From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Scripts/Runtime/TextMeshProUGUI.cs | 656 --------------------- 1 file changed, 656 deletions(-) delete mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TextMeshProUGUI.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TextMeshProUGUI.cs') diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TextMeshProUGUI.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TextMeshProUGUI.cs deleted file mode 100644 index be57eb1..0000000 --- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TextMeshProUGUI.cs +++ /dev/null @@ -1,656 +0,0 @@ -using UnityEngine; -using System; -using System.Collections; -using System.Collections.Generic; - -using UnityEngine.UI; -using UnityEngine.EventSystems; -using UnityEngine.UI.CoroutineTween; - - -#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor. - -namespace TMPro -{ - - [DisallowMultipleComponent] - [RequireComponent(typeof(RectTransform))] - [RequireComponent(typeof(CanvasRenderer))] - [AddComponentMenu("UI/TextMeshPro - Text (UI)", 11)] - [ExecuteAlways] - public partial class TextMeshProUGUI : TMP_Text, ILayoutElement - { - /// - /// Get the material that will be used for rendering. - /// - public override Material materialForRendering - { - get { return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial); } - } - - /// - /// Determines if the size of the text container will be adjusted to fit the text object when it is first created. - /// - public override bool autoSizeTextContainer - { - get { return m_autoSizeTextContainer; } - - set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); SetLayoutDirty(); } } - } - - - - /// - /// Reference to the Mesh used by the text object. - /// - public override Mesh mesh - { - get { return m_mesh; } - } - - - /// - /// Reference to the CanvasRenderer used by the text object. - /// - public new CanvasRenderer canvasRenderer - { - get - { - if (m_canvasRenderer == null) m_canvasRenderer = GetComponent(); - - return m_canvasRenderer; - } - } - - - /// - /// Anchor dampening prevents the anchor position from being adjusted unless the positional change exceeds about 40% of the width of the underline character. This essentially stabilizes the anchor position. - /// - //public bool anchorDampening - //{ - // get { return m_anchorDampening; } - // set { if (m_anchorDampening != value) { havePropertiesChanged = true; m_anchorDampening = value; /* ScheduleUpdate(); */ } } - //} - - - private bool m_isRebuildingLayout = false; - //private bool m_isLayoutDirty = false; - - - /// - /// Function called by Unity when the horizontal layout needs to be recalculated. - /// - public void CalculateLayoutInputHorizontal() - { - //Debug.Log("*** CalculateLayoutHorizontal() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID()); - - //// Check if object is active - if (!this.gameObject.activeInHierarchy) - return; - - if (m_isCalculateSizeRequired || m_rectTransform.hasChanged) - { - m_preferredWidth = GetPreferredWidth(); - - ComputeMarginSize(); - - m_isLayoutDirty = true; - } - } - - - /// - /// Function called by Unity when the vertical layout needs to be recalculated. - /// - public void CalculateLayoutInputVertical() - { - //Debug.Log("*** CalculateLayoutInputVertical() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID()); - - //// Check if object is active - if (!this.gameObject.activeInHierarchy) // || IsRectTransformDriven == false) - return; - - if (m_isCalculateSizeRequired || m_rectTransform.hasChanged) - { - m_preferredHeight = GetPreferredHeight(); - - ComputeMarginSize(); - - m_isLayoutDirty = true; - } - - m_isCalculateSizeRequired = false; - } - - - public override void SetVerticesDirty() - { - if (m_verticesAlreadyDirty || this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics()) - return; - - m_verticesAlreadyDirty = true; - CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this); - - if (m_OnDirtyVertsCallback != null) - m_OnDirtyVertsCallback(); - } - - - /// - /// - /// - public override void SetLayoutDirty() - { - m_isPreferredWidthDirty = true; - m_isPreferredHeightDirty = true; - - if ( m_layoutAlreadyDirty || this == null || !this.IsActive()) - return; - - m_layoutAlreadyDirty = true; - LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform); - - m_isLayoutDirty = true; - - if (m_OnDirtyLayoutCallback != null) - m_OnDirtyLayoutCallback(); - } - - - /// - /// - /// - public override void SetMaterialDirty() - { - //Debug.Log("SetMaterialDirty()"); - - if (this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics()) - return; - - m_isMaterialDirty = true; - CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this); - - if (m_OnDirtyMaterialCallback != null) - m_OnDirtyMaterialCallback(); - } - - - /// - /// - /// - public override void SetAllDirty() - { - m_isInputParsingRequired = true; - - SetLayoutDirty(); - SetVerticesDirty(); - SetMaterialDirty(); - } - - - - /// - /// - /// - /// - public override void Rebuild(CanvasUpdate update) - { - if (this == null) return; - - if (update == CanvasUpdate.Prelayout) - { - if (m_autoSizeTextContainer) - { - m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity); - } - } - else if (update == CanvasUpdate.PreRender) - { - OnPreRenderCanvas(); - - m_verticesAlreadyDirty = false; - m_layoutAlreadyDirty = false; - - if (!m_isMaterialDirty) return; - - UpdateMaterial(); - m_isMaterialDirty = false; - } - } - - - /// - /// Method to keep the pivot of the sub text objects in sync with the parent pivot. - /// - private void UpdateSubObjectPivot() - { - if (m_textInfo == null) return; - - for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++) - { - m_subTextObjects[i].SetPivotDirty(); - } - //m_isPivotDirty = false; - } - - - /// - /// - /// - /// - /// - public override Material GetModifiedMaterial(Material baseMaterial) - { - Material mat = baseMaterial; - - if (m_ShouldRecalculateStencil) - { - m_stencilID = TMP_MaterialManager.GetStencilID(gameObject); - m_ShouldRecalculateStencil = false; - } - - // Release masking material - //if (m_MaskMaterial != null) - // MaterialManager.ReleaseStencilMaterial(m_MaskMaterial); - - if (m_stencilID > 0) - { - mat = TMP_MaterialManager.GetStencilMaterial(baseMaterial, m_stencilID); - if (m_MaskMaterial != null) - TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial); - - m_MaskMaterial = mat; - } - - return mat; - } - - - /// - /// - /// - protected override void UpdateMaterial() - { - //Debug.Log("*** UpdateMaterial() ***"); - - //if (!this.IsActive()) - // return; - - if (m_sharedMaterial == null) return; - - if (m_canvasRenderer == null) m_canvasRenderer = this.canvasRenderer; - - m_canvasRenderer.materialCount = 1; - m_canvasRenderer.SetMaterial(materialForRendering, 0); - } - - - //public override void OnRebuildRequested() - //{ - // //Debug.Log("OnRebuildRequested"); - - // base.OnRebuildRequested(); - //} - - - - //public override bool Raycast(Vector2 sp, Camera eventCamera) - //{ - // //Debug.Log("Raycast Event. ScreenPoint: " + sp); - // return base.Raycast(sp, eventCamera); - //} - - - // MASKING RELATED PROPERTIES - /// - /// Sets the masking offset from the bounds of the object - /// - public Vector4 maskOffset - { - get { return m_maskOffset; } - set { m_maskOffset = value; UpdateMask(); m_havePropertiesChanged = true; } - } - - - //public override Material defaultMaterial - //{ - // get { Debug.Log("Default Material called."); return m_sharedMaterial; } - //} - - - - //protected override void OnCanvasHierarchyChanged() - //{ - // //Debug.Log("OnCanvasHierarchyChanged..."); - //} - - - // IClippable implementation - /// - /// Method called when the state of a parent changes. - /// - public override void RecalculateClipping() - { - //Debug.Log("***** RecalculateClipping() *****"); - - base.RecalculateClipping(); - } - - // IMaskable Implementation - /// - /// Method called when Stencil Mask needs to be updated on this element and parents. - /// - public override void RecalculateMasking() - { - //Debug.Log("***** RecalculateMasking() *****"); - - this.m_ShouldRecalculateStencil = true; - SetMaterialDirty(); - } - - /// - /// Override of the Cull function to provide for the ability to override the culling of the text object. - /// - /// - /// - public override void Cull(Rect clipRect, bool validRect) - { - if (m_ignoreRectMaskCulling) return; - - base.Cull(clipRect, validRect); - } - - - //protected override void UpdateGeometry() - //{ - // //Debug.Log("UpdateGeometry"); - // //base.UpdateGeometry(); - //} - - - //protected override void UpdateMaterial() - //{ - // //Debug.Log("UpdateMaterial called."); - //// base.UpdateMaterial(); - //} - - - /* - /// - /// Sets the mask type - /// - public MaskingTypes mask - { - get { return m_mask; } - set { m_mask = value; havePropertiesChanged = true; isMaskUpdateRequired = true; } - } - - /// - /// Set the masking offset mode (as percentage or pixels) - /// - public MaskingOffsetMode maskOffsetMode - { - get { return m_maskOffsetMode; } - set { m_maskOffsetMode = value; havePropertiesChanged = true; isMaskUpdateRequired = true; } - } - */ - - - - /* - /// - /// Sets the softness of the mask - /// - public Vector2 maskSoftness - { - get { return m_maskSoftness; } - set { m_maskSoftness = value; havePropertiesChanged = true; isMaskUpdateRequired = true; } - } - - /// - /// Allows to move / offset the mesh vertices by a set amount - /// - public Vector2 vertexOffset - { - get { return m_vertexOffset; } - set { m_vertexOffset = value; havePropertiesChanged = true; isMaskUpdateRequired = true; } - } - */ - - - /// - /// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script. - /// - public override void UpdateMeshPadding() - { - m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold); - m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial); - m_havePropertiesChanged = true; - checkPaddingRequired = false; - - // Return if text object is not awake yet. - if (m_textInfo == null) return; - - // Update sub text objects - for (int i = 1; i < m_textInfo.materialCount; i++) - m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold); - } - - - /// - /// Tweens the CanvasRenderer color associated with this Graphic. - /// - /// Target color. - /// Tween duration. - /// Should ignore Time.scale? - /// Should also Tween the alpha channel? - protected override void InternalCrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha) - { - int materialCount = m_textInfo.materialCount; - - for (int i = 1; i < materialCount; i++) - { - m_subTextObjects[i].CrossFadeColor(targetColor, duration, ignoreTimeScale, useAlpha); - } - } - - - /// - /// Tweens the alpha of the CanvasRenderer color associated with this Graphic. - /// - /// Target alpha. - /// Duration of the tween in seconds. - /// Should ignore Time.scale? - protected override void InternalCrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale) - { - int materialCount = m_textInfo.materialCount; - - for (int i = 1; i < materialCount; i++) - { - m_subTextObjects[i].CrossFadeAlpha(alpha, duration, ignoreTimeScale); - } - } - - - /// - /// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately. - /// - public override void ForceMeshUpdate() - { - //if (m_isEnabled == false) this.OnEnable(); - - m_havePropertiesChanged = true; - OnPreRenderCanvas(); - } - - - /// - /// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately. - /// - /// If set to true, the text object will be regenerated regardless of is active state. - public override void ForceMeshUpdate(bool ignoreInactive) - { - m_havePropertiesChanged = true; - m_ignoreActiveState = true; - OnPreRenderCanvas(); - } - - - /// - /// Function used to evaluate the length of a text string. - /// - /// - /// - public override TMP_TextInfo GetTextInfo(string text) - { - StringToCharArray(text, ref m_TextParsingBuffer); - SetArraySizes(m_TextParsingBuffer); - - m_renderMode = TextRenderFlags.DontRender; - - ComputeMarginSize(); - - // Need to make sure we have a valid reference to a Canvas. - if (m_canvas == null) m_canvas = this.canvas; - - GenerateTextMesh(); - - m_renderMode = TextRenderFlags.Render; - - return this.textInfo; - } - - /// - /// Function to clear the geometry of the Primary and Sub Text objects. - /// - public override void ClearMesh() - { - m_canvasRenderer.SetMesh(null); - - for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++) - m_subTextObjects[i].canvasRenderer.SetMesh(null); - - //if (m_linkedTextComponent != null) - // m_linkedTextComponent.ClearMesh(); - } - - - /// - /// Function to force the regeneration of the text object. - /// - /// Flags to control which portions of the geometry gets uploaded. - //public override void ForceMeshUpdate(TMP_VertexDataUpdateFlags flags) { } - - - /// - /// Function to update the geometry of the main and sub text objects. - /// - /// - /// - public override void UpdateGeometry(Mesh mesh, int index) - { - mesh.RecalculateBounds(); - - if (index == 0) - { - m_canvasRenderer.SetMesh(mesh); - } - else - { - m_subTextObjects[index].canvasRenderer.SetMesh(mesh); - } - } - - - /// - /// Function to upload the updated vertex data and renderer. - /// - public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags) - { - int materialCount = m_textInfo.materialCount; - - for (int i = 0; i < materialCount; i++) - { - Mesh mesh; - - if (i == 0) - mesh = m_mesh; - else - { - // Clear unused vertices - // TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out. - //m_textInfo.meshInfo[i].ClearUnusedVertices(); - - mesh = m_subTextObjects[i].mesh; - } - - if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices) - mesh.vertices = m_textInfo.meshInfo[i].vertices; - - if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0) - mesh.uv = m_textInfo.meshInfo[i].uvs0; - - if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2) - mesh.uv2 = m_textInfo.meshInfo[i].uvs2; - - //if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4) - // mesh.uv4 = m_textInfo.meshInfo[i].uvs4; - - if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32) - mesh.colors32 = m_textInfo.meshInfo[i].colors32; - - mesh.RecalculateBounds(); - - if (i == 0) - m_canvasRenderer.SetMesh(mesh); - else - m_subTextObjects[i].canvasRenderer.SetMesh(mesh); - } - } - - - /// - /// Function to upload the updated vertex data and renderer. - /// - public override void UpdateVertexData() - { - int materialCount = m_textInfo.materialCount; - - for (int i = 0; i < materialCount; i++) - { - Mesh mesh; - - if (i == 0) - mesh = m_mesh; - else - { - // Clear unused vertices - m_textInfo.meshInfo[i].ClearUnusedVertices(); - - mesh = m_subTextObjects[i].mesh; - } - - //mesh.MarkDynamic(); - mesh.vertices = m_textInfo.meshInfo[i].vertices; - mesh.uv = m_textInfo.meshInfo[i].uvs0; - mesh.uv2 = m_textInfo.meshInfo[i].uvs2; - //mesh.uv4 = m_textInfo.meshInfo[i].uvs4; - mesh.colors32 = m_textInfo.meshInfo[i].colors32; - - mesh.RecalculateBounds(); - - if (i == 0) - m_canvasRenderer.SetMesh(mesh); - else - m_subTextObjects[i].canvasRenderer.SetMesh(mesh); - } - } - - - public void UpdateFontAsset() - { - LoadFontAsset(); - } - - } -} \ No newline at end of file -- cgit v1.2.3