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102 行
3.2 KiB

using System.Collections.Generic;
using UnityEngine;
namespace Unity.UIWidgets.ui {
public class Layout {
int _start;
int _count;
List<float> _advances = new List<float>();
List<float> _positions = new List<float>();
float _advance;
Rect _bounds;
string _text;
TabStops _tabStops;
public static float measureText(float offset, string buf, int start, int count, TextStyle style,
List<float> advances, int advanceOffset, TabStops tabStops) {
Layout layout = new Layout();
layout.setTabStops(tabStops);
layout.doLayout(offset, buf, start, count, style);
if (advances != null) {
var layoutAdv = layout.getAdvances();
for (int i = 0; i < count; i++) {
advances[i + advanceOffset] = layoutAdv[i];
}
}
return layout.getAdvance();
}
public void doLayout(float offset, string text, int start, int count, TextStyle style) {
this._text = text;
this._advances.Clear();
this._positions.Clear();
this._count = count;
var font = FontManager.instance.getOrCreate(style.fontFamily).font;
font.RequestCharactersInTexture(this._text.Substring(start, count),
style.UnityFontSize,
style.UnityFontStyle);
this._advance = 0;
this._bounds = null;
for (int i = 0; i < count; i++) {
int charIndex = start + i;
var ch = text[charIndex];
CharacterInfo characterInfo;
font.GetCharacterInfo(ch, out characterInfo, style.UnityFontSize, style.UnityFontStyle);
var rect = Rect.fromLTRB(characterInfo.minX, -characterInfo.maxY, characterInfo.maxX,
-characterInfo.minY);
rect = rect.translate(this._advance, 0);
if (this._bounds == null || this._bounds.isEmpty) {
this._bounds = rect;
}
else {
this._bounds = this._bounds.expandToInclude(rect);
}
this._positions.Add(this._advance);
float advance = characterInfo.advance;
if (ch == '\t') {
advance = this._tabStops.nextTab((this._advance + offset)) - this._advance;
}
this._advances.Add(advance);
this._advance += advance;
}
}
public void setTabStops(TabStops tabStops) {
this._tabStops = tabStops;
}
public int nGlyphs() {
return this._count;
}
public List<float> getAdvances() {
return this._advances;
}
public float getAdvance() {
return this._advance;
}
public float getX(int index) {
return this._positions[index];
}
public float getY(int index) {
return 0;
}
public float getCharAdvance(int index) {
return this._advances[index];
}
public Rect getBounds() {
return this._bounds;
}
}
}