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231 行
8.4 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UIWidgets.ui.txt;
using UnityEditor;
using UnityEngine;
namespace UIWidgets.ui.painting.txt
{
public class MeshKey : IEquatable<MeshKey>
{
public readonly string text;
public readonly int fontId;
public readonly int textureVersion;
public readonly int fontSize;
public readonly UnityEngine.FontStyle fontStyle;
public readonly float pixelPerPoint;
public readonly UnityEngine.Color color;
public MeshKey(string text, int fontId, int textureVersion, int fontSize,
UnityEngine.FontStyle fontStyle, float pixelPerPoint, UnityEngine.Color color)
{
this.text = text;
this.fontId = fontId;
this.textureVersion = textureVersion;
this.fontSize = fontSize;
this.fontStyle = fontStyle;
this.pixelPerPoint = pixelPerPoint;
this.color = color;
}
public bool Equals(MeshKey other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return string.Equals(text, other.text) && fontId == other.fontId &&
textureVersion == other.textureVersion && fontSize == other.fontSize &&
fontStyle == other.fontStyle && pixelPerPoint.Equals(other.pixelPerPoint) &&
color.Equals(other.color);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((MeshKey) obj);
}
public override int GetHashCode()
{
unchecked
{
var hashCode = (text != null ? text.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ fontId;
hashCode = (hashCode * 397) ^ textureVersion;
hashCode = (hashCode * 397) ^ fontSize;
hashCode = (hashCode * 397) ^ (int) fontStyle;
hashCode = (hashCode * 397) ^ pixelPerPoint.GetHashCode();
hashCode = (hashCode * 397) ^ color.GetHashCode();
return hashCode;
}
}
public static bool operator ==(MeshKey left, MeshKey right)
{
return Equals(left, right);
}
public static bool operator !=(MeshKey left, MeshKey right)
{
return !Equals(left, right);
}
public override string ToString()
{
return string.Format(
"Text: {0}, FontId: {1}, TextureVersion: {2}, FontSize: {3}, FontStyle: {4}, PixelPerPoint: {5}, Color: {6}",
text, fontId, textureVersion, fontSize, fontStyle, pixelPerPoint, color);
}
}
public class MeshInfo
{
public readonly Mesh mesh;
public readonly MeshKey key;
public long _timeToLive;
public MeshInfo(MeshKey key, Mesh mesh, int timeToLive = 5)
{
this.mesh = mesh;
this.key = key;
this.touch(timeToLive);
}
public long timeToLive
{
get { return _timeToLive; }
}
public void touch(long timeTolive = 5)
{
this._timeToLive = timeTolive + MeshGenrator.frameCount;
}
}
public static class MeshGenrator
{
private static Dictionary<MeshKey, MeshInfo> _meshes = new Dictionary<MeshKey, MeshInfo>();
private static long _frameCount = 0;
public static long frameCount
{
get { return _frameCount; }
}
public static long MeshCount
{
get { return _meshes.Count; }
}
public static void tickNextFrame()
{
_frameCount++;
var keysToRemove = _meshes.Values.Where(info => info.timeToLive < _frameCount).Select(info => info.key).ToList();
foreach (var key in keysToRemove)
{
_meshes.Remove(key);
}
}
public static Mesh generateMesh(TextBlob textBlob)
{
var style = textBlob.style;
var fontInfo = FontManager.instance.getOrCreate(style.fontFamily);
var font = fontInfo.font;
var length = textBlob.end - textBlob.start;
var text = textBlob.text;
var scale = EditorGUIUtility.pixelsPerPoint;
var fontSizeToLoad = (int) scale * style.UnityFontSize;
var subText = textBlob.text.Substring(textBlob.start, textBlob.end - textBlob.start);
font.RequestCharactersInTexture(subText,
fontSizeToLoad, style.UnityFontStyle);
MeshInfo meshInfo;
var key = new MeshKey(subText, font.GetInstanceID(),
fontInfo.textureVersion,
style.UnityFontSize, style.UnityFontStyle, scale, style.UnityColor);
Mesh mesh = null;
_meshes.TryGetValue(key, out meshInfo);
if (meshInfo != null)
{
mesh = meshInfo.mesh;
meshInfo.touch();
}
if (mesh != null)
{
return mesh;
}
var vertices = new Vector3[length * 4];
var triangles = new int[length * 6];
var uv = new Vector2[length * 4];
mesh = new Mesh();
_meshes[key] = new MeshInfo(key, mesh);
for (int charIndex = 0; charIndex < length; ++charIndex)
{
var ch = text[charIndex + textBlob.start];
// first char as origin for mesh position
var position = textBlob.positions[charIndex + textBlob.start] - textBlob.positions[textBlob.start];
if (Paragraph.isWordSpace(ch) || Paragraph.isLineEndSpace(ch) || ch == '\t')
{
vertices[4 * charIndex + 0] = vertices[4 * charIndex + 1] =
vertices[4 * charIndex + 2] = vertices[4 * charIndex + 3] = Vector3.zero;
uv[4 * charIndex + 0] = Vector2.zero;
uv[4 * charIndex + 1] = Vector2.zero;
uv[4 * charIndex + 2] = Vector2.zero;
uv[4 * charIndex + 3] = Vector2.zero;
}
else
{
CharacterInfo charInfo;
font.GetCharacterInfo(ch, out charInfo, fontSizeToLoad, style.UnityFontStyle);
var minX = charInfo.minX / scale;
var maxX = charInfo.maxX / scale;
var minY = charInfo.minY / scale;
var maxY = charInfo.maxY / scale;
vertices[4 * charIndex + 0] = new Vector3((float) (position.x + minX),
(float) (position.y - maxY), 0);
vertices[4 * charIndex + 1] = new Vector3((float) (position.x + maxX),
(float) (position.y - maxY), 0);
vertices[4 * charIndex + 2] = new Vector3(
(float) (position.x + maxX), (float) (position.y - minY), 0);
vertices[4 * charIndex + 3] = new Vector3(
(float) (position.x + minX), (float) (position.y - minY), 0);
uv[4 * charIndex + 0] = charInfo.uvTopLeft;
uv[4 * charIndex + 1] = charInfo.uvTopRight;
uv[4 * charIndex + 2] = charInfo.uvBottomRight;
uv[4 * charIndex + 3] = charInfo.uvBottomLeft;
}
triangles[6 * charIndex + 0] = 4 * charIndex + 0;
triangles[6 * charIndex + 1] = 4 * charIndex + 1;
triangles[6 * charIndex + 2] = 4 * charIndex + 2;
triangles[6 * charIndex + 3] = 4 * charIndex + 0;
triangles[6 * charIndex + 4] = 4 * charIndex + 2;
triangles[6 * charIndex + 5] = 4 * charIndex + 3;
}
var colors = new UnityEngine.Color[vertices.Length];
for (var i = 0; i < colors.Length; i++)
{
colors[i] = style.UnityColor;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.colors = colors;
mesh.uv = uv;
return mesh;
}
}
}