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#include "UnityPrefix.h"
#include "TextMesh.h"
#include "Runtime/Filters/Mesh/MeshRenderer.h"
#include "Runtime/IMGUI/TextMeshGenerator2.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Font.h"
#include "Runtime/Misc/ResourceManager.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
using namespace std;
namespace TextMesh_Static
{
static Font* gDefaultFont = NULL;
}
TextMesh::TextMesh (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
{
m_Mesh = NULL;
m_FontSize = 0;
m_FontStyle = 0;
m_RichText = true;
m_Color = 0xffffffff;
}
TextMesh::~TextMesh ()
{
DestroySingleObject(m_Mesh);
}
Mesh* TextMesh::GetMesh ()
{
if (m_Mesh)
return m_Mesh;
else
{
m_Mesh = NEW_OBJECT (Mesh);
m_Mesh->Reset();
m_Mesh->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
m_Mesh->SetHideFlags(kHideAndDontSave);
return m_Mesh;
}
}
void TextMesh::Reset () {
Super::Reset();
m_OffsetZ = 0.0f;
m_CharacterSize = 1.0f;
m_Anchor = kUpperLeft;
m_Alignment = kLeft;
m_LineSpacing = 1.0F;
m_TabSize = 4.0F;
}
Font * TextMesh::GetFont () const {
using namespace TextMesh_Static;
Font *f = m_Font;
if (!f) {
if (!gDefaultFont)
gDefaultFont = GetBuiltinResource<Font> (kDefaultFontName);
return gDefaultFont;
}
else {
return f;
}
}
void TextMesh::AwakeFromLoad(AwakeFromLoadMode awakeMode) {
Super::AwakeFromLoad (awakeMode);
if (IsActive())
{
SetupMeshRenderer ();
ApplyToMesh ();
}
}
void TextMesh::SetText (const string& text) {
if (m_Text != text)
{
m_Text = text;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetFont (PPtr<Font> font)
{
if (m_Font != font)
{
m_Font = font;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetFontSize (int size)
{
if (m_FontSize != size)
{
m_FontSize = size;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetFontStyle (int style)
{
if (m_FontStyle != style)
{
m_FontStyle = style;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetAlignment(short alignment)
{
if (m_Alignment != alignment)
{
m_Alignment = alignment;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetOffsetZ(float offset)
{
if (m_OffsetZ != offset)
{
m_OffsetZ = offset;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetAnchor(short anchor)
{
if (m_Anchor != anchor)
{
m_Anchor = anchor;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetCharacterSize(float characterSize)
{
if (m_CharacterSize != characterSize)
{
m_CharacterSize = characterSize;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetLineSpacing(float lineSpacing)
{
if (m_LineSpacing != lineSpacing)
{
m_LineSpacing = lineSpacing;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetTabSize(float tabSize)
{
if (m_TabSize != tabSize)
{
m_TabSize = tabSize;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetRichText(bool richText)
{
if (m_RichText != richText)
{
m_RichText = richText;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetColor(const ColorRGBA32 color)
{
if (m_Color != color)
{
m_Color = color;
ApplyToMesh();
}
SetDirty();
}
void TextMesh::SetupMeshRenderer () {
if (IsActive ())
{
MeshRenderer* renderer = QueryComponent(MeshRenderer);
if (renderer)
renderer->SetSharedMesh(GetMesh());
}
}
void TextMesh::DidAddComponent () {
if (IsActive ())
{
MeshRenderer* renderer = QueryComponent(MeshRenderer);
if (renderer)
renderer->SetSharedMesh(GetMesh());
}
}
void TextMesh::ApplyToMesh ()
{
Mesh * mesh = GetMesh();
// Setup textmesh generator
TextMeshGenerator2 &tmgen = TextMeshGenerator2::Get (UTF16String(m_Text.c_str()), GetFont (), (TextAnchor)m_Anchor, (TextAlignment)m_Alignment, 0, m_TabSize, m_LineSpacing, m_RichText, false, m_Color, m_FontSize, m_FontStyle);
Vector2f size = tmgen.GetSize ();
Vector2f offset = tmgen.GetTextOffset (Rectf (0, 0, -size.x, size.y * 2));
switch (m_Alignment)
{
case kRight: offset.x += size.x; break;
case kCenter: offset.x += size.x * 0.5f; break;
}
Mesh* srcMesh = tmgen.GetMesh ();
Matrix4x4f m;
Vector3f scale(m_CharacterSize, -m_CharacterSize, m_CharacterSize);
scale *= GetFont()->GetDeprecatedPixelScale ();
m.SetTranslate (Vector3f(offset.x * scale.x, offset.y * -scale.y, m_OffsetZ));
m.Scale(scale);
mesh->CopyTransformed(*srcMesh, m);
// Mesh CopyTransformed does not update local AABB! Kind of scared to change it there,
// so instead manually transform the AABB here.
const AABB& bounds = mesh->GetLocalAABB();
AABB xformBounds;
TransformAABB (bounds, m, xformBounds);
mesh->SetLocalAABB (xformBounds);
MeshRenderer* meshRenderer = QueryComponent(MeshRenderer);
if (meshRenderer)
meshRenderer->SetSharedMesh(mesh);
}
IMPLEMENT_CLASS_HAS_INIT (TextMesh)
IMPLEMENT_OBJECT_SERIALIZE (TextMesh)
template<class TransferFunction> inline
void TextMesh::Transfer (TransferFunction& transfer)
{
transfer.SetVersion (3);
Super::Transfer (transfer);
TRANSFER(m_Text);
TRANSFER(m_OffsetZ);
TRANSFER(m_CharacterSize);
TRANSFER(m_LineSpacing);
TRANSFER(m_Anchor);
TRANSFER(m_Alignment);
TRANSFER(m_TabSize);
TRANSFER(m_FontSize);
TRANSFER(m_FontStyle);
TRANSFER(m_RichText);
transfer.Align();
TRANSFER (m_Font);
TRANSFER (m_Color);
#if UNITY_EDITOR
// Renamed m_Settings to m_Font in version 1.2.2
if (transfer.IsOldVersion(1))
{
transfer.Transfer(m_Font, "m_Settings");
}
// In version 1.5.0 line spacing is multiplicative instead of additive
if (transfer.IsOldVersion(1) || transfer.IsOldVersion(2))
{
Font* font = GetFont();
m_LineSpacing = (font->GetLineSpacing() + m_LineSpacing) / font->GetLineSpacing();
}
#endif
}
void TextMesh::InitializeClass ()
{
REGISTER_MESSAGE_VOID (TextMesh, kDidAddComponent, DidAddComponent);
}
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