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() { } } }