using System; using System.Collections.Generic; using System.IO; using Unity.UIWidgets.async2; using Unity.UIWidgets.engine2; using Unity.UIWidgets.ui; using UnityEngine; using Canvas = Unity.UIWidgets.ui.Canvas; using Color = Unity.UIWidgets.ui.Color; using Path = System.IO.Path; using Rect = Unity.UIWidgets.ui.Rect; class TextTest : UIWidgetsPanel { private bool check = true; void beginFrame(TimeSpan timeStamp) { // The timeStamp argument to beginFrame indicates the timing information we // should use to clock our animations. It's important to use timeStamp rather // than reading the system time because we want all the parts of the system to // coordinate the timings of their animations. If each component read the // system clock independently, the animations that we processed later would be // slightly ahead of the animations we processed earlier. // PAINT Rect paintBounds = Offset.zero & (Window.instance.physicalSize / Window.instance.devicePixelRatio); PictureRecorder recorder = new PictureRecorder(); Canvas canvas = new Canvas(recorder, paintBounds); canvas.translate(paintBounds.width / 2.0f, paintBounds.height / 2.0f); // Here we determine the rotation according to the timeStamp given to us by // the engine. float t = (float) timeStamp.TotalMilliseconds / 1800.0f; canvas.rotate(Mathf.PI * (t % 2.0f)); var paint = new Paint(); paint.color = Color.fromARGB(100, 100, 100, 0); canvas.drawRect(Rect.fromLTRB(0, 0, 100.0f, 100.0f), paint); Draw(canvas); Picture picture = recorder.endRecording(); // COMPOSITE float devicePixelRatio = Window.instance.devicePixelRatio; var deviceTransform = new float[16]; deviceTransform[0] = devicePixelRatio; deviceTransform[5] = devicePixelRatio; deviceTransform[10] = 1.0f; deviceTransform[15] = 1.0f; SceneBuilder sceneBuilder = new SceneBuilder(); sceneBuilder.pushTransform(deviceTransform); sceneBuilder.addPicture(Offset.zero, picture); sceneBuilder.pop(); Window.instance.render(sceneBuilder.build()); // After rendering the current frame of the animation, we ask the engine to // schedule another frame. The engine will call beginFrame again when its time // to produce the next frame. Window.instance.scheduleFrame(); } void Draw(Canvas canvas) { if (check) { foreach (var font in fonts) { var path = Path.Combine(Application.streamingAssetsPath, font.path); var fontFile = File.ReadAllBytes(path); ui_.loadFontFromList(fontFile, font.name).then(value => { Debug.Log("finish loading"); return FutureOr.nil; }); } check = false; } var style = new ParagraphStyle( fontFamily: "Arial", height: 4, strutStyle: new StrutStyle(fontFamily: "ranchers", fontFamilyFallback: new List() {"Roboto-RegularB"}, fontSize: 30), ellipsis: "and so on..." ); var pb = new ParagraphBuilder(style); pb.addText("just for testxxx\n"); var ts_roboto_regular = new TextStyle( color: new Color(0xF000000F), decoration: TextDecoration.lineThrough, decorationStyle: TextDecorationStyle.doubleLine, fontFamily: "Roboto-Regular", fontFamilyFallback: new List() {"ranchers"}, fontSize: 30, height: 1.5f ); pb.pushStyle(ts_roboto_regular); pb.addText("just for test\n"); var ts_roboto_regular_bold = new TextStyle( color: new Color(0xF000000F), decoration: TextDecoration.lineThrough, decorationStyle: TextDecorationStyle.doubleLine, fontFamily: "Roboto-RegularB", fontSize: 30, height: 1.5f ); pb.pushStyle(ts_roboto_regular_bold); pb.addText("just for test\n"); var ts_rachers = new TextStyle( color: new Color(0xF000000F), decoration: TextDecoration.lineThrough, decorationStyle: TextDecorationStyle.doubleLine, fontFamily: "ranchers", fontSize: 30, height: 1.5f ); pb.pushStyle(ts_rachers); pb.addText("just for test\n"); var ts = new TextStyle( color: new Color(0xFFFF00F0), decoration: TextDecoration.lineThrough, decorationStyle: TextDecorationStyle.doubleLine, fontFamily: "Arial", fontSize: 30, height: 1.5f ); pb.pushStyle(ts); pb.addText("just for test\n 中文测试 分段测试 分段测试 分段测试 分段测试 分段测试 分段测试 分段测试\n1234"); var ts2 = new TextStyle( decoration: TextDecoration.underline, decorationStyle: TextDecorationStyle.dashed, fontFamily: "Arial", fontSize: 40, height: 1.5f, background: new Paint() { color = new Color(0xAAFF7F00), }, foreground: new Paint() { color = new Color(0xAAFFFF00) } ); pb.pushStyle(ts2); pb.addText("test push one more style"); pb.pop(); pb.addText("test pop style"); pb.addPlaceholder(10, 10, PlaceholderAlignment.baseline, TextBaseline.alphabetic); var p = pb.build(); p.layout(new ParagraphConstraints(300)); var wordBoundary = p.getWordBoundary(new TextPosition(10)); Debug.Log(wordBoundary); var positionForOffset = p.getPositionForOffset(new Offset(10, 1)); Debug.Log(positionForOffset); var lineBoundary = p.getLineBoundary(new TextPosition(10)); Debug.Log(lineBoundary); foreach (var textBox in p.getBoxesForPlaceholders()) { Debug.Log($"{textBox.bottom} {textBox.direction} {textBox.left} {textBox.right}"); } foreach (var textBox in p.getBoxesForRange(1, 20)) { Debug.Log($"{textBox.bottom} {textBox.direction} {textBox.left} {textBox.right}"); } foreach (var lineMetrics in p.computeLineMetrics()) { Debug.Log($"{lineMetrics.height} {lineMetrics.lineNumber}"); } canvas.drawParagraph(p, new Offset(-100, -100)); } protected override void main() { Window.instance.onBeginFrame = beginFrame; Window.instance.scheduleFrame(); } }