FiE-Game/Assets/TextMesh Pro/Scripts/Runtime/TMPro_Private.cs

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2023-07-26 14:55:11 +02:00
//#define PROFILE_ON
//#define PROFILE_PHASES_ON
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.
namespace TMPro
{
public partial class TextMeshPro
{
[SerializeField]
private bool m_hasFontAssetChanged = false; // Used to track when font properties have changed.
float m_previousLossyScaleY = -1; // Used for Tracking lossy scale changes in the transform;
[SerializeField]
private Renderer m_renderer;
private MeshFilter m_meshFilter;
private bool m_isFirstAllocation; // Flag to determine if this is the first allocation of the buffers.
private int m_max_characters = 8; // Determines the initial allocation and size of the character array / buffer.
private int m_max_numberOfLines = 4; // Determines the initial allocation and maximum number of lines of text.
private Bounds m_default_bounds = new Bounds(Vector3.zero, new Vector3(1000, 1000, 0));
[SerializeField]
protected TMP_SubMesh[] m_subTextObjects = new TMP_SubMesh[8];
// MASKING RELATED PROPERTIES
//MaterialPropertyBlock m_maskingPropertyBlock;
//[SerializeField]
private bool m_isMaskingEnabled;
private bool isMaskUpdateRequired;
//private bool m_isMaterialBlockSet;
[SerializeField]
private MaskingTypes m_maskType;
// Matrix used to animated Env Map
private Matrix4x4 m_EnvMapMatrix = new Matrix4x4();
// Text Container / RectTransform Component
private Vector3[] m_RectTransformCorners = new Vector3[4];
[NonSerialized]
private bool m_isRegisteredForEvents;
// DEBUG Variables
//private System.Diagnostics.Stopwatch m_StopWatch;
//private bool isDebugOutputDone;
//private int m_recursiveCount = 0;
private int loopCountA;
//private int loopCountB;
//private int loopCountC;
//private int loopCountD;
//private int loopCountE;
protected override void Awake()
{
//Debug.Log("Awake() called on Object ID " + GetInstanceID());
#if UNITY_EDITOR
// Special handling for TMP Settings and importing Essential Resources
if (TMP_Settings.instance == null)
{
if (m_isWaitingOnResourceLoad == false)
TMPro_EventManager.RESOURCE_LOAD_EVENT.Add(ON_RESOURCES_LOADED);
m_isWaitingOnResourceLoad = true;
return;
}
#endif
// Cache Reference to the Mesh Renderer.
m_renderer = GetComponent<Renderer>();
if (m_renderer == null)
m_renderer = gameObject.AddComponent<Renderer>();
// Make sure we have a CanvasRenderer for compatibility reasons and hide it
if (this.canvasRenderer != null)
this.canvasRenderer.hideFlags = HideFlags.HideInInspector;
else
{
CanvasRenderer canvasRenderer = gameObject.AddComponent<CanvasRenderer>();
canvasRenderer.hideFlags = HideFlags.HideInInspector;
}
// Cache Reference to RectTransform
m_rectTransform = this.rectTransform;
// Cache Reference to the transform;
m_transform = this.transform;
// Cache a reference to the Mesh Filter.
m_meshFilter = GetComponent<MeshFilter>();
if (m_meshFilter == null)
m_meshFilter = gameObject.AddComponent<MeshFilter>();
// Cache a reference to our mesh.
if (m_mesh == null)
{
//Debug.Log("Creating new mesh.");
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
m_meshFilter.mesh = m_mesh;
//m_mesh.bounds = new Bounds(transform.position, new Vector3(1000, 1000, 0));
}
m_meshFilter.hideFlags = HideFlags.HideInInspector;
// Load TMP Settings for new text object instances.
LoadDefaultSettings();
// Load the font asset and assign material to renderer.
LoadFontAsset();
// Load Default TMP StyleSheet
TMP_StyleSheet.LoadDefaultStyleSheet();
// Allocate our initial buffers.
if (m_char_buffer == null)
m_char_buffer = new int[m_max_characters];
m_cached_TextElement = new TMP_Glyph();
m_isFirstAllocation = true;
if (m_textInfo == null)
m_textInfo = new TMP_TextInfo(this);
// Check if we have a font asset assigned. Return if we don't because no one likes to see purple squares on screen.
if (m_fontAsset == null)
{
Debug.LogWarning("Please assign a Font Asset to this " + transform.name + " gameobject.", this);
return;
}
// Check to make sure Sub Text Objects are tracked correctly in the event a Prefab is used.
TMP_SubMesh[] subTextObjects = GetComponentsInChildren<TMP_SubMesh>();
if (subTextObjects.Length > 0)
{
for (int i = 0; i < subTextObjects.Length; i++)
m_subTextObjects[i + 1] = subTextObjects[i];
}
// Set flags to ensure our text is parsed and redrawn.
m_isInputParsingRequired = true;
m_havePropertiesChanged = true;
m_isCalculateSizeRequired = true;
m_isAwake = true;
}
protected override void OnEnable()
{
//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());
// Return if Awake() has not been called on the text object.
if (m_isAwake == false)
return;
// Register Callbacks for various events.
if (!m_isRegisteredForEvents)
{
#if UNITY_EDITOR
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.COLOR_GRADIENT_PROPERTY_EVENT.Add(ON_COLOR_GRADIENT_CHANGED);
TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = true;
}
meshFilter.sharedMesh = mesh;
SetActiveSubMeshes(true);
// Schedule potential text object update (if any of the properties have changed.
ComputeMarginSize();
m_isInputParsingRequired = true;
m_havePropertiesChanged = true;
m_verticesAlreadyDirty = false;
SetVerticesDirty();
}
protected override void OnDisable()
{
//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());
// Return if Awake() has not been called on the text object.
if (m_isAwake == false)
return;
TMP_UpdateManager.UnRegisterTextElementForRebuild(this);
m_meshFilter.sharedMesh = null;
SetActiveSubMeshes(false);
}
protected override void OnDestroy()
{
//Debug.Log("***** OnDestroy() called on object ID " + GetInstanceID() + ". *****");
// Destroy the mesh if we have one.
if (m_mesh != null)
{
DestroyImmediate(m_mesh);
}
// Unregister the event this object was listening to
#if UNITY_EDITOR
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.COLOR_GRADIENT_PROPERTY_EVENT.Remove(ON_COLOR_GRADIENT_CHANGED);
TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
TMPro_EventManager.RESOURCE_LOAD_EVENT.Remove(ON_RESOURCES_LOADED);
#endif
m_isRegisteredForEvents = false;
TMP_UpdateManager.UnRegisterTextElementForRebuild(this);
}
#if UNITY_EDITOR
protected override void Reset()
{
//Debug.Log("Reset() has been called." + m_subTextObjects);
// Return if Awake() has not been called on the text object.
if (m_isAwake == false)
return;
if (m_mesh != null)
DestroyImmediate(m_mesh);
Awake();
}
protected override void OnValidate()
{
//Debug.Log("*** TextMeshPro OnValidate() has been called on Object ID:" + gameObject.GetInstanceID());
// Return if Awake() has not been called on the text object.
if (m_isAwake == false)
return;
// Additional Properties could be added to sync up Serialized Properties & Properties.
// Handle Font Asset changes in the inspector
if (m_fontAsset == null || m_hasFontAssetChanged)
{
LoadFontAsset();
m_isCalculateSizeRequired = true;
m_hasFontAssetChanged = false;
}
m_padding = GetPaddingForMaterial();
m_isInputParsingRequired = true;
m_inputSource = TextInputSources.Text;
m_havePropertiesChanged = true;
m_isCalculateSizeRequired = true;
m_isPreferredWidthDirty = true;
m_isPreferredHeightDirty = true;
SetAllDirty();
}
// Event received when TMP resources have been loaded.
void ON_RESOURCES_LOADED()
{
TMPro_EventManager.RESOURCE_LOAD_EVENT.Remove(ON_RESOURCES_LOADED);
Awake();
OnEnable();
}
// Event received when custom material editor properties are changed.
void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
{
//Debug.Log("ON_MATERIAL_PROPERTY_CHANGED event received. Targeted Material is: " + mat.name + " m_sharedMaterial: " + m_sharedMaterial.name + " m_renderer.sharedMaterial: " + m_renderer.sharedMaterial);
if (m_renderer.sharedMaterial == null)
{
if (m_fontAsset != null)
{
m_renderer.sharedMaterial = m_fontAsset.material;
Debug.LogWarning("No Material was assigned to " + name + ". " + m_fontAsset.material.name + " was assigned.", this);
}
else
Debug.LogWarning("No Font Asset assigned to " + name + ". Please assign a Font Asset.", this);
}
if (m_fontAsset.atlas.GetInstanceID() != m_renderer.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
{
m_renderer.sharedMaterial = m_sharedMaterial;
//m_renderer.sharedMaterial = m_fontAsset.material;
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);
}
if (m_renderer.sharedMaterial != m_sharedMaterial) // || m_renderer.sharedMaterials.Contains(mat))
{
//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);
m_sharedMaterial = m_renderer.sharedMaterial;
}
m_padding = GetPaddingForMaterial();
//m_sharedMaterialHashCode = TMP_TextUtilities.GetSimpleHashCode(m_sharedMaterial.name);
UpdateMask();
UpdateEnvMapMatrix();
m_havePropertiesChanged = true;
SetVerticesDirty();
}
// Event received when font asset properties are changed in Font Inspector
void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
{
if (MaterialReference.Contains(m_materialReferences, font))
{
//Debug.Log("ON_FONT_PROPERTY_CHANGED event received.");
m_isInputParsingRequired = true;
m_havePropertiesChanged = true;
SetMaterialDirty();
SetVerticesDirty();
}
}
// Event received when UNDO / REDO Event alters the properties of the object.
void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
{
if (obj == this)
{
//Debug.Log("Undo / Redo Event Received by Object ID:" + GetInstanceID());
m_havePropertiesChanged = true;
m_isInputParsingRequired = true;
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
}
}
// Event to Track Material Changed resulting from Drag-n-drop.
void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
{
//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());
// Check if event applies to this current object
if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
{
UnityEditor.Undo.RecordObject(this, "Material Assignment");
UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
m_sharedMaterial = newMaterial;
m_padding = GetPaddingForMaterial();
m_havePropertiesChanged = true;
SetVerticesDirty();
SetMaterialDirty();
}
}
// Event received when Text Styles are changed.
void ON_TEXT_STYLE_CHANGED(bool isChanged)
{
m_havePropertiesChanged = true;
m_isInputParsingRequired = true;
SetVerticesDirty();
}
/// <summary>
/// Event received when a Color Gradient Preset is modified.
/// </summary>
/// <param name="textObject"></param>
void ON_COLOR_GRADIENT_CHANGED(TMP_ColorGradient gradient)
{
if (m_fontColorGradientPreset != null && gradient.GetInstanceID() == m_fontColorGradientPreset.GetInstanceID())
{
m_havePropertiesChanged = true;
SetVerticesDirty();
}
}
/// <summary>
/// Event received when the TMP Settings are changed.
/// </summary>
void ON_TMP_SETTINGS_CHANGED()
{
m_defaultSpriteAsset = null;
m_havePropertiesChanged = true;
m_isInputParsingRequired = true;
SetAllDirty();
}
#endif
// Function which loads either the default font or a newly assigned font asset. This function also assigned the appropriate material to the renderer.
protected override void LoadFontAsset()
{
//Debug.Log("TextMeshPro LoadFontAsset() has been called."); // Current Font Asset is " + (font != null ? font.name: "Null") );
ShaderUtilities.GetShaderPropertyIDs(); // Initialize & Get shader property IDs.
if (m_fontAsset == null)
{
if (TMP_Settings.defaultFontAsset != null)
m_fontAsset =TMP_Settings.defaultFontAsset;
else
m_fontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
if (m_fontAsset == null)
{
Debug.LogWarning("The LiberationSans SDF Font Asset was not found. There is no Font Asset assigned to " + gameObject.name + ".", this);
return;
}
if (m_fontAsset.characterDictionary == null)
{
Debug.Log("Dictionary is Null!");
}
m_renderer.sharedMaterial = m_fontAsset.material;
m_sharedMaterial = m_fontAsset.material;
m_sharedMaterial.SetFloat("_CullMode", 0);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 4);
m_renderer.receiveShadows = false;
m_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; // true;
// Get a Reference to the Shader
}
else
{
if (m_fontAsset.characterDictionary == null)
{
//Debug.Log("Reading Font Definition and Creating Character Dictionary.");
m_fontAsset.ReadFontDefinition();
}
//Debug.Log("Font Asset name:" + font.material.name);
// If font atlas texture doesn't match the assigned material font atlas, switch back to default material specified in the Font Asset.
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())
{
m_renderer.sharedMaterial = m_fontAsset.material;
m_sharedMaterial = m_fontAsset.material;
}
else
{
m_sharedMaterial = m_renderer.sharedMaterial;
}
//m_sharedMaterial.SetFloat("_CullMode", 0);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_ZTestMode, 4);
// Check if we are using the SDF Surface Shader
if (m_sharedMaterial.passCount == 1)
{
m_renderer.receiveShadows = false;
m_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
}
}
m_padding = GetPaddingForMaterial();
//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.SearchFallbackForSprite(spriteAsset, c, 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.SearchFallbackForSprite(spriteAsset, c, 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>
protected 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 || !m_ignoreActiveState && !this.IsActive()) 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];
m_textElementType = m_textInfo.characterInfo[m_characterCount].elementType;
m_currentMaterialIndex = m_textInfo.characterInfo[m_characterCount].materialReferenceIndex;
m_currentFontAsset = m_materialReferences[m_currentMaterialIndex].fontAsset;
int prev_MaterialIndex = m_currentMaterialIndex;
// 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;
}
}
#endregion End Parse Rich Text Tag
m_isParsingText = false;
bool isUsingAltTypeface = m_textInfo.characterInfo[m_characterCount].isUsingAlternateTypeface;
// 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;
m_currentFontAsset = m_fontAsset;
// The sprite scale calculations are based on the font asset assigned to the text object.
float spriteScale = (m_currentFontSize / m_fontAsset.fontInfo.PointSize * m_fontAsset.fontInfo.Scale * (m_isOrthographic ? 1 : 0.1f));
currentElementScale = m_fontAsset.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;
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 = 0 - 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 || (!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;
// 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
if (charCode != 9)
{
// 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);
}
}
else // If character is Tab
{
m_textInfo.characterInfo[m_characterCount].isVisible = false;
m_lastVisibleCharacterOfLine = m_characterCount;
m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
m_textInfo.spaceCount += 1;
}
// 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;
// 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 != 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;
// 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;
if (isFirstSeperator) { spaces -= 1; visibleCount += 1; }
float ratio = spaces > 0 ? m_wordWrappingRatios : 1;
if (spaces < 1) spaces = 1;
if (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)
{
// 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;
}
}
}
}
}