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542 lines
21 KiB
542 lines
21 KiB
3 years ago
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#if FAIRYGUI_TMPRO
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.TextCore;
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using TMPro;
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namespace FairyGUI
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{
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/// <summary>
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/// TextMeshPro text adapter for FairyGUI. Most of codes were taken from TextMeshPro!
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/// Note that not all of TextMeshPro features are supported.
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/// </summary>
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public class TMPFont : BaseFont
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{
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protected TMP_FontAsset _fontAsset;
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FontStyles _style;
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float _scale;
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float _padding;
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float _stylePadding;
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float _ascent;
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float _lineHeight;
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float _boldMultiplier;
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FontWeight _defaultFontWeight;
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FontWeight _fontWeight;
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TextFormat _format;
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TMP_Character _char;
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TMP_Character _lineChar;
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Material _material;
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MaterialManager _manager;
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public TMPFont()
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{
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this.canTint = true;
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this.shader = "FairyGUI/TextMeshPro/Distance Field";
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this.keepCrisp = true;
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_defaultFontWeight = FontWeight.Medium;
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}
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override public void Dispose()
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{
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Release();
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}
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public TMP_FontAsset fontAsset
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{
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get { return _fontAsset; }
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set
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{
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_fontAsset = value;
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Init();
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}
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}
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public FontWeight fontWeight
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{
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get { return _defaultFontWeight; }
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set { _defaultFontWeight = value; }
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}
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void Release()
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{
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if (_manager != null)
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{
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_manager.onCreateNewMaterial -= OnCreateNewMaterial;
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_manager = null;
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}
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if (mainTexture != null)
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{
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mainTexture.Dispose();
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mainTexture = null;
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}
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if (_material != null)
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{
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Material.DestroyImmediate(_material);
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_material = null;
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}
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}
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void Init()
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{
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Release();
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mainTexture = new NTexture(_fontAsset.atlasTexture);
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mainTexture.destroyMethod = DestroyMethod.None;
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_manager = mainTexture.GetMaterialManager(this.shader);
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_manager.onCreateNewMaterial += OnCreateNewMaterial;
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_material = new Material(_fontAsset.material); //copy
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_material.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
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_material.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
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_material.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
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_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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// _ascent = _fontAsset.faceInfo.ascentLine;
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// _lineHeight = _fontAsset.faceInfo.lineHeight;
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_ascent = _fontAsset.faceInfo.pointSize;
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_lineHeight = _fontAsset.faceInfo.pointSize * 1.25f;
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_lineChar = GetCharacterFromFontAsset('_', FontStyles.Normal);
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}
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void OnCreateNewMaterial(Material mat)
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{
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mat.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
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mat.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
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mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
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mat.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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mat.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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}
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override public void UpdateGraphics(NGraphics graphics)
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{
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MaterialPropertyBlock block = graphics.materialPropertyBlock;
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if (_format.outline > 0)
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{
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graphics.ToggleKeyword("OUTLINE_ON", true);
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, _format.outline);
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block.SetColor(ShaderUtilities.ID_OutlineColor, _format.outlineColor);
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}
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else
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{
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graphics.ToggleKeyword("OUTLINE_ON", false);
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, 0);
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}
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if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
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{
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graphics.ToggleKeyword("UNDERLAY_ON", true);
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block.SetColor(ShaderUtilities.ID_UnderlayColor, _format.shadowColor);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, _format.shadowOffset.x);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, -_format.shadowOffset.y);
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, _format.underlaySoftness);
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}
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else
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{
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graphics.ToggleKeyword("UNDERLAY_ON", false);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, 0);
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, 0);
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, 0);
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}
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block.SetFloat(ShaderUtilities.ID_FaceDilate, _format.faceDilate);
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block.SetFloat(ShaderUtilities.ID_OutlineSoftness, _format.outlineSoftness);
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if (_material.HasProperty(ShaderUtilities.ID_ScaleRatio_A))
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{
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//ShaderUtilities.GetPadding does not support handle materialproperyblock, we have to use a temp material
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_material.SetFloat(ShaderUtilities.ID_OutlineWidth, block.GetFloat(ShaderUtilities.ID_OutlineWidth));
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_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetX));
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_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetY));
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_material.SetFloat(ShaderUtilities.ID_UnderlaySoftness, block.GetFloat(ShaderUtilities.ID_UnderlaySoftness));
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_material.SetFloat(ShaderUtilities.ID_FaceDilate, block.GetFloat(ShaderUtilities.ID_FaceDilate));
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_material.SetFloat(ShaderUtilities.ID_OutlineSoftness, block.GetFloat(ShaderUtilities.ID_OutlineSoftness));
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_padding = ShaderUtilities.GetPadding(_material, false, false);
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//and then set back the properteis
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_A, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A));
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_B, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_B));
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_C, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_C));
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}
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// Set Padding based on selected font style
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#region Handle Style Padding
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if (((_style & FontStyles.Bold) == FontStyles.Bold)) // Checks for any combination of Bold Style.
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{
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if (_material.HasProperty(ShaderUtilities.ID_GradientScale))
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{
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float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale);
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_stylePadding = _fontAsset.boldStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
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// Clamp overall padding to Gradient Scale size.
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if (_stylePadding + _padding > gradientScale)
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_padding = gradientScale - _stylePadding;
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}
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else
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_stylePadding = 0;
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}
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else
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{
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if (_material.HasProperty(ShaderUtilities.ID_GradientScale))
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{
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float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale);
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_stylePadding = _fontAsset.normalStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A);
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// Clamp overall padding to Gradient Scale size.
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if (_stylePadding + _padding > gradientScale)
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_padding = gradientScale - _stylePadding;
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}
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else
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_stylePadding = 0;
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}
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#endregion Handle Style Padding
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}
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override public void SetFormat(TextFormat format, float fontSizeScale)
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{
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_format = format;
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float size = format.size * fontSizeScale;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript || _format.specialStyle == TextFormat.SpecialStyle.Superscript)
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size *= SupScale;
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_scale = size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
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_style = FontStyles.Normal;
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if (format.bold)
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{
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_style |= FontStyles.Bold;
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_fontWeight = FontWeight.Bold;
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_boldMultiplier = 1 + _fontAsset.boldSpacing * 0.01f;
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}
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else
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{
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_fontWeight = _defaultFontWeight;
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_boldMultiplier = 1.0f;
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}
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if (format.italic)
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_style |= FontStyles.Italic;
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format.FillVertexColors(vertexColors);
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}
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override public bool GetGlyph(char ch, out float width, out float height, out float baseline)
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{
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_char = GetCharacterFromFontAsset(ch, _style);
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if (_char != null)
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{
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width = _char.glyph.metrics.horizontalAdvance * _boldMultiplier * _scale;
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height = _lineHeight * _scale;
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baseline = _ascent * _scale;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
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{
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height /= SupScale;
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baseline /= SupScale;
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}
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
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{
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height = height / SupScale + baseline * SupOffset;
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baseline *= (SupOffset + 1 / SupScale);
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}
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height = Mathf.RoundToInt(height);
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baseline = Mathf.RoundToInt(baseline);
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return true;
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}
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else
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{
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width = 0;
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height = 0;
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baseline = 0;
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return false;
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}
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}
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TMP_Character GetCharacterFromFontAsset(uint unicode, FontStyles fontStyle)
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{
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bool isAlternativeTypeface;
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#pragma warning disable
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TMP_FontAsset actualAsset;
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#pragma warning restore
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return TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, _fontWeight,
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out isAlternativeTypeface
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//,out actualAsset //old TMP version need this line
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);
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}
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static Vector3 bottomLeft;
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static Vector3 topLeft;
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static Vector3 topRight;
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static Vector3 bottomRight;
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static Vector4 uvBottomLeft;
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static Vector4 uvTopLeft;
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static Vector4 uvTopRight;
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static Vector4 uvBottomRight;
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static Vector4 uv2BottomLeft;
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static Vector4 uv2TopLeft;
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static Vector4 uv2TopRight;
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static Vector4 uv2BottomRight;
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static Color32[] vertexColors = new Color32[4];
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override public int DrawGlyph(float x, float y,
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List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList)
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{
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GlyphMetrics metrics = _char.glyph.metrics;
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GlyphRect rect = _char.glyph.glyphRect;
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
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y = y - Mathf.RoundToInt(_ascent * _scale * SupOffset);
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
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y = y + Mathf.RoundToInt(_ascent * _scale * (1 / SupScale - 1 + SupOffset));
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topLeft.x = x + (metrics.horizontalBearingX - _padding - _stylePadding) * _scale;
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topLeft.y = y + (metrics.horizontalBearingY + _padding) * _scale;
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bottomRight.x = topLeft.x + (metrics.width + _padding * 2 + _stylePadding * 2) * _scale;
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bottomRight.y = topLeft.y - (metrics.height + _padding * 2) * _scale;
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topRight.x = bottomRight.x;
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topRight.y = topLeft.y;
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bottomLeft.x = topLeft.x;
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bottomLeft.y = bottomRight.y;
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#region Handle Italic & Shearing
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if (((_style & FontStyles.Italic) == FontStyles.Italic))
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{
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// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
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float shear_value = _fontAsset.italicStyle * 0.01f;
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Vector3 topShear = new Vector3(shear_value * ((metrics.horizontalBearingY + _padding + _stylePadding) * _scale), 0, 0);
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Vector3 bottomShear = new Vector3(shear_value * (((metrics.horizontalBearingY - metrics.height - _padding - _stylePadding)) * _scale), 0, 0);
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topLeft += topShear;
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bottomLeft += bottomShear;
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topRight += topShear;
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bottomRight += bottomShear;
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}
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#endregion Handle Italics & Shearing
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vertList.Add(bottomLeft);
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vertList.Add(topLeft);
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vertList.Add(topRight);
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vertList.Add(bottomRight);
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float u = (rect.x - _padding - _stylePadding) / _fontAsset.atlasWidth;
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float v = (rect.y - _padding - _stylePadding) / _fontAsset.atlasHeight;
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float uw = (rect.width + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasWidth;
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float vw = (rect.height + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasHeight;
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uvBottomLeft = new Vector2(u, v);
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uvTopLeft = new Vector2(u, v + vw);
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uvTopRight = new Vector2(u + uw, v + vw);
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uvBottomRight = new Vector2(u + uw, v);
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float xScale = _scale * 0.01f;
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if (_format.bold)
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xScale *= -1;
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uv2BottomLeft = new Vector2(0, xScale);
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uv2TopLeft = new Vector2(511, xScale);
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uv2TopRight = new Vector2(2093567, xScale);
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uv2BottomRight = new Vector2(2093056, xScale);
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uvList.Add(uvBottomLeft);
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uvList.Add(uvTopLeft);
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uvList.Add(uvTopRight);
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uvList.Add(uvBottomRight);
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uv2List.Add(uv2BottomLeft);
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uv2List.Add(uv2TopLeft);
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uv2List.Add(uv2TopRight);
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uv2List.Add(uv2BottomRight);
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colList.Add(vertexColors[0]);
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colList.Add(vertexColors[1]);
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colList.Add(vertexColors[2]);
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colList.Add(vertexColors[3]);
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return 4;
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}
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override public int DrawLine(float x, float y, float width, int fontSize, int type,
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List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList)
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{
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if (_lineChar == null)
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return 0;
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float thickness;
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float offset;
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if (type == 0)
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{
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thickness = _fontAsset.faceInfo.underlineThickness;
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offset = _fontAsset.faceInfo.underlineOffset;
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}
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else
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{
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thickness = _fontAsset.faceInfo.strikethroughThickness;
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offset = _fontAsset.faceInfo.strikethroughOffset;
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}
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float scale = (float)fontSize / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
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float segmentWidth = _lineChar.glyph.metrics.width / 2 * scale;
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if (width < _lineChar.glyph.metrics.width * scale)
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segmentWidth = width / 2f;
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// UNDERLINE VERTICES FOR (3) LINE SEGMENTS
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#region UNDERLINE VERTICES
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thickness = thickness * scale;
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if (thickness < 1)
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thickness = 1;
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offset = Mathf.RoundToInt(offset * scale);
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// Front Part of the Underline
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y += offset;
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topLeft.x = x;
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topLeft.y = y + _padding * scale;
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bottomRight.x = x + segmentWidth;
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bottomRight.y = y - thickness - _padding * scale;
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topRight.x = bottomRight.x;
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topRight.y = topLeft.y;
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bottomLeft.x = topLeft.x;
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bottomLeft.y = bottomRight.y;
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vertList.Add(bottomLeft);
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vertList.Add(topLeft);
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vertList.Add(topRight);
|
||
|
vertList.Add(bottomRight);
|
||
|
|
||
|
// Middle Part of the Underline
|
||
|
topLeft = topRight;
|
||
|
bottomLeft = bottomRight;
|
||
|
|
||
|
topRight.x = x + width - segmentWidth;
|
||
|
bottomRight.x = topRight.x;
|
||
|
|
||
|
vertList.Add(bottomLeft);
|
||
|
vertList.Add(topLeft);
|
||
|
vertList.Add(topRight);
|
||
|
vertList.Add(bottomRight);
|
||
|
|
||
|
// End Part of the Underline
|
||
|
topLeft = topRight;
|
||
|
bottomLeft = bottomRight;
|
||
|
|
||
|
topRight.x = x + width;
|
||
|
bottomRight.x = topRight.x;
|
||
|
|
||
|
vertList.Add(bottomLeft);
|
||
|
vertList.Add(topLeft);
|
||
|
vertList.Add(topRight);
|
||
|
vertList.Add(bottomRight);
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
// UNDERLINE UV0
|
||
|
#region HANDLE UV0
|
||
|
|
||
|
// Calculate UV required to setup the 3 Quads for the Underline.
|
||
|
Vector2 uv0 = new Vector2((_lineChar.glyph.glyphRect.x - _padding) / _fontAsset.atlasWidth, (_lineChar.glyph.glyphRect.y - _padding) / _fontAsset.atlasHeight); // bottom left
|
||
|
Vector2 uv1 = new Vector2(uv0.x, (_lineChar.glyph.glyphRect.y + _lineChar.glyph.glyphRect.height + _padding) / _fontAsset.atlasHeight); // top left
|
||
|
Vector2 uv2 = new Vector2((_lineChar.glyph.glyphRect.x - _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Left
|
||
|
Vector2 uv3 = new Vector2(uv2.x, uv0.y); // Mid Bottom Left
|
||
|
Vector2 uv4 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Right
|
||
|
Vector2 uv5 = new Vector2(uv4.x, uv0.y); // Mid Bottom right
|
||
|
Vector2 uv6 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + _lineChar.glyph.glyphRect.width) / _fontAsset.atlasWidth, uv1.y); // End Part - Bottom Right
|
||
|
Vector2 uv7 = new Vector2(uv6.x, uv0.y); // End Part - Top Right
|
||
|
|
||
|
uvList.Add(uv0);
|
||
|
uvList.Add(uv1);
|
||
|
uvList.Add(uv2);
|
||
|
uvList.Add(uv3);
|
||
|
|
||
|
// Middle Part of the Underline
|
||
|
uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv0.y));
|
||
|
uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv1.y));
|
||
|
uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv1.y));
|
||
|
uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv0.y));
|
||
|
|
||
|
// Right Part of the Underline
|
||
|
|
||
|
uvList.Add(uv5);
|
||
|
uvList.Add(uv4);
|
||
|
uvList.Add(uv6);
|
||
|
uvList.Add(uv7);
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
// UNDERLINE UV2
|
||
|
#region HANDLE UV2 - SDF SCALE
|
||
|
// UV1 contains Face / Border UV layout.
|
||
|
float segUv1 = segmentWidth / width;
|
||
|
float segUv2 = 1 - segUv1;
|
||
|
|
||
|
//Calculate the xScale or how much the UV's are getting stretched on the X axis for the middle section of the underline.
|
||
|
float xScale = scale * 0.01f;
|
||
|
|
||
|
uv2List.Add(PackUV(0, 0, xScale));
|
||
|
uv2List.Add(PackUV(0, 1, xScale));
|
||
|
uv2List.Add(PackUV(segUv1, 1, xScale));
|
||
|
uv2List.Add(PackUV(segUv1, 0, xScale));
|
||
|
|
||
|
uv2List.Add(PackUV(segUv1, 0, xScale));
|
||
|
uv2List.Add(PackUV(segUv1, 1, xScale));
|
||
|
uv2List.Add(PackUV(segUv2, 1, xScale));
|
||
|
uv2List.Add(PackUV(segUv2, 0, xScale));
|
||
|
|
||
|
uv2List.Add(PackUV(segUv2, 0, xScale));
|
||
|
uv2List.Add(PackUV(segUv2, 1, xScale));
|
||
|
uv2List.Add(PackUV(1, 1, xScale));
|
||
|
uv2List.Add(PackUV(1, 0, xScale));
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
// UNDERLINE VERTEX COLORS
|
||
|
#region
|
||
|
// Alpha is the lower of the vertex color or tag color alpha used.
|
||
|
|
||
|
for (int i = 0; i < 12; i++)
|
||
|
colList.Add(vertexColors[0]);
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
return 12;
|
||
|
}
|
||
|
|
||
|
Vector2 PackUV(float x, float y, float xScale)
|
||
|
{
|
||
|
double x0 = (int)(x * 511);
|
||
|
double y0 = (int)(y * 511);
|
||
|
|
||
|
return new Vector2((float)((x0 * 4096) + y0), xScale);
|
||
|
}
|
||
|
|
||
|
override public bool HasCharacter(char ch)
|
||
|
{
|
||
|
return _fontAsset.HasCharacter(ch);
|
||
|
}
|
||
|
|
||
|
override public int GetLineHeight(int size)
|
||
|
{
|
||
|
return Mathf.RoundToInt(_lineHeight * ((float)size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|