using UnityEngine;
using System;
using UnityEngine.UI;
namespace TMPro
{
[DisallowMultipleComponent]
[RequireComponent(typeof(MeshRenderer))]
[AddComponentMenu("Mesh/TextMeshPro - Text")]
[ExecuteAlways]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.textmeshpro@3.0")]
public partial class TextMeshPro : TMP_Text, ILayoutElement
{
// Public Properties and Serializable Properties
[SerializeField] internal int _SortingLayer;
///
/// Sets the Renderer's sorting Layer ID
///
public int sortingLayerID
{
get
{
if (renderer == null)
return 0;
return m_renderer.sortingLayerID;
}
set
{
if (renderer == null)
return;
m_renderer.sortingLayerID = value;
_SortingLayerID = value;
// Make sure sorting layer ID change is also reflected on sub text objects.
UpdateSubMeshSortingLayerID(value);
}
}
[SerializeField]
internal int _SortingLayerID;
///
/// Sets the Renderer's sorting order within the assigned layer.
///
public int sortingOrder
{
get
{
if (renderer == null)
return 0;
return m_renderer.sortingOrder;
}
set
{
if (renderer == null)
return;
m_renderer.sortingOrder = value;
_SortingOrder = value;
// Make sure sorting order change is also reflected on sub text objects.
UpdateSubMeshSortingOrder(value);
}
}
[SerializeField]
internal int _SortingOrder;
///
/// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
///
public override bool autoSizeTextContainer
{
get { return m_autoSizeTextContainer; }
set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this); SetLayoutDirty(); } }
}
///
/// Returns a reference to the Text Container
///
[Obsolete("The TextContainer is now obsolete. Use the RectTransform instead.")]
public TextContainer textContainer
{
get
{
return null;
}
}
///
/// Returns a reference to the Transform
///
public new Transform transform
{
get
{
if (m_transform == null)
m_transform = GetComponent();
return m_transform;
}
}
#pragma warning disable 0108
///
/// Returns the rendered assigned to the text object.
///
public Renderer renderer
{
get
{
if (m_renderer == null)
m_renderer = GetComponent();
return m_renderer;
}
}
///
/// Returns the mesh assigned to the text object.
///
public override Mesh mesh
{
get
{
if (m_mesh == null)
{
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
}
return m_mesh;
}
}
///
/// Returns the Mesh Filter of the text object.
///
public MeshFilter meshFilter
{
get
{
if (m_meshFilter == null)
{
m_meshFilter = GetComponent();
if (m_meshFilter == null)
{
m_meshFilter = gameObject.AddComponent();
m_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
}
}
return m_meshFilter;
}
}
// MASKING RELATED PROPERTIES
///
/// Sets the mask type
///
public MaskingTypes maskType
{
get { return m_maskType; }
set { m_maskType = value; SetMask(m_maskType); }
}
///
/// Function used to set the mask type and coordinates in World Space
///
///
///
public void SetMask(MaskingTypes type, Vector4 maskCoords)
{
SetMask(type);
SetMaskCoordinates(maskCoords);
}
///
/// Function used to set the mask type, coordinates and softness
///
///
///
///
///
public void SetMask(MaskingTypes type, Vector4 maskCoords, float softnessX, float softnessY)
{
SetMask(type);
SetMaskCoordinates(maskCoords, softnessX, softnessY);
}
///
/// Schedule rebuilding of the text geometry.
///
public override void SetVerticesDirty()
{
//Debug.Log("***** SetVerticesDirty() called on object [" + this.name + "] at frame [" + Time.frameCount + "] *****");
if (this == null || !this.IsActive())
return;
TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
}
///
///
///
public override void SetLayoutDirty()
{
m_isPreferredWidthDirty = true;
m_isPreferredHeightDirty = true;
if (this == null || !this.IsActive())
return;
LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
m_isLayoutDirty = true;
}
///
/// Schedule updating of the material used by the text object.
///
public override void SetMaterialDirty()
{
//Debug.Log("SetMaterialDirty()");
//if (!this.IsActive())
// return;
//m_isMaterialDirty = true;
UpdateMaterial();
//TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
}
///
///
///
public override void SetAllDirty()
{
SetLayoutDirty();
SetVerticesDirty();
SetMaterialDirty();
}
///
///
///
///
public override void Rebuild(CanvasUpdate update)
{
if (this == null) return;
if (update == CanvasUpdate.Prelayout)
{
if (m_autoSizeTextContainer)
{
m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
}
}
else if (update == CanvasUpdate.PreRender)
{
this.OnPreRenderObject();
if (!m_isMaterialDirty) return;
UpdateMaterial();
m_isMaterialDirty = false;
}
}
///
///
///
protected override void UpdateMaterial()
{
//Debug.Log("***** UpdateMaterial() called on object ID " + GetInstanceID() + ". *****");
//if (!this.IsActive())
// return;
if (renderer == null || m_sharedMaterial == null)
return;
// Only update the material if it has changed.
if (m_renderer.sharedMaterial == null || m_renderer.sharedMaterial.GetInstanceID() != m_sharedMaterial.GetInstanceID())
m_renderer.sharedMaterial = m_sharedMaterial;
}
///
/// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
///
public override void UpdateMeshPadding()
{
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
m_havePropertiesChanged = true;
checkPaddingRequired = false;
// Return if text object is not awake yet.
if (m_textInfo == null) return;
// Update sub text objects
for (int i = 1; i < m_textInfo.materialCount; i++)
m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold);
}
///
/// Function to force regeneration of the text object before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
///
/// Ignore Active State of text objects. Inactive objects are ignored by default.
/// Force re-parsing of the text.
public override void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false)
{
m_havePropertiesChanged = true;
m_ignoreActiveState = ignoreActiveState;
OnPreRenderObject();
}
///
/// Function used to evaluate the length of a text string.
///
///
///
public override TMP_TextInfo GetTextInfo(string text)
{
SetText(text);
SetArraySizes(m_TextProcessingArray);
m_renderMode = TextRenderFlags.DontRender;
ComputeMarginSize();
GenerateTextMesh();
m_renderMode = TextRenderFlags.Render;
return this.textInfo;
}
///
/// Function to clear the geometry of the Primary and Sub Text objects.
///
public override void ClearMesh(bool updateMesh)
{
if (m_textInfo.meshInfo[0].mesh == null) m_textInfo.meshInfo[0].mesh = m_mesh;
m_textInfo.ClearMeshInfo(updateMesh);
}
///
/// Event to allow users to modify the content of the text info before the text is rendered.
///
public override event Action OnPreRenderText;
///
/// Function to update the geometry of the main and sub text objects.
///
///
///
public override void UpdateGeometry(Mesh mesh, int index)
{
mesh.RecalculateBounds();
}
///
/// Function to upload the updated vertex data and renderer.
///
public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags)
{
int materialCount = m_textInfo.materialCount;
for (int i = 0; i < materialCount; i++)
{
Mesh mesh;
if (i == 0)
mesh = m_mesh;
else
{
// Clear unused vertices
// TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out.
//m_textInfo.meshInfo[i].ClearUnusedVertices();
mesh = m_subTextObjects[i].mesh;
}
//mesh.MarkDynamic();
if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices)
mesh.vertices = m_textInfo.meshInfo[i].vertices;
if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0)
mesh.uv = m_textInfo.meshInfo[i].uvs0;
if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2)
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
//if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4)
// mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32)
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
mesh.RecalculateBounds();
}
}
///
/// Function to upload the updated vertex data and renderer.
///
public override void UpdateVertexData()
{
int materialCount = m_textInfo.materialCount;
for (int i = 0; i < materialCount; i++)
{
Mesh mesh;
if (i == 0)
mesh = m_mesh;
else
{
// Clear unused vertices
m_textInfo.meshInfo[i].ClearUnusedVertices();
mesh = m_subTextObjects[i].mesh;
}
//mesh.MarkDynamic();
mesh.vertices = m_textInfo.meshInfo[i].vertices;
mesh.uv = m_textInfo.meshInfo[i].uvs0;
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
//mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
mesh.RecalculateBounds();
}
}
public void UpdateFontAsset()
{
LoadFontAsset();
}
private bool m_currentAutoSizeMode;
public void CalculateLayoutInputHorizontal() { }
public void CalculateLayoutInputVertical() { }
}
}