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using System.Collections.Generic;
using System.Linq;
using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
class FontInfo {
public readonly Font font;
int _textureVersion;
public FontInfo(Font font) {
this.font = font;
this._textureVersion = 0;
}
public int textureVersion {
get { return this._textureVersion; }
}
public void onTextureRebuilt() {
this._textureVersion++;
}
}
public class FontManager {
readonly Dictionary<string, FontInfo> _fonts = new Dictionary<string, FontInfo>();
static readonly int defaultFontSize = 14;
public static readonly FontManager instance = new FontManager();
FontManager() {
Font.textureRebuilt += this.onFontTextureRebuilt;
}
public void addFont(Font font) {
D.assert(font != null);
font.hideFlags = HideFlags.DontSave & ~HideFlags.DontSaveInBuild;
var fontInfo = new FontInfo(font);
foreach (var fontName in font.fontNames) {
this._fonts[fontName] = fontInfo;
}
}
internal FontInfo getOrCreate(string name) {
if (this._fonts.TryGetValue(name, out var fontInfo)) {
return fontInfo;
}
var osFont = Font.CreateDynamicFontFromOSFont(name, defaultFontSize);
osFont.hideFlags = HideFlags.DontSave;
osFont.material.hideFlags = HideFlags.DontSave;
osFont.material.mainTexture.hideFlags = HideFlags.DontSave;
var newFont = new FontInfo(osFont);
foreach (var fontName in osFont.fontNames) {
this._fonts[fontName] = newFont;
}
return newFont;
}
void onFontTextureRebuilt(Font font) {
var entry = this._fonts.Values.FirstOrDefault(f => f.font == font);
if (entry != null) {
entry.onTextureRebuilt();
}
}
}
}