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153 行
5.6 KiB

using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using UnityEngine;
namespace Unity.UIWidgets.ui {
class Layout {
int _start;
int _count;
List<float> _advances = new List<float>();
List<float> _positions = new List<float>();
float _advance;
UnityEngine.Rect _bounds;
TabStops _tabStops;
public static float measureText(float offset, TextBuff buff, int start, int count, TextStyle style,
List<float> advances, int advanceOffset, TabStops tabStops) {
Layout layout = new Layout();
layout.setTabStops(tabStops);
layout.doLayout(offset, buff, 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, TextBuff buff, int start, int count, TextStyle style) {
this._start = start;
this._count = count;
this._advances.reset(count);
this._positions.reset(count);
this._advance = 0;
this._bounds = default;
var font = FontManager.instance.getOrCreate(style.fontFamily, style.fontWeight, style.fontStyle).font;
font.RequestCharactersInTextureSafe(buff.text, style.UnityFontSize, style.UnityFontStyle);
int wordstart = start == buff.size
? start
: LayoutUtils.getPrevWordBreakForCache(buff, start + 1);
int wordend;
for (int iter = start; iter < start + count; iter = wordend) {
wordend = LayoutUtils.getNextWordBreakForCache(buff, iter);
int wordCount = Mathf.Min(start + count, wordend) - iter;
this.layoutWord(offset, iter - start, buff.subBuff(wordstart, wordend - wordstart),
iter - wordstart, wordCount, style, font);
wordstart = wordend;
}
this._count = count;
}
void layoutWord(float offset, int layoutOffset,
TextBuff buff, int start, int wordCount, TextStyle style, Font font) {
float wordSpacing =
wordCount == 1 && LayoutUtils.isWordSpace(buff.charAt(start)) ? style.wordSpacing : 0;
float x = this._advance;
float letterSpace = style.letterSpacing;
float letterSpaceHalfLeft = letterSpace * 0.5f;
float letterSpaceHalfRight = letterSpace - letterSpaceHalfLeft;
for (int i = 0; i < wordCount; i++) {
var ch = buff.charAt(start + i);
if (i == 0) {
x += letterSpaceHalfLeft + wordSpacing;
this._advances[i + layoutOffset] += letterSpaceHalfLeft + wordSpacing;
}
else {
this._advances[i - 1 + layoutOffset] += letterSpaceHalfRight;
this._advances[i + layoutOffset] += letterSpaceHalfLeft;
x += letterSpace;
}
if (font.getGlyphInfo(ch, out var glyphInfo, style.UnityFontSize, style.UnityFontStyle)) {
var minX = glyphInfo.minX + x;
var maxX = glyphInfo.maxX + x;
var minY = -glyphInfo.maxY;
var maxY = -glyphInfo.minY;
if (this._bounds.width <= 0 || this._bounds.height <= 0) {
this._bounds = UnityEngine.Rect.MinMaxRect(
minX, minY, maxX, maxY);
} else {
if (minX < this._bounds.x) {
this._bounds.x = minX;
}
if (minY < this._bounds.y) {
this._bounds.y = minY;
}
if (maxX > this._bounds.xMax) {
this._bounds.xMax = maxX;
}
if (maxY > this._bounds.yMax) {
this._bounds.yMax = maxY;
}
}
}
this._positions[i + layoutOffset] = x;
float advance = glyphInfo.advance;
if (ch == '\t') {
advance = this._tabStops.nextTab((this._advance + offset)) - this._advance;
}
x += advance;
this._advances[i + layoutOffset] += advance;
if (i + 1 == wordCount) {
this._advances[i + layoutOffset] += letterSpaceHalfRight;
x += letterSpaceHalfRight;
}
}
this._advance = x;
}
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 Rect.fromLTWH(this._bounds.x, this._bounds.y, this._bounds.width, this._bounds.height);
}
}
}