public void RenderEmoji(InlineText text, Texture texture, ref UIMeshGroup mesh) { _texture = texture; _cachetext = text; _meshgroup = mesh; _rendering = true; SetVerticesDirty(); }
public void UnRenderEmoji() { if (_rendering) { _meshgroup = default(UIMeshGroup); SetVerticesDirty(); } _texture = null; _rendering = false; }
internal bool GetUIMeshGroup(InlineText text, out UIMeshGroup mesh) { if (_feature != null) { var resultlist = _feature.Context.Results; for (int i = 0; i < resultlist.Count; i++) { var info = resultlist[i]; if (info.RenderId == text.GetHashCode()) { mesh = info.MeshGroup; return(true); } } } mesh = default(UIMeshGroup); return(false); }
void RenderText(VertexHelper toFill, ref UIMeshGroup meshgroup) { var mesh = meshgroup.TextMeshResult; if (mesh.TextVerts != null) { for (int i = 0; i < mesh.TextVerts.Count; i += 4) { int vertcnt = toFill.currentVertCount; toFill.AddVert(mesh.TextVerts[i]); toFill.AddVert(mesh.TextVerts[i + 1]); toFill.AddVert(mesh.TextVerts[i + 2]); toFill.AddVert(mesh.TextVerts[i + 3]); toFill.AddTriangle(vertcnt, vertcnt + 1, vertcnt + 2); toFill.AddTriangle(vertcnt + 2, vertcnt + 3, vertcnt); } } }