|
|
|
if (m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].isVisible)
|
|
m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - (m_characterSpacing + m_currentFontAsset.normalSpacingOffset) * currentElementScale - m_cSpacing;
|
|
else
|
|
m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastCharacterOfLine].xAdvance - (m_characterSpacing + m_currentFontAsset.normalSpacingOffset) * currentElementScale - m_cSpacing;
|
|
|
|
m_textInfo.lineInfo[m_lineNumber].baseline = 0 - m_lineOffset;
|
|
m_textInfo.lineInfo[m_lineNumber].ascender = lineAscender;
|
|
m_textInfo.lineInfo[m_lineNumber].descender = lineDescender;
|
|
m_textInfo.lineInfo[m_lineNumber].lineHeight = lineAscender - lineDescender + lineGap * baseScale;
|
|
|
|
m_firstCharacterOfLine = m_characterCount + 1;
|
|
m_lineVisibleCharacterCount = 0;
|
|
|
|
// Add new line if not last line or character.
|
|
if (charCode == 10)
|
|
{
|
|
// Store the state of the line before starting on the new line.
|
|
SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount);
|
|
// Store the state of the last Character before the new line.
|
|
SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
|
|
|
|
m_lineNumber += 1;
|
|
isStartOfNewLine = true;
|
|
ignoreNonBreakingSpace = false;
|
|
isFirstWord = true;
|
|
|
|
// Check to make sure Array is large enough to hold a new line.
|
|
if (m_lineNumber >= m_textInfo.lineInfo.Length)
|
|
ResizeLineExtents(m_lineNumber);
|
|
|
|
// Apply Line Spacing
|
|
if (m_lineHeight == TMP_Math.FLOAT_UNSET)
|
|
{
|
|
lineOffsetDelta = 0 - m_maxLineDescender + elementAscender + (lineGap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * baseScale;
|
|
m_lineOffset += lineOffsetDelta;
|
|
}
|
|
else
|
|
m_lineOffset += m_lineHeight + (m_lineSpacing + m_paragraphSpacing) * baseScale;
|
|
|
|
m_maxLineAscender = k_LargeNegativeFloat;
|
|
m_maxLineDescender = k_LargePositiveFloat;
|
|
m_startOfLineAscender = elementAscender;
|
|
|
|
m_xAdvance = 0 + tag_LineIndent + tag_Indent;
|
|
|
|
ellipsisIndex = m_characterCount - 1;
|
|
|
|
m_characterCount += 1;
|
|
continue;
|
|
}
|
|
}
|
|
#endregion Check for Linefeed or Last Character
|
|
|
|
|
|
// Store Rectangle positions for each Character.
|
|
#region Save CharacterInfo for the current character.
|
|
// Determine the bounds of the Mesh.
|
|
if (m_textInfo.characterInfo[m_characterCount].isVisible)
|
|
{
|
|
m_meshExtents.min.x = Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x);
|
|
m_meshExtents.min.y = Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y);
|
|
|
|
m_meshExtents.max.x = Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x);
|
|
m_meshExtents.max.y = Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topRight.y);
|
|
|
|
//m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y));
|
|
//m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topRight.y));
|
|
}
|
|
|
|
|
|
// Save pageInfo Data
|
|
if (m_overflowMode == TextOverflowModes.Page && charCode != 13 && charCode != 10) // && m_pageNumber < 16)
|
|
{
|
|
// Check if we need to increase allocations for the pageInfo array.
|
|
if (m_pageNumber + 1 > m_textInfo.pageInfo.Length)
|
|
TMP_TextInfo.Resize(ref m_textInfo.pageInfo, m_pageNumber + 1, true);
|
|
|
|
m_textInfo.pageInfo[m_pageNumber].ascender = pageAscender;
|
|
m_textInfo.pageInfo[m_pageNumber].descender = elementDescender < m_textInfo.pageInfo[m_pageNumber].descender ? elementDescender : m_textInfo.pageInfo[m_pageNumber].descender;
|
|
|
|
if (m_pageNumber == 0 && m_characterCount == 0)
|
|
m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount;
|
|
else if (m_characterCount > 0 && m_pageNumber != m_textInfo.characterInfo[m_characterCount - 1].pageNumber)
|
|
{
|
|
m_textInfo.pageInfo[m_pageNumber - 1].lastCharacterIndex = m_characterCount - 1;
|
|
m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount;
|
|
}
|
|
else if (m_characterCount == totalCharacterCount - 1)
|
|
m_textInfo.pageInfo[m_pageNumber].lastCharacterIndex = m_characterCount;
|
|
}
|
|
#endregion Saving CharacterInfo
|
|
|
|
|
|
// Save State of Mesh Creation for handling of Word Wrapping
|
|
#region Save Word Wrapping State
|
|
if (m_enableWordWrapping || m_overflowMode == TextOverflowModes.Truncate || m_overflowMode == TextOverflowModes.Ellipsis)
|
|
{
|
|
if ((char.IsWhiteSpace((char)charCode) || charCode == 0x200B || charCode == 0x2D || charCode == 0xAD) && (!m_isNonBreakingSpace || ignoreNonBreakingSpace) && charCode != 0xA0 && charCode != 0x2007 && charCode != 0x2011 && charCode != 0x202F && charCode != 0x2060)
|
|
{
|
|
// We store the state of numerous variables for the most recent Space, LineFeed or Carriage Return to enable them to be restored
|
|
// for Word Wrapping.
|
|
SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
|
|
m_isCharacterWrappingEnabled = false;
|
|
isFirstWord = false;
|
|
}
|
|
// Handling for East Asian languages
|
|
else if (( charCode > 0x1100 && charCode < 0x11ff || /* Hangul Jamo */
|
|
charCode > 0x2E80 && charCode < 0x9FFF || /* CJK */
|
|
charCode > 0xA960 && charCode < 0xA97F || /* Hangul Jame Extended-A */
|
|
charCode > 0xAC00 && charCode < 0xD7FF || /* Hangul Syllables */
|
|
charCode > 0xF900 && charCode < 0xFAFF || /* CJK Compatibility Ideographs */
|
|
charCode > 0xFE30 && charCode < 0xFE4F || /* CJK Compatibility Forms */
|
|
charCode > 0xFF00 && charCode < 0xFFEF) /* CJK Halfwidth */
|
|
&& !m_isNonBreakingSpace)
|
|
{
|
|
if (isFirstWord || isLastBreakingChar || TMP_Settings.linebreakingRules.leadingCharacters.ContainsKey(charCode) == false &&
|
|
(m_characterCount < totalCharacterCount - 1 &&
|
|
TMP_Settings.linebreakingRules.followingCharacters.ContainsKey(m_textInfo.characterInfo[m_characterCount + 1].character) == false))
|
|
{
|
|
SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
|
|
m_isCharacterWrappingEnabled = false;
|
|
isFirstWord = false;
|
|
}
|
|
}
|
|
else if ((isFirstWord || m_isCharacterWrappingEnabled == true || isLastBreakingChar))
|
|
SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
|
|
}
|
|
#endregion Save Word Wrapping State
|
|
|
|
m_characterCount += 1;
|
|
}
|
|
|
|
// Check Auto Sizing and increase font size to fill text container.
|
|
#region Check Auto-Sizing (Upper Font Size Bounds)
|
|
fontSizeDelta = m_maxFontSize - m_minFontSize;
|
|
if (!m_isCharacterWrappingEnabled && m_enableAutoSizing && fontSizeDelta > 0.051f && m_fontSize < m_fontSizeMax)
|
|
{
|
|
m_minFontSize = m_fontSize;
|
|
m_fontSize += Mathf.Max((m_maxFontSize - m_fontSize) / 2, 0.05f);
|
|
m_fontSize = (int)(Mathf.Min(m_fontSize, m_fontSizeMax) * 20 + 0.5f) / 20f;
|
|
|
|
//Debug.Log(m_fontSize);
|
|
|
|
if (loopCountA > 20) return; // Added to debug
|
|
GenerateTextMesh();
|
|
return;
|
|
}
|
|
#endregion End Auto-sizing Check
|
|
|
|
|
|
m_isCharacterWrappingEnabled = false;
|
|
|
|
|
|
//Debug.Log("Iteration Count: " + loopCountA + ". Final Point Size: " + m_fontSize); // + " B: " + loopCountB + " C: " + loopCountC + " D: " + loopCountD);
|
|
|
|
|
|
|
|
// If there are no visible characters... no need to continue
|
|
if (m_characterCount == 0) // && m_visibleSpriteCount == 0)
|
|
{
|
|
ClearMesh(true);
|
|
|
|
// Event indicating the text has been regenerated.
|
|
TMPro_EventManager.ON_TEXT_CHANGED(this);
|
|
return;
|
|
}
|
|
|
|
|
|
// *** PHASE II of Text Generation ***
|
|
int last_vert_index = m_materialReferences[0].referenceCount * (!m_isVolumetricText ? 4 : 8);
|
|
|
|
// Partial clear of the vertices array to mark unused vertices as degenerate.
|
|
m_textInfo.meshInfo[0].Clear(false);
|
|
|
|
// Handle Text Alignment
|
|
#region Text Vertical Alignment
|
|
Vector3 anchorOffset = Vector3.zero;
|
|
Vector3[] corners = m_RectTransformCorners; // GetTextContainerLocalCorners();
|
|
|
|
// Handle Vertical Text Alignment
|
|
switch (m_textAlignment)
|
|
{
|
|
// Top Vertically
|
|
case TextAlignmentOptions.Top:
|
|
case TextAlignmentOptions.TopLeft:
|
|
case TextAlignmentOptions.TopRight:
|
|
case TextAlignmentOptions.TopJustified:
|
|
case TextAlignmentOptions.TopFlush:
|
|
case TextAlignmentOptions.TopGeoAligned:
|
|
if (m_overflowMode != TextOverflowModes.Page)
|
|
anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_maxAscender - margins.y, 0);
|
|
else
|
|
anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].ascender - margins.y, 0);
|
|
break;
|
|
|
|
// Middle Vertically
|
|
case TextAlignmentOptions.Left:
|
|
case TextAlignmentOptions.Right:
|
|
case TextAlignmentOptions.Center:
|
|
case TextAlignmentOptions.Justified:
|
|
case TextAlignmentOptions.Flush:
|
|
case TextAlignmentOptions.CenterGeoAligned:
|
|
if (m_overflowMode != TextOverflowModes.Page)
|
|
anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxAscender + margins.y + maxVisibleDescender - margins.w) / 2, 0);
|
|
else
|
|
anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_textInfo.pageInfo[pageToDisplay].ascender + margins.y + m_textInfo.pageInfo[pageToDisplay].descender - margins.w) / 2, 0);
|
|
break;
|
|
|
|
// Bottom Vertically
|
|
case TextAlignmentOptions.Bottom:
|
|
case TextAlignmentOptions.BottomLeft:
|
|
case TextAlignmentOptions.BottomRight:
|
|
case TextAlignmentOptions.BottomJustified:
|
|
case TextAlignmentOptions.BottomFlush:
|
|
case TextAlignmentOptions.BottomGeoAligned:
|
|
if (m_overflowMode != TextOverflowModes.Page)
|
|
anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - maxVisibleDescender + margins.w, 0);
|
|
else
|
|
anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].descender + margins.w, 0);
|
|
break;
|
|
|
|
// Baseline Vertically
|
|
case TextAlignmentOptions.Baseline:
|
|
case TextAlignmentOptions.BaselineLeft:
|
|
case TextAlignmentOptions.BaselineRight:
|
|
case TextAlignmentOptions.BaselineJustified:
|
|
case TextAlignmentOptions.BaselineFlush:
|
|
case TextAlignmentOptions.BaselineGeoAligned:
|
|
anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0, 0);
|
|
break;
|
|
|
|
// Midline Vertically
|
|
case TextAlignmentOptions.MidlineLeft:
|
|
case TextAlignmentOptions.Midline:
|
|
case TextAlignmentOptions.MidlineRight:
|
|
case TextAlignmentOptions.MidlineJustified:
|
|
case TextAlignmentOptions.MidlineFlush:
|
|
case TextAlignmentOptions.MidlineGeoAligned:
|
|
anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_meshExtents.max.y + margins.y + m_meshExtents.min.y - margins.w) / 2, 0);
|
|
break;
|
|
|
|
// Capline Vertically
|
|
case TextAlignmentOptions.CaplineLeft:
|
|
case TextAlignmentOptions.Capline:
|
|
case TextAlignmentOptions.CaplineRight:
|
|
case TextAlignmentOptions.CaplineJustified:
|
|
case TextAlignmentOptions.CaplineFlush:
|
|
case TextAlignmentOptions.CaplineGeoAligned:
|
|
anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxCapHeight - margins.y - margins.w) / 2, 0);
|
|
break;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Initialization for Second Pass
|
|
Vector3 justificationOffset = Vector3.zero;
|
|
Vector3 offset = Vector3.zero;
|
|
int vert_index_X4 = 0;
|
|
int sprite_index_X4 = 0;
|
|
|
|
int wordCount = 0;
|
|
int lineCount = 0;
|
|
int lastLine = 0;
|
|
bool isFirstSeperator = false;
|
|
|
|
bool isStartOfWord = false;
|
|
int wordFirstChar = 0;
|
|
int wordLastChar = 0;
|
|
|
|
// Second Pass : Line Justification, UV Mapping, Character & Line Visibility & more.
|
|
float lossyScale = m_previousLossyScaleY = this.transform.lossyScale.y;
|
|
|
|
Color32 underlineColor = Color.white;
|
|
Color32 strikethroughColor = Color.white;
|
|
Color32 highlightColor = new Color32(255, 255, 0, 64);
|
|
float xScale = 0;
|
|
float underlineStartScale = 0;
|
|
float underlineEndScale = 0;
|
|
float underlineMaxScale = 0;
|
|
float underlineBaseLine = k_LargePositiveFloat;
|
|
int lastPage = 0;
|
|
|
|
float strikethroughPointSize = 0;
|
|
float strikethroughScale = 0;
|
|
float strikethroughBaseline = 0;
|
|
|
|
TMP_CharacterInfo[] characterInfos = m_textInfo.characterInfo;
|
|
#region Handle Line Justification & UV Mapping & Character Visibility & More
|
|
for (int i = 0; i < m_characterCount; i++)
|
|
{
|
|
TMP_FontAsset currentFontAsset = characterInfos[i].fontAsset;
|
|
|
|
char currentCharacter = characterInfos[i].character;
|
|
|
|
int currentLine = characterInfos[i].lineNumber;
|
|
TMP_LineInfo lineInfo = m_textInfo.lineInfo[currentLine];
|
|
lineCount = currentLine + 1;
|
|
|
|
TextAlignmentOptions lineAlignment = lineInfo.alignment;
|
|
|
|
// Process Line Justification
|
|
#region Handle Line Justification
|
|
switch (lineAlignment)
|
|
{
|
|
case TextAlignmentOptions.TopLeft:
|
|
case TextAlignmentOptions.Left:
|
|
case TextAlignmentOptions.BottomLeft:
|
|
case TextAlignmentOptions.BaselineLeft:
|
|
case TextAlignmentOptions.MidlineLeft:
|
|
case TextAlignmentOptions.CaplineLeft:
|
|
if (!m_isRightToLeft)
|
|
justificationOffset = new Vector3(0 + lineInfo.marginLeft, 0, 0);
|
|
else
|
|
justificationOffset = new Vector3(0 - lineInfo.maxAdvance, 0, 0);
|
|
break;
|
|
|
|
case TextAlignmentOptions.Top:
|
|
case TextAlignmentOptions.Center:
|
|
case TextAlignmentOptions.Bottom:
|
|
case TextAlignmentOptions.Baseline:
|
|
case TextAlignmentOptions.Midline:
|
|
case TextAlignmentOptions.Capline:
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width / 2 - lineInfo.maxAdvance / 2, 0, 0);
|
|
break;
|
|
|
|
case TextAlignmentOptions.TopGeoAligned:
|
|
case TextAlignmentOptions.CenterGeoAligned:
|
|
case TextAlignmentOptions.BottomGeoAligned:
|
|
case TextAlignmentOptions.BaselineGeoAligned:
|
|
case TextAlignmentOptions.MidlineGeoAligned:
|
|
case TextAlignmentOptions.CaplineGeoAligned:
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width / 2 - (lineInfo.lineExtents.min.x + lineInfo.lineExtents.max.x) / 2, 0, 0);
|
|
break;
|
|
|
|
case TextAlignmentOptions.TopRight:
|
|
case TextAlignmentOptions.Right:
|
|
case TextAlignmentOptions.BottomRight:
|
|
case TextAlignmentOptions.BaselineRight:
|
|
case TextAlignmentOptions.MidlineRight:
|
|
case TextAlignmentOptions.CaplineRight:
|
|
if (!m_isRightToLeft)
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width - lineInfo.maxAdvance, 0, 0);
|
|
else
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width, 0, 0);
|
|
break;
|
|
|
|
case TextAlignmentOptions.TopJustified:
|
|
case TextAlignmentOptions.Justified:
|
|
case TextAlignmentOptions.BottomJustified:
|
|
case TextAlignmentOptions.BaselineJustified:
|
|
case TextAlignmentOptions.MidlineJustified:
|
|
case TextAlignmentOptions.CaplineJustified:
|
|
case TextAlignmentOptions.TopFlush:
|
|
case TextAlignmentOptions.Flush:
|
|
case TextAlignmentOptions.BottomFlush:
|
|
case TextAlignmentOptions.BaselineFlush:
|
|
case TextAlignmentOptions.MidlineFlush:
|
|
case TextAlignmentOptions.CaplineFlush:
|
|
// Skip Zero Width Characters
|
|
if (currentCharacter == 0xAD || currentCharacter == 0x200B || currentCharacter == 0x2060) break;
|
|
|
|
char lastCharOfCurrentLine = characterInfos[lineInfo.lastCharacterIndex].character;
|
|
bool isFlush = ((_HorizontalAlignmentOptions)lineAlignment & _HorizontalAlignmentOptions.Flush) == _HorizontalAlignmentOptions.Flush;
|
|
|
|
// In Justified mode, all lines are justified except the last one.
|
|
// In Flush mode, all lines are justified.
|
|
if (char.IsControl(lastCharOfCurrentLine) == false && currentLine < m_lineNumber || isFlush || lineInfo.maxAdvance > lineInfo.width)
|
|
{
|
|
// First character of each line.
|
|
if (currentLine != lastLine || i == 0 || i == m_firstVisibleCharacter)
|
|
{
|
|
if (!m_isRightToLeft)
|
|
justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0);
|
|
else
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width, 0, 0);
|
|
|
|
if (char.IsSeparator(currentCharacter))
|
|
isFirstSeperator = true;
|
|
else
|
|
isFirstSeperator = false;
|
|
}
|
|
else
|
|
{
|
|
float gap = !m_isRightToLeft ? lineInfo.width - lineInfo.maxAdvance : lineInfo.width + lineInfo.maxAdvance;
|
|
|
|
int visibleCount = lineInfo.visibleCharacterCount - 1 + lineInfo.controlCharacterCount;
|
|
|
|
// Get the number of spaces for each line ignoring the last character if it is not visible (ie. a space or linefeed).
|
|
int spaces = (characterInfos[lineInfo.lastCharacterIndex].isVisible ? lineInfo.spaceCount : lineInfo.spaceCount - 1) - lineInfo.controlCharacterCount;
|
|
|
|
if (isFirstSeperator) { spaces -= 1; visibleCount += 1; }
|
|
|
|
float ratio = spaces > 0 ? m_wordWrappingRatios : 1;
|
|
|
|
if (spaces < 1) spaces = 1;
|
|
|
|
if (currentCharacter != 0xA0 && (currentCharacter == 9 || char.IsSeparator((char)currentCharacter)))
|
|
{
|
|
if (!m_isRightToLeft)
|
|
justificationOffset += new Vector3(gap * (1 - ratio) / spaces, 0, 0);
|
|
else
|
|
justificationOffset -= new Vector3(gap * (1 - ratio) / spaces, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
if (!m_isRightToLeft)
|
|
justificationOffset += new Vector3(gap * ratio / visibleCount, 0, 0);
|
|
else
|
|
justificationOffset -= new Vector3(gap * ratio / visibleCount, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!m_isRightToLeft)
|
|
justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0); // Keep last line left justified.
|
|
else
|
|
justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width, 0, 0); // Keep last line right justified.
|
|
}
|
|
//Debug.Log("Char [" + (char)charCode + "] Code:" + charCode + " Line # " + currentLine + " Offset:" + justificationOffset + " # Spaces:" + lineInfo.spaceCount + " # Characters:" + lineInfo.characterCount);
|
|
break;
|
|
}
|
|
#endregion End Text Justification
|
|
|
|
offset = anchorOffset + justificationOffset;
|
|
|
|
// Handle UV2 mapping options and packing of scale information into UV2.
|
|
#region Handling of UV2 mapping & Scale packing
|
|
bool isCharacterVisible = characterInfos[i].isVisible;
|
|
if (isCharacterVisible)
|
|
{
|
|
TMP_TextElementType elementType = characterInfos[i].elementType;
|
|
switch (elementType)
|
|
{
|
|
// CHARACTERS
|
|
case TMP_TextElementType.Character:
|
|
Extents lineExtents = lineInfo.lineExtents;
|
|
float uvOffset = (m_uvLineOffset * currentLine) % 1; // + m_uvOffset.x;
|
|
|
|
// Setup UV2 based on Character Mapping Options Selected
|
|
#region Handle UV Mapping Options
|
|
switch (m_horizontalMapping)
|
|
{
|
|
case TextureMappingOptions.Character:
|
|
characterInfos[i].vertex_BL.uv2.x = 0; //+ m_uvOffset.x;
|
|
characterInfos[i].vertex_TL.uv2.x = 0; //+ m_uvOffset.x;
|
|
characterInfos[i].vertex_TR.uv2.x = 1; //+ m_uvOffset.x;
|
|
characterInfos[i].vertex_BR.uv2.x = 1; //+ m_uvOffset.x;
|
|
break;
|
|
|
|
case TextureMappingOptions.Line:
|
|
if (m_textAlignment != TextAlignmentOptions.Justified)
|
|
{
|
|
characterInfos[i].vertex_BL.uv2.x = (characterInfos[i].vertex_BL.position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.x = (characterInfos[i].vertex_TL.position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TR.uv2.x = (characterInfos[i].vertex_TR.position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_BR.uv2.x = (characterInfos[i].vertex_BR.position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
|
|
break;
|
|
}
|
|
else // Special Case if Justified is used in Line Mode.
|
|
{
|
|
characterInfos[i].vertex_BL.uv2.x = (characterInfos[i].vertex_BL.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.x = (characterInfos[i].vertex_TL.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TR.uv2.x = (characterInfos[i].vertex_TR.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_BR.uv2.x = (characterInfos[i].vertex_BR.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
break;
|
|
}
|
|
|
|
case TextureMappingOptions.Paragraph:
|
|
characterInfos[i].vertex_BL.uv2.x = (characterInfos[i].vertex_BL.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.x = (characterInfos[i].vertex_TL.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_TR.uv2.x = (characterInfos[i].vertex_TR.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
characterInfos[i].vertex_BR.uv2.x = (characterInfos[i].vertex_BR.position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
|
|
break;
|
|
|
|
case TextureMappingOptions.MatchAspect:
|
|
|
|
switch (m_verticalMapping)
|
|
{
|
|
case TextureMappingOptions.Character:
|
|
characterInfos[i].vertex_BL.uv2.y = 0; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_TL.uv2.y = 1; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_TR.uv2.y = 0; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_BR.uv2.y = 1; //+ m_uvOffset.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.Line:
|
|
characterInfos[i].vertex_BL.uv2.y = (characterInfos[i].vertex_BL.position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.y = (characterInfos[i].vertex_TL.position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
|
|
characterInfos[i].vertex_TR.uv2.y = characterInfos[i].vertex_BL.uv2.y;
|
|
characterInfos[i].vertex_BR.uv2.y = characterInfos[i].vertex_TL.uv2.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.Paragraph:
|
|
characterInfos[i].vertex_BL.uv2.y = (characterInfos[i].vertex_BL.position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.y = (characterInfos[i].vertex_TL.position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
|
|
characterInfos[i].vertex_TR.uv2.y = characterInfos[i].vertex_BL.uv2.y;
|
|
characterInfos[i].vertex_BR.uv2.y = characterInfos[i].vertex_TL.uv2.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.MatchAspect:
|
|
Debug.Log("ERROR: Cannot Match both Vertical & Horizontal.");
|
|
break;
|
|
}
|
|
|
|
//float xDelta = 1 - (_uv2s[vert_index + 0].y * textMeshCharacterInfo[i].AspectRatio); // Left aligned
|
|
float xDelta = (1 - ((characterInfos[i].vertex_BL.uv2.y + characterInfos[i].vertex_TL.uv2.y) * characterInfos[i].aspectRatio)) / 2; // Center of Rectangle
|
|
|
|
characterInfos[i].vertex_BL.uv2.x = (characterInfos[i].vertex_BL.uv2.y * characterInfos[i].aspectRatio) + xDelta + uvOffset;
|
|
characterInfos[i].vertex_TL.uv2.x = characterInfos[i].vertex_BL.uv2.x;
|
|
characterInfos[i].vertex_TR.uv2.x = (characterInfos[i].vertex_TL.uv2.y * characterInfos[i].aspectRatio) + xDelta + uvOffset;
|
|
characterInfos[i].vertex_BR.uv2.x = characterInfos[i].vertex_TR.uv2.x;
|
|
break;
|
|
}
|
|
|
|
switch (m_verticalMapping)
|
|
{
|
|
case TextureMappingOptions.Character:
|
|
characterInfos[i].vertex_BL.uv2.y = 0; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_TL.uv2.y = 1; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_TR.uv2.y = 1; //+ m_uvOffset.y;
|
|
characterInfos[i].vertex_BR.uv2.y = 0; //+ m_uvOffset.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.Line:
|
|
characterInfos[i].vertex_BL.uv2.y = (characterInfos[i].vertex_BL.position.y - lineInfo.descender) / (lineInfo.ascender - lineInfo.descender); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_TL.uv2.y = (characterInfos[i].vertex_TL.position.y - lineInfo.descender) / (lineInfo.ascender - lineInfo.descender); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_TR.uv2.y = characterInfos[i].vertex_TL.uv2.y;
|
|
characterInfos[i].vertex_BR.uv2.y = characterInfos[i].vertex_BL.uv2.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.Paragraph:
|
|
characterInfos[i].vertex_BL.uv2.y = (characterInfos[i].vertex_BL.position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_TL.uv2.y = (characterInfos[i].vertex_TL.position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_TR.uv2.y = characterInfos[i].vertex_TL.uv2.y;
|
|
characterInfos[i].vertex_BR.uv2.y = characterInfos[i].vertex_BL.uv2.y;
|
|
break;
|
|
|
|
case TextureMappingOptions.MatchAspect:
|
|
float yDelta = (1 - ((characterInfos[i].vertex_BL.uv2.x + characterInfos[i].vertex_TR.uv2.x) / characterInfos[i].aspectRatio)) / 2; // Center of Rectangle
|
|
|
|
characterInfos[i].vertex_BL.uv2.y = yDelta + (characterInfos[i].vertex_BL.uv2.x / characterInfos[i].aspectRatio); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_TL.uv2.y = yDelta + (characterInfos[i].vertex_TR.uv2.x / characterInfos[i].aspectRatio); // + m_uvOffset.y;
|
|
characterInfos[i].vertex_BR.uv2.y = characterInfos[i].vertex_BL.uv2.y;
|
|
characterInfos[i].vertex_TR.uv2.y = characterInfos[i].vertex_TL.uv2.y;
|
|
break;
|
|
}
|
|
#endregion
|
|
|
|
// Pack UV's so that we can pass Xscale needed for Shader to maintain 1:1 ratio.
|
|
#region Pack Scale into UV2
|
|
xScale = characterInfos[i].scale * lossyScale * (1 - m_charWidthAdjDelta);
|
|
if (!characterInfos[i].isUsingAlternateTypeface && (characterInfos[i].style & FontStyles.Bold) == FontStyles.Bold) xScale *= -1;
|
|
|
|
//int isBold = (m_textInfo.characterInfo[i].style & FontStyles.Bold) == FontStyles.Bold ? 1 : 0;
|
|
//Vector2 vertexData = new Vector2(isBold, xScale);
|
|
//characterInfos[i].vertex_BL.uv4 = vertexData;
|
|
//characterInfos[i].vertex_TL.uv4 = vertexData;
|
|
//characterInfos[i].vertex_TR.uv4 = vertexData;
|
|
//characterInfos[i].vertex_BR.uv4 = vertexData;
|
|
|
|
float x0 = characterInfos[i].vertex_BL.uv2.x;
|
|
float y0 = characterInfos[i].vertex_BL.uv2.y;
|
|
float x1 = characterInfos[i].vertex_TR.uv2.x;
|
|
float y1 = characterInfos[i].vertex_TR.uv2.y;
|
|
|
|
float dx = (int)x0;
|
|
float dy = (int)y0;
|
|
|
|
x0 = x0 - dx;
|
|
x1 = x1 - dx;
|
|
y0 = y0 - dy;
|
|
y1 = y1 - dy;
|
|
|
|
// Optimization to avoid having a vector2 returned from the Pack UV function.
|
|
characterInfos[i].vertex_BL.uv2.x = PackUV(x0, y0); characterInfos[i].vertex_BL.uv2.y = xScale;
|
|
characterInfos[i].vertex_TL.uv2.x = PackUV(x0, y1); characterInfos[i].vertex_TL.uv2.y = xScale;
|
|
characterInfos[i].vertex_TR.uv2.x = PackUV(x1, y1); characterInfos[i].vertex_TR.uv2.y = xScale;
|
|
characterInfos[i].vertex_BR.uv2.x = PackUV(x1, y0); characterInfos[i].vertex_BR.uv2.y = xScale;
|
|
#endregion
|
|
break;
|
|
|
|
// SPRITES
|
|
case TMP_TextElementType.Sprite:
|
|
// Nothing right now
|
|
break;
|
|
}
|
|
|
|
// Handle maxVisibleCharacters, maxVisibleLines and Overflow Page Mode.
|
|
#region Handle maxVisibleCharacters / maxVisibleLines / Page Mode
|
|
if (i < m_maxVisibleCharacters && wordCount < m_maxVisibleWords && currentLine < m_maxVisibleLines && m_overflowMode != TextOverflowModes.Page)
|
|
{
|
|
characterInfos[i].vertex_BL.position += offset;
|
|
characterInfos[i].vertex_TL.position += offset;
|
|
characterInfos[i].vertex_TR.position += offset;
|
|
characterInfos[i].vertex_BR.position += offset;
|
|
}
|
|
else if (i < m_maxVisibleCharacters && wordCount < m_maxVisibleWords && currentLine < m_maxVisibleLines && m_overflowMode == TextOverflowModes.Page && characterInfos[i].pageNumber == pageToDisplay)
|
|
{
|
|
characterInfos[i].vertex_BL.position += offset;
|
|
characterInfos[i].vertex_TL.position += offset;
|
|
characterInfos[i].vertex_TR.position += offset;
|
|
characterInfos[i].vertex_BR.position += offset;
|
|
}
|
|
else
|
|
{
|
|
characterInfos[i].vertex_BL.position = Vector3.zero;
|
|
characterInfos[i].vertex_TL.position = Vector3.zero;
|
|
characterInfos[i].vertex_TR.position = Vector3.zero;
|
|
characterInfos[i].vertex_BR.position = Vector3.zero;
|
|
characterInfos[i].isVisible = false;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Fill Vertex Buffers for the various types of element
|
|
if (elementType == TMP_TextElementType.Character)
|
|
{
|
|
FillCharacterVertexBuffers(i, vert_index_X4, m_isVolumetricText);
|
|
}
|
|
else if (elementType == TMP_TextElementType.Sprite)
|
|
{
|
|
FillSpriteVertexBuffers(i, sprite_index_X4);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
// Apply Alignment and Justification Offset
|
|
m_textInfo.characterInfo[i].bottomLeft += offset;
|
|
m_textInfo.characterInfo[i].topLeft += offset;
|
|
m_textInfo.characterInfo[i].topRight += offset;
|
|
m_textInfo.characterInfo[i].bottomRight += offset;
|
|
|
|
m_textInfo.characterInfo[i].origin += offset.x;
|
|
m_textInfo.characterInfo[i].xAdvance += offset.x;
|
|
|
|
m_textInfo.characterInfo[i].ascender += offset.y;
|
|
m_textInfo.characterInfo[i].descender += offset.y;
|
|
m_textInfo.characterInfo[i].baseLine += offset.y;
|
|
|
|
// Update MeshExtents
|
|
if (isCharacterVisible)
|
|
{
|
|
//m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[i].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[i].bottomLeft.y));
|
|
//m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[i].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[i].topLeft.y));
|
|
}
|
|
|
|
// Need to recompute lineExtent to account for the offset from justification.
|
|
#region Adjust lineExtents resulting from alignment offset
|
|
if (currentLine != lastLine || i == m_characterCount - 1)
|
|
{
|
|
// Update the previous line's extents
|
|
if (currentLine != lastLine)
|
|
{
|
|
m_textInfo.lineInfo[lastLine].baseline += offset.y;
|
|
m_textInfo.lineInfo[lastLine].ascender += offset.y;
|
|
m_textInfo.lineInfo[lastLine].descender += offset.y;
|
|
|
|
m_textInfo.lineInfo[lastLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[lastLine].descender);
|
|
m_textInfo.lineInfo[lastLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[lastLine].ascender);
|
|
}
|
|
|
|
// Update the current line's extents
|
|
if (i == m_characterCount - 1)
|
|
{
|
|
m_textInfo.lineInfo[currentLine].baseline += offset.y;
|
|
m_textInfo.lineInfo[currentLine].ascender += offset.y;
|
|
m_textInfo.lineInfo[currentLine].descender += offset.y;
|
|
|
|
m_textInfo.lineInfo[currentLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[currentLine].descender);
|
|
m_textInfo.lineInfo[currentLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[currentLine].ascender);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Track Word Count per line and for the object
|
|
#region Track Word Count
|
|
if (char.IsLetterOrDigit(currentCharacter) || currentCharacter == 0x2D || currentCharacter == 0xAD || currentCharacter == 0x2010 || currentCharacter == 0x2011)
|
|
{
|
|
if (isStartOfWord == false)
|
|
{
|
|
isStartOfWord = true;
|
|
wordFirstChar = i;
|
|
}
|
|
|
|
// If last character is a word
|
|
if (isStartOfWord && i == m_characterCount - 1)
|
|
{
|
|
int size = m_textInfo.wordInfo.Length;
|
|
int index = m_textInfo.wordCount;
|
|
|
|
if (m_textInfo.wordCount + 1 > size)
|
|
TMP_TextInfo.Resize(ref m_textInfo.wordInfo, size + 1);
|
|
|
|
wordLastChar = i;
|
|
|
|
m_textInfo.wordInfo[index].firstCharacterIndex = wordFirstChar;
|
|
m_textInfo.wordInfo[index].lastCharacterIndex = wordLastChar;
|
|
m_textInfo.wordInfo[index].characterCount = wordLastChar - wordFirstChar + 1;
|
|
m_textInfo.wordInfo[index].textComponent = this;
|
|
|
|
wordCount += 1;
|
|
m_textInfo.wordCount += 1;
|
|
m_textInfo.lineInfo[currentLine].wordCount += 1;
|
|
}
|
|
}
|
|
else if (isStartOfWord || i == 0 && (!char.IsPunctuation(currentCharacter) || char.IsWhiteSpace(currentCharacter) || currentCharacter == 0x200B || i == m_characterCount - 1))
|
|
{
|
|
if (i > 0 && i < characterInfos.Length - 1 && i < m_characterCount && (currentCharacter == 39 || currentCharacter == 8217) && char.IsLetterOrDigit(characterInfos[i - 1].character) && char.IsLetterOrDigit(characterInfos[i + 1].character))
|
|
{
|
|
|
|
}
|
|
else
|
|
{
|
|
wordLastChar = i == m_characterCount - 1 && char.IsLetterOrDigit(currentCharacter) ? i : i - 1;
|
|
isStartOfWord = false;
|
|
|
|
int size = m_textInfo.wordInfo.Length;
|
|
int index = m_textInfo.wordCount;
|
|
|
|
if (m_textInfo.wordCount + 1 > size)
|
|
TMP_TextInfo.Resize(ref m_textInfo.wordInfo, size + 1);
|
|
|
|
m_textInfo.wordInfo[index].firstCharacterIndex = wordFirstChar;
|
|
m_textInfo.wordInfo[index].lastCharacterIndex = wordLastChar;
|
|
m_textInfo.wordInfo[index].characterCount = wordLastChar - wordFirstChar + 1;
|
|
m_textInfo.wordInfo[index].textComponent = this;
|
|
|
|
wordCount += 1;
|
|
m_textInfo.wordCount += 1;
|
|
m_textInfo.lineInfo[currentLine].wordCount += 1;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Setup & Handle Underline
|
|
#region Underline
|
|
// NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline.
|
|
bool isUnderline = (m_textInfo.characterInfo[i].style & FontStyles.Underline) == FontStyles.Underline;
|
|
if (isUnderline)
|
|
{
|
|
bool isUnderlineVisible = true;
|
|
int currentPage = m_textInfo.characterInfo[i].pageNumber;
|
|
|
|
if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && currentPage + 1 != m_pageToDisplay))
|
|
isUnderlineVisible = false;
|
|
|
|
// We only use the scale of visible characters.
|
|
if (!char.IsWhiteSpace(currentCharacter) && currentCharacter != 0x200B)
|
|
{
|
|
underlineMaxScale = Mathf.Max(underlineMaxScale, m_textInfo.characterInfo[i].scale);
|
|
underlineBaseLine = Mathf.Min(currentPage == lastPage ? underlineBaseLine : k_LargePositiveFloat, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * underlineMaxScale);
|
|
lastPage = currentPage; // Need to track pages to ensure we reset baseline for the new pages.
|
|
}
|
|
|
|
if (beginUnderline == false && isUnderlineVisible == true && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13)
|
|
{
|
|
if (i == lineInfo.lastVisibleCharacterIndex && char.IsSeparator(currentCharacter))
|
|
{ }
|
|
else
|
|
{
|
|
beginUnderline = true;
|
|
underlineStartScale = m_textInfo.characterInfo[i].scale;
|
|
if (underlineMaxScale == 0) underlineMaxScale = underlineStartScale;
|
|
underline_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, underlineBaseLine, 0);
|
|
underlineColor = m_textInfo.characterInfo[i].underlineColor;
|
|
}
|
|
}
|
|
|
|
// End Underline if text only contains one character.
|
|
if (beginUnderline && m_characterCount == 1)
|
|
{
|
|
beginUnderline = false;
|
|
underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[i].scale;
|
|
|
|
DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, xScale, underlineColor);
|
|
underlineMaxScale = 0;
|
|
underlineBaseLine = k_LargePositiveFloat;
|
|
}
|
|
else if (beginUnderline && (i == lineInfo.lastCharacterIndex || i >= lineInfo.lastVisibleCharacterIndex))
|
|
{
|
|
// Terminate underline at previous visible character if space or carriage return.
|
|
if (char.IsWhiteSpace(currentCharacter) || currentCharacter == 0x200B)
|
|
{
|
|
int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
|
|
underline_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[lastVisibleCharacterIndex].scale;
|
|
}
|
|
else
|
|
{ // End underline if last character of the line.
|
|
underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[i].scale;
|
|
}
|
|
|
|
beginUnderline = false;
|
|
DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, xScale, underlineColor);
|
|
underlineMaxScale = 0;
|
|
underlineBaseLine = k_LargePositiveFloat;
|
|
}
|
|
else if (beginUnderline && !isUnderlineVisible)
|
|
{
|
|
beginUnderline = false;
|
|
underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[i - 1].scale;
|
|
|
|
DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, xScale, underlineColor);
|
|
underlineMaxScale = 0;
|
|
underlineBaseLine = k_LargePositiveFloat;
|
|
}
|
|
else if (beginUnderline && i < m_characterCount - 1 && !underlineColor.Compare(m_textInfo.characterInfo[i + 1].underlineColor))
|
|
{
|
|
// End underline if underline color has changed.
|
|
beginUnderline = false;
|
|
underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[i].scale;
|
|
|
|
DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, xScale, underlineColor);
|
|
underlineMaxScale = 0;
|
|
underlineBaseLine = k_LargePositiveFloat;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// End Underline
|
|
if (beginUnderline == true)
|
|
{
|
|
beginUnderline = false;
|
|
underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0);
|
|
underlineEndScale = m_textInfo.characterInfo[i - 1].scale;
|
|
|
|
DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, xScale, underlineColor);
|
|
underlineMaxScale = 0;
|
|
underlineBaseLine = k_LargePositiveFloat;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// Setup & Handle Strikethrough
|
|
#region Strikethrough
|
|
// NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline.
|
|
bool isStrikethrough = (m_textInfo.characterInfo[i].style & FontStyles.Strikethrough) == FontStyles.Strikethrough;
|
|
float strikethroughOffset = currentFontAsset.fontInfo.strikethrough;
|
|
|
|
if (isStrikethrough)
|
|
{
|
|
bool isStrikeThroughVisible = true;
|
|
|
|
if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && m_textInfo.characterInfo[i].pageNumber + 1 != m_pageToDisplay))
|
|
isStrikeThroughVisible = false;
|
|
|
|
if (beginStrikethrough == false && isStrikeThroughVisible && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13)
|
|
{
|
|
if (i == lineInfo.lastVisibleCharacterIndex && char.IsSeparator(currentCharacter))
|
|
{ }
|
|
else
|
|
{
|
|
beginStrikethrough = true;
|
|
strikethroughPointSize = m_textInfo.characterInfo[i].pointSize;
|
|
strikethroughScale = m_textInfo.characterInfo[i].scale;
|
|
strikethrough_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, m_textInfo.characterInfo[i].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
strikethroughColor = m_textInfo.characterInfo[i].strikethroughColor;
|
|
strikethroughBaseline = m_textInfo.characterInfo[i].baseLine;
|
|
//Debug.Log("Char [" + currentCharacter + "] Start Strikethrough POS: " + strikethrough_start);
|
|
}
|
|
}
|
|
|
|
// End Strikethrough if text only contains one character.
|
|
if (beginStrikethrough && m_characterCount == 1)
|
|
{
|
|
beginStrikethrough = false;
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
}
|
|
else if (beginStrikethrough && i == lineInfo.lastCharacterIndex)
|
|
{
|
|
// Terminate Strikethrough at previous visible character if space or carriage return.
|
|
if (char.IsWhiteSpace(currentCharacter) || currentCharacter == 0x200B)
|
|
{
|
|
int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
}
|
|
else
|
|
{
|
|
// Terminate Strikethrough at last character of line.
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
}
|
|
|
|
beginStrikethrough = false;
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
}
|
|
else if (beginStrikethrough && i < m_characterCount && (m_textInfo.characterInfo[i + 1].pointSize != strikethroughPointSize || !TMP_Math.Approximately(m_textInfo.characterInfo[i + 1].baseLine + offset.y, strikethroughBaseline)))
|
|
{
|
|
// Terminate Strikethrough if scale changes.
|
|
beginStrikethrough = false;
|
|
|
|
int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
|
|
if (i > lastVisibleCharacterIndex)
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
else
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
//Debug.Log("Char [" + currentCharacter + "] at Index: " + i + " End Strikethrough POS: " + strikethrough_end + " Baseline: " + m_textInfo.characterInfo[i].baseLine.ToString("f3"));
|
|
}
|
|
else if (beginStrikethrough && i < m_characterCount && currentFontAsset.GetInstanceID() != characterInfos[i + 1].fontAsset.GetInstanceID())
|
|
{
|
|
// Terminate Strikethrough if font asset changes.
|
|
beginStrikethrough = false;
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
}
|
|
else if (beginStrikethrough && !isStrikeThroughVisible)
|
|
{
|
|
// Terminate Strikethrough if character is not visible.
|
|
beginStrikethrough = false;
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// End Strikethrough
|
|
if (beginStrikethrough == true)
|
|
{
|
|
beginStrikethrough = false;
|
|
strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + strikethroughOffset * strikethroughScale, 0);
|
|
|
|
DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, xScale, strikethroughColor);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
// HANDLE TEXT HIGHLIGHTING
|
|
#region Text Highlighting
|
|
bool isHighlight = (m_textInfo.characterInfo[i].style & FontStyles.Highlight) == FontStyles.Highlight;
|
|
if (isHighlight)
|
|
{
|
|
bool isHighlightVisible = true;
|
|
int currentPage = m_textInfo.characterInfo[i].pageNumber;
|
|
|
|
if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && currentPage + 1 != m_pageToDisplay))
|
|
isHighlightVisible = false;
|
|
|
|
if (beginHighlight == false && isHighlightVisible == true && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13)
|
|
{
|
|
if (i == lineInfo.lastVisibleCharacterIndex && char.IsSeparator(currentCharacter))
|
|
{ }
|
|
else
|
|
{
|
|
beginHighlight = true;
|
|
highlight_start = k_LargePositiveVector2;
|
|
highlight_end = k_LargeNegativeVector2;
|
|
highlightColor = m_textInfo.characterInfo[i].highlightColor;
|
|
}
|
|
}
|
|
|
|
if (beginHighlight)
|
|
{
|
|
Color32 currentHighlightColor = m_textInfo.characterInfo[i].highlightColor;
|
|
bool isColorTransition = false;
|
|
|
|
// Handle Highlight color changes
|
|
if (!highlightColor.Compare(currentHighlightColor))
|
|
{
|
|
// End drawing at the start of new highlight color to prevent a gap between highlight sections.
|
|
highlight_end.x = (highlight_end.x + m_textInfo.characterInfo[i].bottomLeft.x) / 2;
|
|
|
|
highlight_start.y = Mathf.Min(highlight_start.y, m_textInfo.characterInfo[i].descender);
|
|
highlight_end.y = Mathf.Max(highlight_end.y, m_textInfo.characterInfo[i].ascender);
|
|
|
|
DrawTextHighlight(highlight_start, highlight_end, ref last_vert_index, highlightColor);
|
|
|
|
beginHighlight = true;
|
|
highlight_start = highlight_end;
|
|
|
|
highlight_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].descender, 0);
|
|
highlightColor = m_textInfo.characterInfo[i].highlightColor;
|
|
|
|
isColorTransition = true;
|
|
}
|
|
|
|
if (!isColorTransition)
|
|
{
|
|
// Use the Min / Max Extents of the Highlight area to handle different character sizes and fonts.
|
|
highlight_start.x = Mathf.Min(highlight_start.x, m_textInfo.characterInfo[i].bottomLeft.x); // - (1 * m_textInfo.characterInfo[i].scale));
|
|
highlight_start.y = Mathf.Min(highlight_start.y, m_textInfo.characterInfo[i].descender); // - (1 * m_textInfo.characterInfo[i].scale));
|
|
|
|
highlight_end.x = Mathf.Max(highlight_end.x, m_textInfo.characterInfo[i].topRight.x); // + (1 * m_textInfo.characterInfo[i].scale));
|
|
highlight_end.y = Mathf.Max(highlight_end.y, m_textInfo.characterInfo[i].ascender); // + (1 * m_textInfo.characterInfo[i].scale));
|
|
}
|
|
}
|
|
|
|
// End Highlight if text only contains one character.
|
|
if (beginHighlight && m_characterCount == 1)
|
|
{
|
|
beginHighlight = false;
|
|
|
|
DrawTextHighlight(highlight_start, highlight_end, ref last_vert_index, highlightColor);
|
|
}
|
|
else if (beginHighlight && (i == lineInfo.lastCharacterIndex || i >= lineInfo.lastVisibleCharacterIndex))
|
|
{
|
|
beginHighlight = false;
|
|
DrawTextHighlight(highlight_start, highlight_end, ref last_vert_index, highlightColor);
|
|
}
|
|
else if (beginHighlight && !isHighlightVisible)
|
|
{
|
|
beginHighlight = false;
|
|
DrawTextHighlight(highlight_start, highlight_end, ref last_vert_index, highlightColor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// End Highlight
|
|
if (beginHighlight == true)
|
|
{
|
|
beginHighlight = false;
|
|
DrawTextHighlight(highlight_start, highlight_end, ref last_vert_index, highlightColor);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
|
|
lastLine = currentLine;
|
|
}
|
|
#endregion
|
|
|
|
|
|
// METRICS ABOUT THE TEXT OBJECT
|
|
m_textInfo.characterCount = m_characterCount;
|
|
m_textInfo.spriteCount = m_spriteCount;
|
|
m_textInfo.lineCount = lineCount;
|
|
m_textInfo.wordCount = wordCount != 0 && m_characterCount > 0 ? wordCount : 1;
|
|
m_textInfo.pageCount = m_pageNumber + 1;
|
|
|
|
|
|
////Profiler.BeginSample("TMP Generate Text - Phase III");
|
|
// Update Mesh Vertex Data
|
|
if (m_renderMode == TextRenderFlags.Render && IsActive())
|
|
{
|
|
// Clear unused vertices
|
|
//m_textInfo.meshInfo[0].ClearUnusedVertices();
|
|
|
|
// Sort the geometry of the text object if needed.
|
|
if (m_geometrySortingOrder != VertexSortingOrder.Normal)
|
|
m_textInfo.meshInfo[0].SortGeometry(VertexSortingOrder.Reverse);
|
|
|
|
// Upload Mesh Data
|
|
m_mesh.MarkDynamic();
|
|
m_mesh.vertices = m_textInfo.meshInfo[0].vertices;
|
|
m_mesh.uv = m_textInfo.meshInfo[0].uvs0;
|
|
m_mesh.uv2 = m_textInfo.meshInfo[0].uvs2;
|
|
//m_mesh.uv4 = m_textInfo.meshInfo[0].uvs4;
|
|
m_mesh.colors32 = m_textInfo.meshInfo[0].colors32;
|
|
|
|
// Compute Bounds for the mesh. Manual computation is more efficient then using Mesh.recalcualteBounds.
|
|
m_mesh.RecalculateBounds();
|
|
//m_mesh.bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0) + offset, new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0));
|
|
|
|
for (int i = 1; i < m_textInfo.materialCount; i++)
|
|
{
|
|
// Clear unused vertices
|
|
m_textInfo.meshInfo[i].ClearUnusedVertices();
|
|
|
|
if (m_subTextObjects[i] == null) continue;
|
|
|
|
// Sort the geometry of the sub-text objects if needed.
|
|
if (m_geometrySortingOrder != VertexSortingOrder.Normal)
|
|
m_textInfo.meshInfo[i].SortGeometry(VertexSortingOrder.Reverse);
|
|
|
|
m_subTextObjects[i].mesh.vertices = m_textInfo.meshInfo[i].vertices;
|
|
m_subTextObjects[i].mesh.uv = m_textInfo.meshInfo[i].uvs0;
|
|
m_subTextObjects[i].mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
|
|
//m_subTextObjects[i].mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
|
|
m_subTextObjects[i].mesh.colors32 = m_textInfo.meshInfo[i].colors32;
|
|
|
|
m_subTextObjects[i].mesh.RecalculateBounds();
|
|
|
|
// Update the collider on the sub text object
|
|
//m_subTextObjects[i].UpdateColliders(m_textInfo.meshInfo[i].vertexCount);
|
|
}
|
|
}
|
|
|
|
// Event indicating the text has been regenerated.
|
|
TMPro_EventManager.ON_TEXT_CHANGED(this);
|
|
|
|
////Profiler.EndSample();
|
|
//Debug.Log("Done Rendering Text.");
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to return the local corners of the Text Container or RectTransform.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override Vector3[] GetTextContainerLocalCorners()
|
|
{
|
|
if (m_rectTransform == null) m_rectTransform = this.rectTransform;
|
|
|
|
m_rectTransform.GetLocalCorners(m_RectTransformCorners);
|
|
|
|
return m_RectTransformCorners;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to disable the renderers.
|
|
/// </summary>
|
|
void SetMeshFilters(bool state)
|
|
{
|
|
// Parent text object
|
|
if (m_meshFilter != null)
|
|
{
|
|
if (state)
|
|
m_meshFilter.sharedMesh = m_mesh;
|
|
else
|
|
m_meshFilter.sharedMesh = null;
|
|
}
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
if (m_subTextObjects[i].meshFilter != null)
|
|
{
|
|
if (state)
|
|
m_subTextObjects[i].meshFilter.sharedMesh = m_subTextObjects[i].mesh;
|
|
else
|
|
m_subTextObjects[i].meshFilter.sharedMesh = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to Enable or Disable child SubMesh objects.
|
|
/// </summary>
|
|
/// <param name="state"></param>
|
|
protected override void SetActiveSubMeshes(bool state)
|
|
{
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
if (m_subTextObjects[i].enabled != state)
|
|
m_subTextObjects[i].enabled = state;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Destroy Sub Mesh Objects
|
|
/// </summary>
|
|
protected override void ClearSubMeshObjects()
|
|
{
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
Debug.Log("Destroying Sub Text object[" + i + "].");
|
|
DestroyImmediate(m_subTextObjects[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method returning the compound bounds of the text object and child sub objects.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override Bounds GetCompoundBounds()
|
|
{
|
|
Bounds mainBounds = m_mesh.bounds;
|
|
Vector3 min = mainBounds.min;
|
|
Vector3 max = mainBounds.max;
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
Bounds subBounds = m_subTextObjects[i].mesh.bounds;
|
|
min.x = min.x < subBounds.min.x ? min.x : subBounds.min.x;
|
|
min.y = min.y < subBounds.min.y ? min.y : subBounds.min.y;
|
|
|
|
max.x = max.x > subBounds.max.x ? max.x : subBounds.max.x;
|
|
max.y = max.y > subBounds.max.y ? max.y : subBounds.max.y;
|
|
}
|
|
|
|
Vector3 center = (min + max) / 2;
|
|
Vector2 size = max - min;
|
|
return new Bounds(center, size);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to Update Scale in UV2
|
|
/// </summary>
|
|
void UpdateSDFScale(float lossyScale)
|
|
{
|
|
//Debug.Log("*** UpdateSDFScale() ***");
|
|
|
|
// Iterate through each of the characters.
|
|
for (int i = 0; i < m_textInfo.characterCount; i++)
|
|
{
|
|
// Only update scale for visible characters.
|
|
if (m_textInfo.characterInfo[i].isVisible && m_textInfo.characterInfo[i].elementType == TMP_TextElementType.Character)
|
|
{
|
|
float scale = lossyScale * m_textInfo.characterInfo[i].scale * (1 - m_charWidthAdjDelta);
|
|
if (!m_textInfo.characterInfo[i].isUsingAlternateTypeface && (m_textInfo.characterInfo[i].style & FontStyles.Bold) == FontStyles.Bold) scale *= -1;
|
|
|
|
int index = m_textInfo.characterInfo[i].materialReferenceIndex;
|
|
int vertexIndex = m_textInfo.characterInfo[i].vertexIndex;
|
|
|
|
m_textInfo.meshInfo[index].uvs2[vertexIndex + 0].y = scale;
|
|
m_textInfo.meshInfo[index].uvs2[vertexIndex + 1].y = scale;
|
|
m_textInfo.meshInfo[index].uvs2[vertexIndex + 2].y = scale;
|
|
m_textInfo.meshInfo[index].uvs2[vertexIndex + 3].y = scale;
|
|
}
|
|
}
|
|
|
|
// Push the updated uv2 scale information to the meshes.
|
|
for (int i = 0; i < m_textInfo.meshInfo.Length; i++)
|
|
{
|
|
if (i == 0)
|
|
m_mesh.uv2 = m_textInfo.meshInfo[0].uvs2;
|
|
else
|
|
m_subTextObjects[i].mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
|
|
}
|
|
}
|
|
|
|
|
|
// Function to offset vertices position to account for line spacing changes.
|
|
protected override void AdjustLineOffset(int startIndex, int endIndex, float offset)
|
|
{
|
|
Vector3 vertexOffset = new Vector3(0, offset, 0);
|
|
|
|
for (int i = startIndex; i <= endIndex; i++)
|
|
{
|
|
m_textInfo.characterInfo[i].bottomLeft -= vertexOffset;
|
|
m_textInfo.characterInfo[i].topLeft -= vertexOffset;
|
|
m_textInfo.characterInfo[i].topRight -= vertexOffset;
|
|
m_textInfo.characterInfo[i].bottomRight -= vertexOffset;
|
|
|
|
m_textInfo.characterInfo[i].ascender -= vertexOffset.y;
|
|
m_textInfo.characterInfo[i].baseLine -= vertexOffset.y;
|
|
m_textInfo.characterInfo[i].descender -= vertexOffset.y;
|
|
|
|
if (m_textInfo.characterInfo[i].isVisible)
|
|
{
|
|
m_textInfo.characterInfo[i].vertex_BL.position -= vertexOffset;
|
|
m_textInfo.characterInfo[i].vertex_TL.position -= vertexOffset;
|
|
m_textInfo.characterInfo[i].vertex_TR.position -= vertexOffset;
|
|
m_textInfo.characterInfo[i].vertex_BR.position -= vertexOffset;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|