TMPro_MeshUtilities.cs
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using UnityEngine;
using UnityEngine.TextCore;
using System;
namespace TMPro
{
/// <summary>
/// Flags to control what vertex data is pushed to the mesh and renderer.
/// </summary>
public enum TMP_VertexDataUpdateFlags
{
None = 0x0,
Vertices = 0x1,
Uv0 = 0x2,
Uv2 = 0x4,
Uv4 = 0x8,
Colors32 = 0x10,
All = 0xFF
};
/// <summary>
/// TMP custom data type to represent 32 bit characters.
/// </summary>
//public struct TMP_Char
//{
// private int m_value;
// private TMP_Char(int value)
// {
// this.m_value = value;
// }
// private TMP_Char(TMP_Char value)
// {
// this.m_value = (int)value;
// }
// public static implicit operator TMP_Char(int value)
// {
// return new TMP_Char(value);
// }
// public static implicit operator TMP_Char(char c)
// {
// return new TMP_Char(c);
// }
// public static explicit operator int(TMP_Char value)
// {
// return value.m_value;
// }
// public override string ToString()
// {
// return m_value.ToString();
// }
//}
//public struct TMP_VertexInfo
//{
// public TMP_Vertex topLeft;
// public TMP_Vertex bottomLeft;
// public TMP_Vertex topRight;
// public TMP_Vertex bottomRight;
//}
[Serializable]
public struct VertexGradient
{
public Color topLeft;
public Color topRight;
public Color bottomLeft;
public Color bottomRight;
public VertexGradient (Color color)
{
this.topLeft = color;
this.topRight = color;
this.bottomLeft = color;
this.bottomRight = color;
}
/// <summary>
/// The vertex colors at the corners of the characters.
/// </summary>
/// <param name="color0">Top left color.</param>
/// <param name="color1">Top right color.</param>
/// <param name="color2">Bottom left color.</param>
/// <param name="color3">Bottom right color.</param>
public VertexGradient(Color color0, Color color1, Color color2, Color color3)
{
this.topLeft = color0;
this.topRight = color1;
this.bottomLeft = color2;
this.bottomRight = color3;
}
}
public struct TMP_PageInfo
{
public int firstCharacterIndex;
public int lastCharacterIndex;
public float ascender;
public float baseLine;
public float descender;
// public float extents;
}
/// <summary>
/// Structure containing information about individual links contained in the text object.
/// </summary>
public struct TMP_LinkInfo
{
public TMP_Text textComponent;
public int hashCode;
public int linkIdFirstCharacterIndex;
public int linkIdLength;
public int linkTextfirstCharacterIndex;
public int linkTextLength;
internal char[] linkID;
internal void SetLinkID(char[] text, int startIndex, int length)
{
if (linkID == null || linkID.Length < length) linkID = new char[length];
for (int i = 0; i < length; i++)
linkID[i] = text[startIndex + i];
}
/// <summary>
/// Function which returns the text contained in a link.
/// </summary>
/// <param name="textInfo"></param>
/// <returns></returns>
public string GetLinkText()
{
string text = string.Empty;
TMP_TextInfo textInfo = textComponent.textInfo;
for (int i = linkTextfirstCharacterIndex; i < linkTextfirstCharacterIndex + linkTextLength; i++)
text += textInfo.characterInfo[i].character;
return text;
}
/// <summary>
/// Function which returns the link ID as a string.
/// </summary>
/// <param name="text">The source input text.</param>
/// <returns></returns>
public string GetLinkID()
{
if (textComponent == null)
return string.Empty;
return new string(linkID, 0, linkIdLength);
//return textComponent.text.Substring(linkIdFirstCharacterIndex, linkIdLength);
}
}
/// <summary>
/// Structure containing information about the individual words contained in the text object.
/// </summary>
public struct TMP_WordInfo
{
// NOTE: Structure could be simplified by only including the firstCharacterIndex and length.
public TMP_Text textComponent;
public int firstCharacterIndex;
public int lastCharacterIndex;
public int characterCount;
//public float length;
/// <summary>
/// Returns the word as a string.
/// </summary>
/// <returns></returns>
public string GetWord()
{
string word = string.Empty;
TMP_CharacterInfo[] charInfo = textComponent.textInfo.characterInfo;
for (int i = firstCharacterIndex; i < lastCharacterIndex + 1; i++)
{
word += charInfo[i].character;
}
return word;
}
}
public struct TMP_SpriteInfo
{
public int spriteIndex; // Index of the sprite in the sprite atlas.
public int characterIndex; // The characterInfo index which holds the key information about this sprite.
public int vertexIndex;
}
//public struct SpriteInfo
//{
//
//}
public struct Extents
{
public Vector2 min;
public Vector2 max;
public Extents(Vector2 min, Vector2 max)
{
this.min = min;
this.max = max;
}
public override string ToString()
{
string s = "Min (" + min.x.ToString("f2") + ", " + min.y.ToString("f2") + ") Max (" + max.x.ToString("f2") + ", " + max.y.ToString("f2") + ")";
return s;
}
}
[Serializable]
public struct Mesh_Extents
{
public Vector2 min;
public Vector2 max;
public Mesh_Extents(Vector2 min, Vector2 max)
{
this.min = min;
this.max = max;
}
public override string ToString()
{
string s = "Min (" + min.x.ToString("f2") + ", " + min.y.ToString("f2") + ") Max (" + max.x.ToString("f2") + ", " + max.y.ToString("f2") + ")";
//string s = "Center: (" + ")" + " Extents: (" + ((max.x - min.x) / 2).ToString("f2") + "," + ((max.y - min.y) / 2).ToString("f2") + ").";
return s;
}
}
// Structure used for Word Wrapping which tracks the state of execution when the last space or carriage return character was encountered.
public struct WordWrapState
{
public int previous_WordBreak;
public int total_CharacterCount;
public int visible_CharacterCount;
public int visible_SpriteCount;
public int visible_LinkCount;
public int firstCharacterIndex;
public int firstVisibleCharacterIndex;
public int lastCharacterIndex;
public int lastVisibleCharIndex;
public int lineNumber;
public float maxCapHeight;
public float maxAscender;
public float maxDescender;
public float maxLineAscender;
public float maxLineDescender;
public float previousLineAscender;
public float xAdvance;
public float preferredWidth;
public float preferredHeight;
//public float maxFontScale;
public float previousLineScale;
public int wordCount;
public FontStyles fontStyle;
public float fontScale;
public float fontScaleMultiplier;
public float currentFontSize;
public float baselineOffset;
public float lineOffset;
public TMP_TextInfo textInfo;
//public TMPro_CharacterInfo[] characterInfo;
public TMP_LineInfo lineInfo;
public Color32 vertexColor;
public Color32 underlineColor;
public Color32 strikethroughColor;
public Color32 highlightColor;
public TMP_FontStyleStack basicStyleStack;
public TMP_RichTextTagStack<Color32> colorStack;
public TMP_RichTextTagStack<Color32> underlineColorStack;
public TMP_RichTextTagStack<Color32> strikethroughColorStack;
public TMP_RichTextTagStack<Color32> highlightColorStack;
public TMP_RichTextTagStack<TMP_ColorGradient> colorGradientStack;
public TMP_RichTextTagStack<float> sizeStack;
public TMP_RichTextTagStack<float> indentStack;
public TMP_RichTextTagStack<FontWeight> fontWeightStack;
public TMP_RichTextTagStack<int> styleStack;
public TMP_RichTextTagStack<float> baselineStack;
public TMP_RichTextTagStack<int> actionStack;
public TMP_RichTextTagStack<MaterialReference> materialReferenceStack;
public TMP_RichTextTagStack<TextAlignmentOptions> lineJustificationStack;
//public TMP_XmlTagStack<int> spriteAnimationStack;
public int spriteAnimationID;
public TMP_FontAsset currentFontAsset;
public TMP_SpriteAsset currentSpriteAsset;
public Material currentMaterial;
public int currentMaterialIndex;
public Extents meshExtents;
public bool tagNoParsing;
public bool isNonBreakingSpace;
//public Mesh_Extents lineExtents;
}
/// <summary>
/// Structure used to store retrieve the name and hashcode of the font and material
/// </summary>
public struct TagAttribute
{
public int startIndex;
public int length;
public int hashCode;
}
public struct RichTextTagAttribute
{
public int nameHashCode;
public int valueHashCode;
public TagValueType valueType;
public int valueStartIndex;
public int valueLength;
public TagUnitType unitType;
}
}