TextMeshProUGUI.cs 22.9 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;

#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.


namespace TMPro
{
    [DisallowMultipleComponent]
    [RequireComponent(typeof(RectTransform))]
    [RequireComponent(typeof(CanvasRenderer))]
    [AddComponentMenu("UI/TextMeshPro - Text (UI)", 11)]
    [ExecuteAlways]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.textmeshpro@2.1")]
    public partial class TextMeshProUGUI : TMP_Text, ILayoutElement
    {
        /// <summary>
        /// Get the material that will be used for rendering.
        /// </summary>
        public override Material materialForRendering
        {
            get { return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial); }
        }


        /// <summary>
        /// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
        /// </summary>
        public override bool autoSizeTextContainer
        {
            get { return m_autoSizeTextContainer; }

            set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); SetLayoutDirty(); } }
        }


        /// <summary>
        /// Reference to the Mesh used by the text object.
        /// </summary>
        public override Mesh mesh
        {
            get { return m_mesh; }
        }


        /// <summary>
        /// Reference to the CanvasRenderer used by the text object.
        /// </summary>
        public new CanvasRenderer canvasRenderer
        {
            get
            {
                if (m_canvasRenderer == null) m_canvasRenderer = GetComponent<CanvasRenderer>();

                return m_canvasRenderer;
            }
        }


        /// <summary>
        /// Anchor dampening prevents the anchor position from being adjusted unless the positional change exceeds about 40% of the width of the underline character. This essentially stabilizes the anchor position.
        /// </summary>
        //public bool anchorDampening
        //{
        //    get { return m_anchorDampening; }
        //    set { if (m_anchorDampening != value) { havePropertiesChanged = true; m_anchorDampening = value; /* ScheduleUpdate(); */ } }
        //}

        #if !UNITY_2019_3_OR_NEWER
        [SerializeField]
        private bool m_Maskable = true;
        #endif

        private bool m_isRebuildingLayout = false;
        private Coroutine m_DelayedGraphicRebuild;
        private Coroutine m_DelayedMaterialRebuild;

        /// <summary>
        /// Function called by Unity when the horizontal layout needs to be recalculated.
        /// </summary>
        public void CalculateLayoutInputHorizontal()
        {
            //Debug.Log("*** CalculateLayoutHorizontal() on Object ID: " + GetInstanceID() + " at frame: " + Time.frameCount + "***");
        }


        /// <summary>
        /// Function called by Unity when the vertical layout needs to be recalculated.
        /// </summary>
        public void CalculateLayoutInputVertical()
        {
            //Debug.Log("*** CalculateLayoutInputVertical() on Object ID: " + GetInstanceID() + " at frame: " + Time.frameCount + "***");
        }


        public override void SetVerticesDirty()
        {
            if (this == null || !this.IsActive())
                return;

            if (CanvasUpdateRegistry.IsRebuildingGraphics())
            {
                if (m_DelayedGraphicRebuild == null)
                    m_DelayedGraphicRebuild = StartCoroutine(DelayedGraphicRebuild());

                return;
            }

            CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);

            if (m_OnDirtyVertsCallback != null)
                m_OnDirtyVertsCallback();
        }


        /// <summary>
        ///
        /// </summary>
        public override void SetLayoutDirty()
        {
            m_isPreferredWidthDirty = true;
            m_isPreferredHeightDirty = true;

            if (this == null || !this.IsActive())
                return;

            LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);

            m_isLayoutDirty = true;

            if (m_OnDirtyLayoutCallback != null)
                m_OnDirtyLayoutCallback();
        }


        /// <summary>
        ///
        /// </summary>
        public override void SetMaterialDirty()
        {
            if (this == null || !this.IsActive())
                return;

            if (CanvasUpdateRegistry.IsRebuildingGraphics())
            {
                if (m_DelayedMaterialRebuild == null)
                    m_DelayedMaterialRebuild = StartCoroutine(DelayedMaterialRebuild());

                return;
            }

            m_isMaterialDirty = true;
            CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);

            if (m_OnDirtyMaterialCallback != null)
                m_OnDirtyMaterialCallback();
        }


        /// <summary>
        ///
        /// </summary>
        public override void SetAllDirty()
        {
            m_isInputParsingRequired = true;

            SetLayoutDirty();
            SetVerticesDirty();
            SetMaterialDirty();
        }


        /// <summary>
        /// Delay registration of text object for graphic rebuild by one frame.
        /// </summary>
        /// <returns></returns>
        IEnumerator DelayedGraphicRebuild()
        {
            yield return null;

            CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this);

            if (m_OnDirtyVertsCallback != null)
                m_OnDirtyVertsCallback();
        }


        /// <summary>
        /// Delay registration of text object for graphic rebuild by one frame.
        /// </summary>
        /// <returns></returns>
        IEnumerator DelayedMaterialRebuild()
        {
            yield return null;

            m_isMaterialDirty = true;
            CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this);

            if (m_OnDirtyMaterialCallback != null)
                m_OnDirtyMaterialCallback();
        }


        /// <summary>
        ///
        /// </summary>
        /// <param name="update"></param>
        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)
            {
                OnPreRenderCanvas();

                if (!m_isMaterialDirty) return;

                UpdateMaterial();
                m_isMaterialDirty = false;
            }
        }


        /// <summary>
        /// Method to keep the pivot of the sub text objects in sync with the parent pivot.
        /// </summary>
        private void UpdateSubObjectPivot()
        {
            if (m_textInfo == null) return;

            for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
            {
                m_subTextObjects[i].SetPivotDirty();
            }
            //m_isPivotDirty = false;
        }


        /// <summary>
        ///
        /// </summary>
        /// <param name="baseMaterial"></param>
        /// <returns></returns>
        public override Material GetModifiedMaterial(Material baseMaterial)
        {
            Material mat = baseMaterial;

            if (m_ShouldRecalculateStencil)
            {
                var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
                m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
                m_ShouldRecalculateStencil = false;
            }

            if (m_StencilValue > 0)
            {
                var maskMat = StencilMaterial.Add(mat, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMat;
                mat = m_MaskMaterial;
            }

            return mat;
        }


        /// <summary>
        ///
        /// </summary>
        protected override void UpdateMaterial()
        {
            //Debug.Log("*** UpdateMaterial() ***");

            //if (!this.IsActive())
            //    return;

            if (m_sharedMaterial == null || canvasRenderer == null) return;

            m_canvasRenderer.materialCount = 1;
            m_canvasRenderer.SetMaterial(materialForRendering, 0);
            //m_canvasRenderer.SetTexture(m_sharedMaterial.mainTexture);
        }


        //public override void OnRebuildRequested()
        //{
        //    //Debug.Log("OnRebuildRequested");

        //    base.OnRebuildRequested();
        //}



        //public override bool Raycast(Vector2 sp, Camera eventCamera)
        //{
        //    //Debug.Log("Raycast Event. ScreenPoint: " + sp);
        //    return base.Raycast(sp, eventCamera);
        //}


        // MASKING RELATED PROPERTIES
        /// <summary>
        /// Sets the masking offset from the bounds of the object
        /// </summary>
        public Vector4 maskOffset
        {
            get { return m_maskOffset; }
            set { m_maskOffset = value; UpdateMask(); m_havePropertiesChanged = true; }
        }


        //public override Material defaultMaterial
        //{
        //    get { Debug.Log("Default Material called."); return m_sharedMaterial; }
        //}



        //protected override void OnCanvasHierarchyChanged()
        //{
        //    //Debug.Log("OnCanvasHierarchyChanged...");
        //}


        // IClippable implementation
        /// <summary>
        /// Method called when the state of a parent changes.
        /// </summary>
        public override void RecalculateClipping()
        {
            //Debug.Log("***** RecalculateClipping() *****");

            base.RecalculateClipping();
        }


        // IMaskable Implementation
        /// <summary>
        /// Method called when Stencil Mask needs to be updated on this element and parents.
        /// </summary>
        // public override void RecalculateMasking()
        // {
        //     //Debug.Log("***** RecalculateMasking() *****");
        //
        //     this.m_ShouldRecalculateStencil = true;
        //     SetMaterialDirty();
        // }


        //public override void SetClipRect(Rect clipRect, bool validRect)
        //{
        //    //Debug.Log("***** SetClipRect (" + clipRect + ", " + validRect + ") *****");

        //    base.SetClipRect(clipRect, validRect);
        //}


        /// <summary>
        /// Override of the Cull function to provide for the ability to override the culling of the text object.
        /// </summary>
        /// <param name="clipRect"></param>
        /// <param name="validRect"></param>
        public override void Cull(Rect clipRect, bool validRect)
        {
            // Delay culling check in the event the text layout is dirty and geometry has to be updated.
            if (m_isLayoutDirty)
            {
                TMP_UpdateManager.RegisterTextElementForCullingUpdate(this);
                m_ClipRect = clipRect;
                m_ValidRect = validRect;
                return;
            }

            // Get compound rect for the text object and sub text objects in local canvas space.
            Rect rect = GetCanvasSpaceClippingRect();

            // No point culling if geometry bounds have no width or height.
            if (rect.width == 0 || rect.height == 0)
                return;

            var cull = !validRect || !clipRect.Overlaps(rect, true);
            if (m_canvasRenderer.cull != cull)
            {
                m_canvasRenderer.cull = cull;
                onCullStateChanged.Invoke(cull);
                OnCullingChanged();

                // Update any potential sub mesh objects
                for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
                {
                    m_subTextObjects[i].canvasRenderer.cull = cull;
                }
            }
        }

        private Rect m_ClipRect;
        private bool m_ValidRect;

        /// <summary>
        /// Internal function to allow delay of culling until the text geometry has been updated.
        /// </summary>
        internal override void UpdateCulling()
        {
            // Get compound rect for the text object and sub text objects in local canvas space.
            Rect rect = GetCanvasSpaceClippingRect();

            // No point culling if geometry bounds have no width or height.
            if (rect.width == 0 || rect.height == 0)
                return;

            var cull = !m_ValidRect || !m_ClipRect.Overlaps(rect, true);
            if (m_canvasRenderer.cull != cull)
            {
                m_canvasRenderer.cull = cull;
                onCullStateChanged.Invoke(cull);
                OnCullingChanged();

                // Update any potential sub mesh objects
                for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
                {
                    m_subTextObjects[i].canvasRenderer.cull = cull;
                }
            }
        }


        /*
        /// <summary>
        /// Sets the mask type
        /// </summary>
        public MaskingTypes mask
        {
            get { return m_mask; }
            set { m_mask = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
        }


        /// <summary>
        /// Set the masking offset mode (as percentage or pixels)
        /// </summary>
        public MaskingOffsetMode maskOffsetMode
        {
            get { return m_maskOffsetMode; }
            set { m_maskOffsetMode = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
        }
        */


        /*
        /// <summary>
        /// Sets the softness of the mask
        /// </summary>
        public Vector2 maskSoftness
        {
            get { return m_maskSoftness; }
            set { m_maskSoftness = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
        }


        /// <summary>
        /// Allows to move / offset the mesh vertices by a set amount
        /// </summary>
        public Vector2 vertexOffset
        {
            get { return m_vertexOffset; }
            set { m_vertexOffset = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
        }
        */


        /// <summary>
        /// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
        /// </summary>
        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);
        }


        /// <summary>
        /// Tweens the CanvasRenderer color associated with this Graphic.
        /// </summary>
        /// <param name="targetColor">Target color.</param>
        /// <param name="duration">Tween duration.</param>
        /// <param name="ignoreTimeScale">Should ignore Time.scale?</param>
        /// <param name="useAlpha">Should also Tween the alpha channel?</param>
        protected override void InternalCrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha)
        {
            if (m_textInfo == null)
                return;

            int materialCount = m_textInfo.materialCount;

            for (int i = 1; i < materialCount; i++)
            {
                m_subTextObjects[i].CrossFadeColor(targetColor, duration, ignoreTimeScale, useAlpha);
            }
        }


        /// <summary>
        /// Tweens the alpha of the CanvasRenderer color associated with this Graphic.
        /// </summary>
        /// <param name="alpha">Target alpha.</param>
        /// <param name="duration">Duration of the tween in seconds.</param>
        /// <param name="ignoreTimeScale">Should ignore Time.scale?</param>
        protected override void InternalCrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
        {
            if (m_textInfo == null)
                return;

            int materialCount = m_textInfo.materialCount;

            for (int i = 1; i < materialCount; i++)
            {
                m_subTextObjects[i].CrossFadeAlpha(alpha, duration, ignoreTimeScale);
            }
        }


        /// <summary>
        /// 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.
        /// </summary>
        /// <param name="ignoreActiveState">Ignore Active State of text objects. Inactive objects are ignored by default.</param>
        /// <param name="forceTextReparsing">Force re-parsing of the text.</param>
        public override void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false)
        {
            m_havePropertiesChanged = true;
            m_ignoreActiveState = ignoreActiveState;
            m_isInputParsingRequired = m_isInputParsingRequired ? true : forceTextReparsing;

            // Special handling in the event the Canvas is only disabled
            if (m_canvas == null)
                m_canvas = GetComponentInParent<Canvas>();

            OnPreRenderCanvas();
        }


        /// <summary>
        /// Function used to evaluate the length of a text string.
        /// </summary>
        /// <param name="text"></param>
        /// <returns></returns>
        public override TMP_TextInfo GetTextInfo(string text)
        {
            StringToInternalParsingBuffer(text, ref m_InternalParsingBuffer);
            SetArraySizes(m_InternalParsingBuffer);

            m_renderMode = TextRenderFlags.DontRender;

            ComputeMarginSize();

            // Need to make sure we have a valid reference to a Canvas.
            if (m_canvas == null) m_canvas = this.canvas;

            GenerateTextMesh();

            m_renderMode = TextRenderFlags.Render;

            return this.textInfo;
        }


        /// <summary>
        /// Function to clear the geometry of the Primary and Sub Text objects.
        /// </summary>
        public override void ClearMesh()
        {
            m_canvasRenderer.SetMesh(null);

            for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
                m_subTextObjects[i].canvasRenderer.SetMesh(null);

            //if (m_linkedTextComponent != null)
            //   m_linkedTextComponent.ClearMesh();
        }


        /// <summary>
        /// Event to allow users to modify the content of the text info before the text is rendered.
        /// </summary>
        public override event Action<TMP_TextInfo> OnPreRenderText;


        /// <summary>
        /// Function to update the geometry of the main and sub text objects.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="index"></param>
        public override void UpdateGeometry(Mesh mesh, int index)
        {
            mesh.RecalculateBounds();

            if (index == 0)
            {
                m_canvasRenderer.SetMesh(mesh);
            }
            else
            {
                m_subTextObjects[index].canvasRenderer.SetMesh(mesh);
            }
        }


        /// <summary>
        /// Function to upload the updated vertex data and renderer.
        /// </summary>
        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;
                }

                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();

                if (i == 0)
                    m_canvasRenderer.SetMesh(mesh);
                else
                    m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
            }
        }


        /// <summary>
        /// Function to upload the updated vertex data and renderer.
        /// </summary>
        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();

                if (i == 0)
                    m_canvasRenderer.SetMesh(mesh);
                else
                    m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
            }
        }


        public void UpdateFontAsset()
        {
            LoadFontAsset();
        }

    }
}