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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UI
{
// 全局记录使用了某个Font字体的所有Text,当这个Font的GlyphAtlas大小改变的时候通知这些Text重建mesh(更新UV)
// 因为GlyphAtlas大小改变了,原先的UV已经不对了
public static class FontUpdateTracker
{
static Dictionary<Font, HashSet<Text>> m_Tracked = new Dictionary<Font, HashSet<Text>>();
public static void TrackText(Text t)
{
if (t.font == null)
return;
HashSet<Text> exists;
m_Tracked.TryGetValue(t.font, out exists);
if (exists == null)
{
// font texture重新生成的时候会调这个回调,然后需要Text组件重建mesh的UV数据,因为原先的fontGlyph里的UV已经不准了
// https://docs.unity3d.com/ScriptReference/Font-textureRebuilt.html
// The textureRebuilt event is global for all fonts, so we add our delegate the first time we register *any* Text
if (m_Tracked.Count == 0)
Font.textureRebuilt += RebuildForFont;
exists = new HashSet<Text>();
m_Tracked.Add(t.font, exists);
}
if (!exists.Contains(t))
exists.Add(t);
}
private static void RebuildForFont(Font f)
{
HashSet<Text> texts;
m_Tracked.TryGetValue(f, out texts);
if (texts == null)
return;
foreach (var text in texts)
text.FontTextureChanged();
}
public static void UntrackText(Text t)
{
if (t.font == null)
return;
HashSet<Text> texts;
m_Tracked.TryGetValue(t.font, out texts);
if (texts == null)
return;
texts.Remove(t);
if (texts.Count == 0)
{
m_Tracked.Remove(t.font);
// There is a global textureRebuilt event for all fonts, so once the last Text reference goes away, remove our delegate
if (m_Tracked.Count == 0)
Font.textureRebuilt -= RebuildForFont;
}
}
}
}
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