public override void Rebuild(CanvasUpdate executing)
    {
        base.Rebuild(executing);

        UpdateBound();
        SetItemDisplay();
    }
Example #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                if (!m_materialDirty)
                {
                    return;
                }

                UpdateMaterial();
                m_materialDirty = false;
            }
        }
        public override void Rebuild(CanvasUpdate update)
        {
            base.Rebuild(update);
            if (canvasRenderer.cull)
            {
                return;
            }

            if (update == CanvasUpdate.PreRender)
            {
                canvasRenderer.SetMesh(sharedMesh);
            }
        }
        public override void Rebuild(CanvasUpdate executing)
        {
            if (executing != CanvasUpdate.PostLayout)
            {
                return;
            }
            base.Rebuild(executing);

            if (Application.isPlaying && autoInit)
            {
                Init();
            }
        }
Example #5
0
 public override void Rebuild(CanvasUpdate update)
 {
     base.Rebuild(update);
     if (update == CanvasUpdate.Layout)
     {
         Debug.Log("update");
         if (text != lastText)
         {
             CheckForLocalization();
             lastText = text;
         }
     }
 }
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null && enabled && gameObject.activeInHierarchy)
            {
                return;
            }

            if (m_emojiParsingRequired)
            {
                ParseInputTextAndEmojiCharSequence();
            }

            base.Rebuild(update);
        }
Example #7
0
 public void Rebuild(CanvasUpdate executing)
 {
     if (_feature != null)
     {
         if (executing == CanvasUpdate.PreRender)
         {
             _feature.DoUpdate(EmojiEvent.PreRender);
         }
         else if (executing == CanvasUpdate.LatePreRender)
         {
             _feature.DoUpdate(EmojiEvent.LatePreRender);
         }
     }
 }
Example #8
0
 public virtual void Rebuild(CanvasUpdate executing)
 {
     if (executing == CanvasUpdate.Prelayout)
     {
         this.UpdateCachedData();
     }
     if (executing == CanvasUpdate.PostLayout)
     {
         this.UpdateBounds();
         this.UpdateScrollbars(Vector2.zero);
         this.UpdatePrevData();
         this.m_HasRebuiltLayout = true;
     }
 }
        public override void Rebuild(CanvasUpdate update)
        {
            base.Rebuild(update);
            if (canvasRenderer.cull)
            {
                return;
            }

            if (update == CanvasUpdate.PreRender)
            {
                var mesh = Meshes[FrontMesh];
                canvasRenderer.SetMesh(mesh);
            }
        }
Example #10
0
 public override void Rebuild(CanvasUpdate update)
 {
     base.Rebuild(update);
     if (canvasRenderer.cull)
     {
         return;
     }
     if (update == CanvasUpdate.PreRender)
     {
         m_ColorIsDirty = true;
         UpdateMesh();
         m_ColorIsDirty = false;
     }
 }
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null && enabled && gameObject.activeInHierarchy)
            {
                return;
            }

            if (_localeParsingRequired)
            {
                ParseInputTextAndLocalizeTags();
            }

            base.Rebuild(update);
        }
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null)
            {
                return;
            }

            if (m_emojiParsingRequired)
            {
                ParseInputTextAndEmojiCharSequence();
            }

            base.Rebuild(update);
        }
Example #13
0
        public virtual void Rebuild(CanvasUpdate executing)
        {
            if (executing == CanvasUpdate.Prelayout)
            {
                UpdateCachedData();
            }

            if (executing == CanvasUpdate.PostLayout)
            {
                UpdateBounds();
                UpdatePrevData();

                m_HasRebuiltLayout = true;
            }
        }
Example #14
0
 public virtual void Rebuild(CanvasUpdate executing)
 {
     if (executing == null)
     {
         this.UpdateCachedData();
     }
     if (executing != 2)
     {
         return;
     }
     this.UpdateBounds();
     this.UpdateScrollbars(Vector2.get_zero());
     this.UpdatePrevData();
     this.m_HasRebuiltLayout = true;
 }
Example #15
0
 public virtual void Rebuild(CanvasUpdate update)
 {
     if (!canvasRenderer.cull && update == CanvasUpdate.PreRender)
     {
         if (m_VertsDirty)
         {
             UpdateGeometry();
             m_VertsDirty = false;
         }
         if (m_MaterialDirty)
         {
             UpdateMaterial();
             m_MaterialDirty = false;
         }
     }
 }
 public override void Rebuild(CanvasUpdate update)
 {
     base.Rebuild(update);
     if (canvasRenderer.cull)
     {
         return;
     }
     if (update == CanvasUpdate.PreRender)
     {
         UpdateParticles();
         if (m_Particle2D == null || !m_Particle2D.isPlaying)
         {
             canvasRenderer.SetMesh(null);
         }
     }
 }
 public override void Rebuild(CanvasUpdate update)
 {
     base.Rebuild(update);
     if (canvasRenderer.cull)
     {
         return;
     }
     if (update == CanvasUpdate.PreRender)
     {
         UpdateMesh();
     }
     if (allowMultipleCanvasRenderers)
     {
         canvasRenderer.Clear();
     }
 }
Example #18
0
 public void Rebuild(CanvasUpdate executing)
 {
     switch (executing)
     {
         case CanvasUpdate.Layout:
             // It's unfortunate that we'll perform the same GetComponents querys for the tree 2 times,
             // but each tree have to be fully iterated before going to the next action,
             // so reusing the results would entail storing results in a Dictionary or similar,
             // which is probably a bigger overhead than performing GetComponents multiple times.
             PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal());
             PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal());
             PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical());
             PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical());
             break;
     }
 }
Example #19
0
        public void OnRebuild(CanvasUpdate update)
        {
            if (mpb == null)
            {
                return;
            }

            foreach (var r in rendererArray)
            {
                r.GetPropertyBlock(mpb);
                {
                    mpb.SetVector(SummonPosition, new Vector4(ranges[0].position.x, ranges[1].position.x, 0, 0));
                }
                r.SetPropertyBlock(mpb);
            }
        }
Example #20
0
        public virtual void Rebuild(CanvasUpdate executing)
        {
            //    if (executing == CanvasUpdate.Prelayout)
            //    {
            //        //UpdateCachedData();
            //    }

            //    if (executing == CanvasUpdate.PostLayout)
            //    {
            //        UpdateBounds(false);
            //        UpdateScrollbars(Vector2.zero);
            //        UpdatePrevData();

            //        m_HasRebuiltLayout = true;
            //    }
        }
Example #21
0
 void ICanvasElement.Rebuild(CanvasUpdate executing)
 {
     switch (executing)
     {
     case CanvasUpdate.Layout:
         // It's unfortunate that we'll perform the same GetComponents querys for the tree 2 times,
         // but each tree have to be fully iterated before going to the next action,
         // so reusing the results would entail storing results in a Dictionary or similar,
         // which is probably a bigger overhead than performing GetComponents multiple times.
         PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal());
         PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal());
         PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical());
         PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical());
         break;
     }
 }
 //具体重建过程,当Canvas调用重建时执行
 public void Rebuild(CanvasUpdate executing)
 {
     switch (executing)
     {
     case CanvasUpdate.Layout:
         //ILayoutElement: LayoutElement Text LayoutGroup ScrollRect
         //ILayoutController: LayoutGroup AspectRatioFitter ContentSizeFitter
         //PerformLayoutCalculation 迭代带有 ILayoutGroup            的子节点
         //PerformLayoutControl     迭代带有 ILayoutSelfController   的子节点
         PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal());
         PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal());
         PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical());
         PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical());
         break;
     }
 }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null) return;

            if (update == CanvasUpdate.PreRender)
            {
                OnPreRenderCanvas();

                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty = false;

                if (!m_isMaterialDirty) return;

                UpdateMaterial();
                m_isMaterialDirty = false;
            }
        }
Example #24
0
        public void Rebuild(CanvasUpdate executing)
        {
            if (executing != CanvasUpdate.PreRender)
            {
                return;
            }

            isCurrentEmpty = false;
            if (mData == null || mData.Count == 0)
            {
                return;
            }

            VertexHelper vh = Tools.vertexHelper;

            vh.Clear();

            Sprite      s = null;
            ISpriteData sd;

            for (int i = 0; i < mData.Count; ++i)
            {
                s = (sd = mData[i]).sprite.Get();
                if (s == null)
                {
                    sd.renderer    = false;
                    isCurrentEmpty = true;
                    continue;
                }

                sd.renderer = true;
                var uv = UnityEngine.Sprites.DataUtility.GetOuterUV(s);
                sd.Gen(vh, uv);
            }

            if (s == null)
            {
                return;
            }

            Mesh workerMesh = SymbolText.WorkerMesh;

            vh.FillMesh(workerMesh);
            canvasRenderer.SetMesh(workerMesh);
            canvasRenderer.SetTexture(s.texture);
        }
Example #25
0
 /// <summary>
 ///
 /// <para>
 /// Rebuilds the graphic geometry and its material on the PreRender cycle.
 /// </para>
 ///
 /// </summary>
 /// <param name="update">The current step of the rendering CanvasUpdate cycle.</param>
 public virtual void Rebuild(CanvasUpdate update)
 {
     if (this.canvasRenderer.cull || update != CanvasUpdate.PreRender)
     {
         return;
     }
     if (this.m_VertsDirty)
     {
         this.UpdateGeometry();
         this.m_VertsDirty = false;
     }
     if (!this.m_MaterialDirty)
     {
         return;
     }
     this.UpdateMaterial();
     this.m_MaterialDirty = false;
 }
    private static int Rebuild(IntPtr L)
    {
        int result;

        try
        {
            ToLua.CheckArgsCount(L, 2);
            Toggle       toggle    = (Toggle)ToLua.CheckObject(L, 1, typeof(Toggle));
            CanvasUpdate executing = (CanvasUpdate)((int)ToLua.CheckObject(L, 2, typeof(CanvasUpdate)));
            toggle.Rebuild(executing);
            result = 0;
        }
        catch (Exception e)
        {
            result = LuaDLL.toluaL_exception(L, e, null);
        }
        return(result);
    }
Example #27
0
    private static int Rebuild(IntPtr L)
    {
        int result;

        try
        {
            ToLua.CheckArgsCount(L, 2);
            InputField   inputField = (InputField)ToLua.CheckObject(L, 1, typeof(InputField));
            CanvasUpdate update     = (CanvasUpdate)((int)ToLua.CheckObject(L, 2, typeof(CanvasUpdate)));
            inputField.Rebuild(update);
            result = 0;
        }
        catch (Exception e)
        {
            result = LuaDLL.toluaL_exception(L, e, null);
        }
        return(result);
    }
Example #28
0
 public virtual void Rebuild(CanvasUpdate update)
 {
     switch (update)
     {
     case CanvasUpdate.PreRender:
         if (m_VertsDirty)
         {
             UpdateGeometry();
             m_VertsDirty = false;
         }
         if (m_MaterialDirty)
         {
             UpdateMaterial();
             m_MaterialDirty = false;
         }
         break;
     }
 }
    public override void Rebuild(CanvasUpdate update)
    {
        if (canvasRenderer.cull)
        {
            return;
        }
        //Debug.Log("Rebuild");
#if UNITY_EDITOR
        if (Application.isEditor)
        {
            Skeleton.UpdateWorldTransform();
        }
#endif

        if (update == CanvasUpdate.PreRender)
        {
            UpdateMesh();
        }
    }
Example #30
0
        public void Rebuild(CanvasUpdate executing)
        {
            if (executing != CanvasUpdate.PreRender)
            {
                return;
            }

            if (mData == null)
            {
                return;
            }

            if (frameIndex < 0)
            {
                frameIndex = 0;
            }

            ISprite si = cartoon.frames[frameIndex].sprite;
            Sprite  s  = si.Get();

            if (s == null)
            {
                currentIsEmpty = true;
                return;
            }

            currentIsEmpty = false;
            var          uv = UnityEngine.Sprites.DataUtility.GetOuterUV(s);
            VertexHelper vh = Tools.vertexHelper;

            vh.Clear();
            for (int i = 0; i < mData.Count; ++i)
            {
                mData[i].Gen(vh, uv);
            }

            Mesh workerMesh = SymbolText.WorkerMesh;

            vh.FillMesh(workerMesh);
            canvasRenderer.SetMesh(workerMesh);
            canvasRenderer.SetTexture(s.texture);
        }
Example #31
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null)
            {
                return;
            }

            if (update == CanvasUpdate.Prelayout)
            {
                if (m_autoSizeTextContainer)
                {
                    CalculateLayoutInputHorizontal();

                    if (m_textContainer.isDefaultWidth)
                    {
                        m_textContainer.width = m_preferredWidth;
                    }

                    CalculateLayoutInputVertical();

                    if (m_textContainer.isDefaultHeight)
                    {
                        m_textContainer.height = m_preferredHeight;
                    }
                }
            }
            else if (update == CanvasUpdate.PreRender)
            {
                this.OnPreRenderObject();
                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty   = false;

                if (!m_isMaterialDirty)
                {
                    return;
                }

                UpdateMaterial();
                m_isMaterialDirty = false;
            }
        }
Example #32
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                OnPreRenderCanvas();

                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty   = false;

                //if (m_isPivotDirty)
                //    UpdateSubObjectPivot();

                if (!m_isMaterialDirty)
                {
                    return;
                }

                UpdateMaterial();
                m_isMaterialDirty = false;
            }
        }
Example #33
0
		public override void Rebuild (CanvasUpdate update)
		{
			base.Rebuild (update);
		}
        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                if (!m_materialDirty) return;

                UpdateMaterial();
                m_materialDirty = false;
            }
        }
Example #35
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (this == null) return;

            if (update == CanvasUpdate.Prelayout)
            {
                if (m_autoSizeTextContainer)
                {
                    CalculateLayoutInputHorizontal();

                    if (m_textContainer.isDefaultWidth)
                    {
                        m_textContainer.width = m_preferredWidth;
                    }

                    CalculateLayoutInputVertical();

                    if (m_textContainer.isDefaultHeight)
                    {
                        m_textContainer.height = m_preferredHeight;
                    }
                }
            }
            else if (update == CanvasUpdate.PreRender)
            {
                this.OnPreRenderObject();
                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty = false;

                if (!m_isMaterialDirty) return;

                UpdateMaterial();
                m_isMaterialDirty = false;
            }
        }
Example #36
0
		public void Rebuild(CanvasUpdate executing) {

			if (this.root != null) this.root.Rebuild();

		}
        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                OnPreRenderCanvas();

                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty = false;

                //if (m_isPivotDirty)
                //    UpdateSubObjectPivot();

                if (!m_isMaterialDirty) return;

                UpdateMaterial();
                m_isMaterialDirty = false;
            }

        }
Example #38
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            //Debug.Log("Rebuilding text object.");

            if (update == CanvasUpdate.Prelayout)
            {
                if (m_autoSizeTextContainer)
                {
                    CalculateLayoutInputHorizontal();

                    if (m_textContainer.isDefaultWidth)
                    {
                        m_textContainer.width = m_preferredWidth;
                    }

                    CalculateLayoutInputVertical();

                    if (m_textContainer.isDefaultHeight)
                    {
                        m_textContainer.height = m_preferredHeight;
                    }
                }
                //Debug.Log("Pre-Layout Phase.");
            }

            if (update == CanvasUpdate.PreRender)
            {
                this.OnPreRenderObject();
                m_verticesDirty = false;
                m_layoutDirty = false;
            }
        }
		public override void Rebuild (CanvasUpdate update) {
			base.Rebuild(update);
			if (canvasRenderer.cull) return;
			if (update == CanvasUpdate.PreRender) UpdateMesh();
		}
        //public override void SetMaterialDirty()
        //{
        //    Debug.Log("SetMaterialDirty()");

        //    if (!this.IsActive())
        //        return;

        //    //base.SetMaterialDirty();
        //}


        /// <summary>
        /// 
        /// </summary>
        /// <param name="update"></param>
        public override void Rebuild(CanvasUpdate update)
        {
            if (update == CanvasUpdate.PreRender)
            {
                OnPreRenderCanvas();
                m_verticesAlreadyDirty = false;
                m_layoutAlreadyDirty = false;
            }

        }
Example #41
0
 public void Rebuild(CanvasUpdate executing)
 {
     Debug.Log("Rebuild");
 }
 /// <summary>
 ///   <para>See ICanvasElement.Rebuild.</para>
 /// </summary>
 /// <param name="executing"></param>
 public void Rebuild(CanvasUpdate executing)
 {
   if (executing != CanvasUpdate.Layout)
     return;
   this.PerformLayoutCalculation(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutElement).CalculateLayoutInputHorizontal()));
   this.PerformLayoutControl(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutController).SetLayoutHorizontal()));
   this.PerformLayoutCalculation(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutElement).CalculateLayoutInputVertical()));
   this.PerformLayoutControl(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutController).SetLayoutVertical()));
 }
Example #43
0
 public virtual void Rebuild(CanvasUpdate executing)
 {
     if (executing == CanvasUpdate.Prelayout)
     {
         //this.UpdateCachedData();
     }
     if (executing == CanvasUpdate.PostLayout)
     {
         this.UpdateBounds();
         this.UpdatePrevData();
         this.m_HasRebuiltLayout = true;
     }
 }
Example #44
0
        public virtual void Rebuild(CanvasUpdate update)
        {
            if (canvasRenderer.cull)
                return;

            switch (update)
            {
                case CanvasUpdate.PreRender:
                    if (m_VertsDirty)
                    {
                        UpdateGeometry();
                        m_VertsDirty = false;
                    }
                    if (m_MaterialDirty)
                    {
                        UpdateMaterial();
                        m_MaterialDirty = false;
                    }
                    break;
            }
        }
Example #45
0
 /// <summary>
 ///   <para>Rebuilds the graphic geometry and its material on the PreRender cycle.</para>
 /// </summary>
 /// <param name="update">The current step of the rendering CanvasUpdate cycle.</param>
 public virtual void Rebuild(CanvasUpdate update)
 {
   if (this.canvasRenderer.cull || update != CanvasUpdate.PreRender)
     return;
   if (this.m_VertsDirty)
   {
     this.UpdateGeometry();
     this.m_VertsDirty = false;
   }
   if (!this.m_MaterialDirty)
     return;
   this.UpdateMaterial();
   this.m_MaterialDirty = false;
 }