/// <summary> /// This is the main function that is responsible for creating / displaying the text. /// </summary> void GenerateTextMesh() { //Debug.Log("***** GenerateTextMesh() ***** Iteration Count: " + loopCountA + ". Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Font size is " + m_fontSize); // Early exit if no font asset was assigned. This should not be needed since Arial SDF will be assigned by default. if (m_fontAsset.characterDictionary == null) { Debug.Log("Can't Generate Mesh! No Font Asset has been assigned to Object ID: " + this.GetInstanceID()); return; } // Reset TextInfo if (m_textInfo != null) m_textInfo.Clear(); // Early exit if we don't have any Text to generate. if (m_char_buffer == null || m_char_buffer.Length == 0 || m_char_buffer[0] == (char)0) { //Debug.Log("Early Out!"); if (m_vertices != null) { Array.Clear(m_vertices, 0, m_vertices.Length); m_mesh.vertices = m_vertices; } m_preferredWidth = 0; m_preferredHeight = 0; return; } m_currentFontAsset = m_fontAsset; m_currentMaterial = m_sharedMaterial; // Determine how many characters will be visible and make the necessary allocations (if needed). int totalCharacterCount = SetArraySizes(m_char_buffer); // Scale the font to approximately match the point size m_fontScale = (m_fontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f)); float baseScale = m_fontScale; // BaseScale keeps the character aligned vertically since <size=+000> results in font of different scale. m_maxFontScale = baseScale; float previousLineMaxScale = baseScale; float firstVisibleCharacterScale = 0; m_currentFontSize = m_fontSize; float fontSizeDelta = 0; int charCode = 0; // Holds the character code of the currently being processed character. //int prev_charCode = 0; bool isMissingCharacter; // Used to handle missing characters in the Font Atlas / Definition. m_style = m_fontStyle; // Set the default style. m_lineJustification = m_textAlignment; // Sets the line justification mode to match editor alignment. // GetPadding to adjust the size of the mesh due to border thickness, softness, glow, etc... if (checkPaddingRequired) { checkPaddingRequired = false; m_padding = ShaderUtilities.GetPadding(m_renderer.sharedMaterials, m_enableExtraPadding, m_isUsingBold); //m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial); m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial); } float style_padding = 0; // Extra padding required to accommodate Bold style. float xadvance_multiplier = 1; // Used to increase spacing between character when style is bold. m_baselineOffset = 0; // Used by subscript characters. // Underline bool beginUnderline = false; Vector3 underline_start = Vector3.zero; // Used to track where underline starts & ends. Vector3 underline_end = Vector3.zero; // Strike-through bool beginStrikethrough = false; Vector3 strikethrough_start = Vector3.zero; Vector3 strikethrough_end = Vector3.zero; m_fontColor32 = m_fontColor; Color32 vertexColor; m_htmlColor = m_fontColor32; m_colorStackIndex = 0; Array.Clear(m_colorStack, 0, m_colorStack.Length); m_styleStackIndex = 0; Array.Clear(m_styleStack, 0, m_styleStack.Length); m_lineOffset = 0; // Amount of space between lines (font line spacing + m_linespacing). m_lineHeight = 0; m_cSpacing = 0; m_monoSpacing = 0; float lineOffsetDelta = 0; m_xAdvance = 0; // Used to track the position of each character. m_maxXAdvance = 0; // Used to determine Preferred Width. tag_LineIndent = 0; // Used for indentation of text. tag_Indent = 0; tag_NoParsing = false; //m_isIgnoringAlignment = false; m_characterCount = 0; // Total characters in the char[] m_visibleCharacterCount = 0; // # of visible characters. //m_visibleSpriteCount = 0; // Tracking of line information m_firstCharacterOfLine = 0; m_lastCharacterOfLine = 0; m_firstVisibleCharacterOfLine = 0; m_lastVisibleCharacterOfLine = 0; m_lineNumber = 0; bool isStartOfNewLine = true; m_pageNumber = 0; int pageToDisplay = Mathf.Clamp(m_pageToDisplay - 1, 0, m_textInfo.pageInfo.Length - 1); int ellipsisIndex = 0; Vector3[] corners = m_textContainer.corners; Vector4 margins = m_textContainer.margins; m_marginWidth = m_textContainer.rect.width - margins.z - margins.x; float marginWidth = m_marginWidth; float marginHeight = m_textContainer.rect.height - margins.y - margins.w; m_marginLeft = 0; m_marginRight = 0; m_width = -1; float lossyScale = m_transform.lossyScale.z; // Used by Unity's Auto Layout system. m_preferredWidth = 0; m_preferredHeight = 0; // Initialize struct to track states of word wrapping bool isFirstWord = true; bool isLastBreakingChar = false; m_SavedLineState = new WordWrapState(); m_SavedWordWrapState = new WordWrapState(); int wrappingIndex = 0; // Need to initialize these Extents structures m_meshExtents = new Extents(k_InfinityVector, -k_InfinityVector); // Initialize lineInfo if (m_textInfo.lineInfo == null) m_textInfo.lineInfo = new TMP_LineInfo[2]; for (int i = 0; i < m_textInfo.lineInfo.Length; i++) { m_textInfo.lineInfo[i] = new TMP_LineInfo(); m_textInfo.lineInfo[i].lineExtents = new Extents(k_InfinityVector, -k_InfinityVector); m_textInfo.lineInfo[i].ascender = -k_InfinityVector.x; m_textInfo.lineInfo[i].descender = k_InfinityVector.x; } // Tracking of the highest Ascender m_maxAscender = 0; m_maxDescender = 0; float pageAscender = 0; float maxVisibleDescender = 0; bool isMaxVisibleDescenderSet = false; m_isNewPage = false; //bool isLineOffsetAdjusted = false; loopCountA += 1; int endTagIndex = 0; // Parse through Character buffer to read HTML tags and begin creating mesh. for (int i = 0; m_char_buffer[i] != 0; i++) { charCode = m_char_buffer[i]; //loopCountE += 1; // Parse Rich Text Tag #region Parse Rich Text Tag if (m_isRichText && charCode == 60) // '<' { m_isParsingText = true; // Check if Tag is valid. If valid, skip to the end of the validated tag. if (ValidateHtmlTag(m_char_buffer, i + 1, out endTagIndex)) { i = endTagIndex; if (m_isRecalculateScaleRequired) { m_fontScale = (m_currentFontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f)); m_isRecalculateScaleRequired = false; } continue; } } #endregion End Parse Rich Text Tag m_isParsingText = false; isMissingCharacter = false; // Check if we should be using a different font asset //if (m_fontIndex != 0) //{ // // Check if we need to load the new font asset // if (m_currentFontAsset == null) // { // Debug.Log("Loading secondary font asset."); // m_currentFontAsset = Resources.Load("Fonts & Materials/Bangers SDF", typeof(TextMeshProFont)) as TextMeshProFont; // //m_sharedMaterials.Add(m_currentFontAsset.material); // //m_renderer.sharedMaterials = new Material[] { m_sharedMaterial, m_currentFontAsset.material }; // m_sharedMaterials.ToArray(); // } //} //Debug.Log("Char [" + (char)charCode + "] ASCII " + charCode); //is using FontIndex: " + m_fontIndex); // Handle Font Styles like LowerCase, UpperCase and SmallCaps. #region Handling of LowerCase, UpperCase and SmallCaps Font Styles if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase) { // If this character is lowercase, switch to uppercase. if (char.IsLower((char)charCode)) charCode = char.ToUpper((char)charCode); } else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase) { // If this character is uppercase, switch to lowercase. if (char.IsUpper((char)charCode)) charCode = char.ToLower((char)charCode); } else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps) { if (char.IsLower((char)charCode)) { m_fontScale = m_currentFontSize * 0.8f / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f); charCode = char.ToUpper((char)charCode); } else m_fontScale = m_currentFontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f); } #endregion // Look up Character Data from Dictionary and cache it. #region Look up Character Data m_currentFontAsset.characterDictionary.TryGetValue(charCode, out m_cached_GlyphInfo); if (m_cached_GlyphInfo == null) { // Character wasn't found in the Dictionary. // Check if Lowercase & Replace by Uppercase if possible if (char.IsLower((char)charCode)) { if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToUpper((char)charCode), out m_cached_GlyphInfo)) charCode = char.ToUpper((char)charCode); } else if (char.IsUpper((char)charCode)) { if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToLower((char)charCode), out m_cached_GlyphInfo)) charCode = char.ToLower((char)charCode); } // Still don't have a replacement? if (m_cached_GlyphInfo == null) { m_currentFontAsset.characterDictionary.TryGetValue(88, out m_cached_GlyphInfo); if (m_cached_GlyphInfo != null) { Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.", this); // Replace the missing character by X (if it is found) charCode = 88; isMissingCharacter = true; } else { // At this point the character isn't in the Dictionary, the replacement X isn't either so ... Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.", this); continue; } } } #endregion if (m_isRightToLeft) m_xAdvance -= ((m_cached_GlyphInfo.xAdvance * xadvance_multiplier + m_characterSpacing) * m_fontScale + m_cSpacing) * (1 - m_charWidthAdjDelta); // Store some of the text object's information m_textInfo.characterInfo[m_characterCount].character = (char)charCode; m_textInfo.characterInfo[m_characterCount].pointSize = m_currentFontSize; m_textInfo.characterInfo[m_characterCount].color = m_htmlColor; m_textInfo.characterInfo[m_characterCount].style = m_style; m_textInfo.characterInfo[m_characterCount].index = (short)i; //m_textInfo.characterInfo[m_characterCount].isIgnoringAlignment = m_isIgnoringAlignment; // Handle Kerning if Enabled. #region Handle Kerning if (m_enableKerning && m_characterCount >= 1) { int prev_charCode = m_textInfo.characterInfo[m_characterCount - 1].character; KerningPairKey keyValue = new KerningPairKey(prev_charCode, charCode); KerningPair pair; m_currentFontAsset.kerningDictionary.TryGetValue(keyValue.key, out pair); if (pair != null) { m_xAdvance += pair.XadvanceOffset * m_fontScale; } } #endregion // Handle Mono Spacing #region Handle Mono Spacing float monoAdvance = 0; if (m_monoSpacing != 0) { monoAdvance = (m_monoSpacing / 2 - (m_cached_GlyphInfo.width / 2 + m_cached_GlyphInfo.xOffset) * m_fontScale) * (1 - m_charWidthAdjDelta); m_xAdvance += monoAdvance; } #endregion // Set Padding based on selected font style #region Handle Style Padding if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold) // Checks for any combination of Bold Style. { style_padding = m_currentFontAsset.BoldStyle * 2; xadvance_multiplier = 1 + m_currentFontAsset.boldSpacing * 0.01f; } else { style_padding = m_currentFontAsset.NormalStyle * 2; xadvance_multiplier = 1.0f; } #endregion Handle Style Padding // Setup Vertices for each character. Vector3 top_left = new Vector3(0 + m_xAdvance + ((m_cached_GlyphInfo.xOffset - m_padding - style_padding) * m_fontScale * (1 - m_charWidthAdjDelta)), (m_cached_GlyphInfo.yOffset + m_padding) * m_fontScale - m_lineOffset + m_baselineOffset, 0); Vector3 bottom_left = new Vector3(top_left.x, top_left.y - ((m_cached_GlyphInfo.height + m_padding * 2) * m_fontScale), 0); Vector3 top_right = new Vector3(bottom_left.x + ((m_cached_GlyphInfo.width + m_padding * 2 + style_padding * 2) * m_fontScale * (1 - m_charWidthAdjDelta)), top_left.y, 0); Vector3 bottom_right = new Vector3(top_right.x, bottom_left.y, 0); // Check if we need to Shear the rectangles for Italic styles #region Handle Italic & Shearing if ((m_style & FontStyles.Italic) == FontStyles.Italic || (m_fontStyle & FontStyles.Italic) == FontStyles.Italic) { // Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount. float shear_value = m_currentFontAsset.ItalicStyle * 0.01f; Vector3 topShear = new Vector3(shear_value * ((m_cached_GlyphInfo.yOffset + m_padding + style_padding) * m_fontScale), 0, 0); Vector3 bottomShear = new Vector3(shear_value * (((m_cached_GlyphInfo.yOffset - m_cached_GlyphInfo.height - m_padding - style_padding)) * m_fontScale), 0, 0); top_left = top_left + topShear; bottom_left = bottom_left + bottomShear; top_right = top_right + topShear; bottom_right = bottom_right + bottomShear; } #endregion Handle Italics & Shearing // Store position of vertices for each character m_textInfo.characterInfo[m_characterCount].topLeft = top_left; m_textInfo.characterInfo[m_characterCount].bottomLeft = bottom_left; m_textInfo.characterInfo[m_characterCount].topRight = top_right; m_textInfo.characterInfo[m_characterCount].bottomRight = bottom_right; m_textInfo.characterInfo[m_characterCount].baseLine = 0 - m_lineOffset + m_baselineOffset; m_textInfo.characterInfo[m_characterCount].scale = m_fontScale; // Compute MaxAscender & MaxDescender which is used for AutoScaling & other type layout options float ascender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale + m_baselineOffset; if ((charCode == 10 || charCode == 13) && m_characterCount > m_firstVisibleCharacterOfLine) ascender = m_alignmentPadding.y * m_fontScale + m_baselineOffset; float descender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset; if (m_lineNumber == 0) m_maxAscender = m_maxAscender > ascender ? m_maxAscender : ascender; if (m_lineOffset == 0) pageAscender = pageAscender > ascender ? pageAscender : ascender; // Track Line Height //maxLineHeight = Mathf.Max(m_lineHeight, maxLineHeight); // Used to adjust line spacing when larger fonts or the size tag is used. if (m_baselineOffset == 0) m_maxFontScale = Mathf.Max(m_maxFontScale, m_fontScale); // Set Characters to not visible by default. m_textInfo.characterInfo[m_characterCount].isVisible = false; // Setup Mesh for visible characters. ie. not a SPACE / LINEFEED / CARRIAGE RETURN. #region Handle Visible Characters if (charCode != 10 && charCode != 13 && charCode != 32 && charCode != 160) { m_textInfo.characterInfo[m_characterCount].isVisible = true; // Check if Character exceeds the width of the Text Container #region Check for Characters Exceeding Width of Text Container float width = m_width != -1 ? Mathf.Min(marginWidth + 0.0001f - m_marginLeft - m_marginRight, m_width) : marginWidth + 0.0001f - m_marginLeft - m_marginRight; m_textInfo.lineInfo[m_lineNumber].width = width; m_textInfo.lineInfo[m_lineNumber].marginLeft = m_marginLeft; if (Mathf.Abs(m_xAdvance) + (!m_isRightToLeft ? m_cached_GlyphInfo.xAdvance : 0) * (1 - m_charWidthAdjDelta) * m_fontScale > width && !m_textContainer.isDefaultWidth) { ellipsisIndex = m_characterCount - 1; // Last safely rendered character // Word Wrapping #region Handle Word Wrapping if (enableWordWrapping && m_characterCount != m_firstCharacterOfLine) { if (wrappingIndex == m_SavedWordWrapState.previous_WordBreak || isFirstWord) { // Word wrapping is no longer possible. Shrink size of text if auto-sizing is enabled. if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { // Handle Character Width Adjustments #region Character Width Adjustments if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100) { loopCountA = 0; m_charWidthAdjDelta += 0.01f; GenerateTextMesh(); return; } #endregion // Adjust Point Size m_maxFontSize = m_fontSize; m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f); m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f; if (loopCountA > 20) return; // Added to debug GenerateTextMesh(); return; } // Word wrapping is no longer possible, now breaking up individual words. if (m_isCharacterWrappingEnabled == false) { m_isCharacterWrappingEnabled = true; // Should add a check to make sure this mode is available. } else isLastBreakingChar = true; m_recursiveCount += 1; if (m_recursiveCount > 20) { //Debug.Log("Recursive count exceeded!"); continue; } } // Restore to previously stored state of last valid (space character or linefeed) i = RestoreWordWrappingState(ref m_SavedWordWrapState); wrappingIndex = i; // Used to detect when line length can no longer be reduced. //Debug.Log("Line # " + m_lineNumber + " Last Character of Line is [" + m_textInfo.characterInfo[m_characterCount - 1].character + "]. Last Visible Character is [" + m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].character + "]."); // Check if Line Spacing of previous line needs to be adjusted. FaceInfo face = m_currentFontAsset.fontInfo; float gap = m_lineHeight == 0 ? face.LineHeight - (face.Ascender - face.Descender) : m_lineHeight - (face.Ascender - face.Descender); if (m_lineNumber > 0 && m_maxFontScale != 0 && m_lineHeight == 0 && firstVisibleCharacterScale != m_maxFontScale && !m_isNewPage) { float offsetDelta = 0 - face.Descender * previousLineMaxScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * m_maxFontScale; m_lineOffset += offsetDelta - lineOffsetDelta; AdjustLineOffset(m_firstCharacterOfLine, m_characterCount - 1, offsetDelta - lineOffsetDelta); m_SavedWordWrapState.lineOffset = m_lineOffset; } m_isNewPage = false; // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well. float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset; float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale - m_lineOffset + m_baselineOffset; lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2; // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well. float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset; float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset; lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2; // Update maxDescender and maxVisibleDescender m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender; if (!isMaxVisibleDescenderSet) maxVisibleDescender = m_maxDescender; if (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines) isMaxVisibleDescenderSet = true; // Track & Store lineInfo for the new line m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount - 1 > 0 ? m_characterCount - 1 : 0; m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1; m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender); m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender); m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - m_padding * m_maxFontScale; m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - m_characterSpacing * m_fontScale; m_textInfo.lineInfo[m_lineNumber].maxScale = m_maxFontScale; m_firstCharacterOfLine = m_characterCount; // Store first character of the next line. // Compute Preferred Width & Height m_preferredWidth += m_xAdvance; // m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x - m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x; if (m_enableWordWrapping) m_preferredHeight = m_maxAscender - m_maxDescender; else m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender); //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + // " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex + // " Last Visible character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex + // " Character Count: " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Length: " + m_textInfo.lineInfo[m_lineNumber].lineLength /* + // " MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + " MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y + // " MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + " MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y + // " Line Ascender: " + lineAscender + " Line Descender: " + lineDescender + " FontScale: " + m_fontScale + " MaxFontScale: " + m_maxFontScale + // " Line MaxX: " + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x */); // Store the state of the line before starting on the new line. SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount - 1); m_lineNumber += 1; isStartOfNewLine = true; // Check to make sure Array is large enough to hold a new line. if (m_lineNumber >= m_textInfo.lineInfo.Length) ResizeLineExtents(m_lineNumber); // Apply Line Spacing based on scale of the last character of the line. FontStyles style = m_textInfo.characterInfo[m_characterCount].style; float scale = (style & FontStyles.Subscript) == FontStyles.Subscript || (style & FontStyles.Superscript) == FontStyles.Superscript ? m_maxFontScale : m_textInfo.characterInfo[m_characterCount].scale; lineOffsetDelta = 0 - face.Descender * m_maxFontScale + (face.Ascender + gap + m_lineSpacing + m_lineSpacingDelta) * scale; m_lineOffset += lineOffsetDelta; previousLineMaxScale = m_maxFontScale; firstVisibleCharacterScale = scale; m_maxFontScale = 0; m_xAdvance = 0 + tag_Indent; continue; } #endregion End Word Wrapping // Text Auto-Sizing (text exceeding Width of container. #region Handle Text Auto-Sizing if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { // Handle Character Width Adjustments #region Character Width Adjustments if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100) { loopCountA = 0; m_charWidthAdjDelta += 0.01f; GenerateTextMesh(); return; } #endregion // Adjust Point Size m_maxFontSize = m_fontSize; m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f); m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f; m_recursiveCount = 0; if (loopCountA > 20) return; // Added to debug GenerateTextMesh(); return; } #endregion End Text Auto-Sizing // Handle Text Overflow #region Handle Text Overflow switch (m_overflowMode) { case TextOverflowModes.Overflow: if (m_isMaskingEnabled) DisableMasking(); break; case TextOverflowModes.Ellipsis: if (m_isMaskingEnabled) DisableMasking(); m_isTextTruncated = true; if (m_characterCount < 1) { m_textInfo.characterInfo[m_characterCount].isVisible = false; m_visibleCharacterCount -= 1; break; } m_char_buffer[i - 1] = 8230; m_char_buffer[i] = (char)0; GenerateTextMesh(); return; case TextOverflowModes.Masking: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.ScrollRect: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.Truncate: if (m_isMaskingEnabled) DisableMasking(); m_textInfo.characterInfo[m_characterCount].isVisible = false; break; } #endregion End Text Overflow } #endregion End Check for Characters Exceeding Width of Text Container if (charCode != 9) { // Setup Mesh int index_X4 = m_visibleCharacterCount * 4; //m_textInfo.characterInfo[m_characterCount].isVisible = true; m_textInfo.characterInfo[m_characterCount].vertexIndex = (short)(0 + index_X4); m_vertices[0 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomLeft; m_vertices[1 + index_X4] = m_textInfo.characterInfo[m_characterCount].topLeft; m_vertices[2 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomRight; m_vertices[3 + index_X4] = m_textInfo.characterInfo[m_characterCount].topRight; // Determine what color gets assigned to vertex. #region Handle Vertex Colors if (isMissingCharacter) vertexColor = Color.red; else if (m_overrideHtmlColors) vertexColor = m_fontColor32; else vertexColor = m_htmlColor; // Set Alpha to the lesser of vertex color or color tag alpha). vertexColor.a = m_fontColor32.a < vertexColor.a ? m_fontColor32.a : vertexColor.a; if (!m_enableVertexGradient) { m_vertColors[0 + index_X4] = vertexColor; m_vertColors[1 + index_X4] = vertexColor; m_vertColors[2 + index_X4] = vertexColor; m_vertColors[3 + index_X4] = vertexColor; } else { if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32)) { m_vertColors[0 + index_X4] = vertexColor; m_vertColors[1 + index_X4] = vertexColor; m_vertColors[2 + index_X4] = vertexColor; m_vertColors[3 + index_X4] = vertexColor; } else { m_vertColors[0 + index_X4] = m_fontColorGradient.bottomLeft; m_vertColors[1 + index_X4] = m_fontColorGradient.topLeft; m_vertColors[2 + index_X4] = m_fontColorGradient.bottomRight; m_vertColors[3 + index_X4] = m_fontColorGradient.topRight; } m_vertColors[0 + index_X4].a = vertexColor.a; m_vertColors[1 + index_X4].a = vertexColor.a; m_vertColors[2 + index_X4].a = vertexColor.a; m_vertColors[3 + index_X4].a = vertexColor.a; } #endregion Handle Vertex Colors // Apply style_padding only if this is a SDF Shader. if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal)) style_padding = 0; // Setup UVs for the Mesh #region Setup UVs Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_currentFontAsset.fontInfo.AtlasHeight); // bottom left Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasHeight); // top left Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_currentFontAsset.fontInfo.AtlasWidth, uv0.y); // bottom right Vector2 uv3 = new Vector2(uv2.x, uv1.y); // top right m_uvs[0 + index_X4] = uv0; m_uvs[1 + index_X4] = uv1; m_uvs[2 + index_X4] = uv2; m_uvs[3 + index_X4] = uv3; #endregion Setup UVs } else { m_textInfo.characterInfo[m_characterCount].isVisible = false; m_lastVisibleCharacterOfLine = m_characterCount; m_textInfo.lineInfo[m_lineNumber].spaceCount += 1; m_textInfo.spaceCount += 1; } if (m_textInfo.characterInfo[m_characterCount].isVisible) { if (isStartOfNewLine) { isStartOfNewLine = false; m_firstVisibleCharacterOfLine = m_characterCount; } m_visibleCharacterCount += 1; m_lastVisibleCharacterOfLine = m_characterCount; } } else { // This is a Space, LineFeed or Carriage Return // Track # of spaces per line which is used for line justification. if (charCode == 9 || charCode == 32 || charCode == 160) { m_textInfo.lineInfo[m_lineNumber].spaceCount += 1; m_textInfo.spaceCount += 1; } } #endregion Handle Visible Characters // Store Rectangle positions for each Character. #region Store Character Data m_textInfo.characterInfo[m_characterCount].lineNumber = (short)m_lineNumber; m_textInfo.characterInfo[m_characterCount].pageNumber = (short)m_pageNumber; if (charCode != 10 && charCode != 13 && charCode != 8230 || m_textInfo.lineInfo[m_lineNumber].characterCount == 1) m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification; #endregion Store Character Data // Check if text Exceeds the vertical bounds of the margin area. #region Check Vertical Bounds & Auto-Sizing if (m_maxAscender - descender + (m_alignmentPadding.w * 2 * m_fontScale) > marginHeight + 0.0001f && !m_textContainer.isDefaultHeight) { //Debug.Log((m_maxAscender - m_maxDescender) + " " + marginHeight); //Debug.Log("Character [" + (char)charCode + "] at Index: " + m_characterCount + " has exceeded the Height of the text container. Max Ascender: " + m_maxAscender + " Max Descender: " + m_maxDescender + " Margin Height: " + marginHeight + " Bottom Left: " + bottom_left.y); // Handle Line spacing adjustments #region Line Spacing Adjustments if (m_enableAutoSizing && m_lineSpacingDelta > m_lineSpacingMax && m_lineNumber > 0) { m_lineSpacingDelta -= 1; GenerateTextMesh(); return; } #endregion // Handle Text Auto-sizing resulting from text exceeding vertical bounds. #region Text Auto-Sizing (Text greater than vertical bounds) if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { m_maxFontSize = m_fontSize; m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f); m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f; m_recursiveCount = 0; if (loopCountA > 20) return; // Added to debug GenerateTextMesh(); return; } #endregion Text Auto-Sizing // Handle Text Overflow #region Text Overflow switch (m_overflowMode) { case TextOverflowModes.Overflow: if (m_isMaskingEnabled) DisableMasking(); break; case TextOverflowModes.Ellipsis: if (m_isMaskingEnabled) DisableMasking(); if (m_lineNumber > 0) { m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index] = 8230; m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } else { m_char_buffer[0] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } case TextOverflowModes.Masking: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.ScrollRect: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.Truncate: if (m_isMaskingEnabled) DisableMasking(); // TODO : Optimize if (m_lineNumber > 0) { m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } else { m_char_buffer[0] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } case TextOverflowModes.Page: if (m_isMaskingEnabled) DisableMasking(); // Ignore Page Break, Linefeed or carriage return if (charCode == 13 || charCode == 10) break; //Debug.Log("Character is [" + (char)charCode + "] with ASCII (" + charCode + ") on Page " + m_pageNumber); // Go back to previous line and re-layout i = RestoreWordWrappingState(ref m_SavedLineState); if (i == 0) { m_char_buffer[0] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } m_isNewPage = true; m_xAdvance = 0 + tag_Indent; m_lineOffset = 0; m_lineNumber += 1; m_pageNumber += 1; continue; } #endregion End Text Overflow } #endregion Check Vertical Bounds // Handle xAdvance & Tabulation Stops. Tab stops at every 25% of Font Size. #region XAdvance, Tabulation & Stops if (charCode == 9) { m_xAdvance += m_fontAsset.fontInfo.TabWidth * m_fontScale; } else if (m_monoSpacing != 0) m_xAdvance += (m_monoSpacing - monoAdvance + (m_characterSpacing * m_fontScale) + m_cSpacing) * (1 - m_charWidthAdjDelta); else if (!m_isRightToLeft) { m_xAdvance += ((m_cached_GlyphInfo.xAdvance * xadvance_multiplier + m_characterSpacing) * m_fontScale + m_cSpacing) * (1 - m_charWidthAdjDelta); } // Store xAdvance information m_textInfo.characterInfo[m_characterCount].xAdvance = m_xAdvance; #endregion Tabulation & Stops // Handle Carriage Return #region Carriage Return if (charCode == 13) { m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); m_preferredWidth = 0; m_xAdvance = 0 + tag_Indent; } #endregion Carriage Return // Handle Line Spacing Adjustments + Word Wrapping & special case for last line. #region Check for Line Feed and Last Character if (charCode == 10 || m_characterCount == totalCharacterCount - 1) { // Check if Line Spacing of previous line needs to be adjusted. FaceInfo face = m_currentFontAsset.fontInfo; float gap = m_lineHeight == 0 ? face.LineHeight - (face.Ascender - face.Descender) : m_lineHeight - (face.Ascender - face.Descender); if (m_lineNumber > 0 && m_maxFontScale != 0 && m_lineHeight == 0 && firstVisibleCharacterScale != m_maxFontScale && !m_isNewPage) { float offsetDelta = 0 - face.Descender * previousLineMaxScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * m_maxFontScale; m_lineOffset += offsetDelta - lineOffsetDelta; AdjustLineOffset(m_firstCharacterOfLine, m_characterCount, offsetDelta - lineOffsetDelta); } m_isNewPage = false; // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well. float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset; float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale - m_lineOffset + m_baselineOffset; lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2; // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well. float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset; float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset; lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2; // Update maxDescender and maxVisibleDescender m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender; if (!isMaxVisibleDescenderSet) maxVisibleDescender = m_maxDescender; if (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines) isMaxVisibleDescenderSet = true; // Save Line Information m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount; m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine >= m_firstVisibleCharacterOfLine ? m_lastVisibleCharacterOfLine : m_firstVisibleCharacterOfLine; m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1; m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender); m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender); m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - (m_padding * m_maxFontScale); m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - m_characterSpacing * m_fontScale; m_textInfo.lineInfo[m_lineNumber].maxScale = m_maxFontScale; m_firstCharacterOfLine = m_characterCount + 1; // Store PreferredWidth paying attention to linefeed and last character of text. if (charCode == 10 && m_characterCount != totalCharacterCount - 1) { m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); m_preferredWidth = 0; } else m_preferredWidth = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); m_preferredHeight = m_maxAscender - m_maxDescender; //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + // " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex + // " Last Visible character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex + // " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Length of " + m_textInfo.lineInfo[m_lineNumber].lineLength /* + // //" Extent MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + " MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y + // //" MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + " MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y + // //" Line Ascender: " + lineAscender + " Line Descender: " + lineDescender + // //" Line Max: " + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x */ ); // Add new line if not last lines or character. if (charCode == 10) { // Store the state of the line before starting on the new line. SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount); // Store the state of the last Character before the new line. SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount); m_lineNumber += 1; isStartOfNewLine = true; // Check to make sure Array is large enough to hold a new line. if (m_lineNumber >= m_textInfo.lineInfo.Length) ResizeLineExtents(m_lineNumber); // Apply Line Spacing float scale = (m_style & FontStyles.Subscript) == FontStyles.Subscript || (m_style & FontStyles.Superscript) == FontStyles.Superscript ? m_maxFontScale : m_fontScale; lineOffsetDelta = 0 - face.Descender * m_maxFontScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * scale; m_lineOffset += lineOffsetDelta; previousLineMaxScale = m_maxFontScale; firstVisibleCharacterScale = scale; m_maxFontScale = 0; //spriteScale = 1; m_xAdvance = 0 + tag_LineIndent + tag_Indent; ellipsisIndex = m_characterCount - 1; } } #endregion Check for Linefeed or Last Character // Store Rectangle positions for each Character. #region Save CharacterInfo for the current character. m_textInfo.characterInfo[m_characterCount].topLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_currentFontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale; // Ascender m_textInfo.characterInfo[m_characterCount].bottomLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_currentFontAsset.fontInfo.Descender - m_alignmentPadding.w) * m_fontScale; // Descender m_textInfo.characterInfo[m_characterCount].padding = m_padding * m_fontScale; m_textInfo.characterInfo[m_characterCount].aspectRatio = m_cached_GlyphInfo.width / m_cached_GlyphInfo.height; //m_textInfo.characterInfo[m_characterCount].scale = m_fontScale; // Determine the bounds of the Mesh. if (m_textInfo.characterInfo[m_characterCount].isVisible) { m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y)); m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topLeft.y)); } // Save pageInfo Data if (charCode != 13 && charCode != 10 && m_pageNumber < 16) { m_textInfo.pageInfo[m_pageNumber].ascender = pageAscender; m_textInfo.pageInfo[m_pageNumber].descender = descender < m_textInfo.pageInfo[m_pageNumber].descender ? descender : m_textInfo.pageInfo[m_pageNumber].descender; //Debug.Log("Char [" + (char)charCode + "] with ASCII (" + charCode + ") on Page # " + m_pageNumber + " with Ascender: " + m_textInfo.pageInfo[m_pageNumber].ascender + ". Descender: " + m_textInfo.pageInfo[m_pageNumber].descender); if (m_pageNumber == 0 && m_characterCount == 0) m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount; else if (m_characterCount > 0 && m_pageNumber != m_textInfo.characterInfo[m_characterCount - 1].pageNumber) { m_textInfo.pageInfo[m_pageNumber - 1].lastCharacterIndex = m_characterCount - 1; m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount; } else if (m_characterCount == totalCharacterCount - 1) m_textInfo.pageInfo[m_pageNumber].lastCharacterIndex = m_characterCount; } #endregion Saving CharacterInfo // Save State of the last character #region Save Last Character State //if (m_overflowMode == TextOverflowModes.Ellipsis) //{ //Debug.Log("Char [" + (char)charCode + "] at Index " + (m_characterCount % 5)); // SaveWordWrappingState(ref m_SavedLastCharState, i); // m_SavedCharacterStates[m_characterCount % 5] = m_SavedLastCharState; //} #endregion End Last Character State // Save State of Mesh Creation for handling of Word Wrapping #region Save Word Wrapping State if (m_enableWordWrapping || m_overflowMode == TextOverflowModes.Truncate || m_overflowMode == TextOverflowModes.Ellipsis) { if (charCode == 9 || charCode == 32 && !m_isNonBreakingSpace) { // We store the state of numerous variables for the most recent Space, LineFeed or Carriage Return to enable them to be restored // for Word Wrapping. SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount); m_isCharacterWrappingEnabled = false; isFirstWord = false; //Debug.Log("Storing Word Wrapping Info at CharacterCount " + m_characterCount); } else if ((isFirstWord || m_isCharacterWrappingEnabled == true) && m_characterCount < totalCharacterCount - 1 && m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode) == false && m_fontAsset.lineBreakingInfo.followingCharacters.ContainsKey(m_VisibleCharacters[m_characterCount + 1]) == false || isLastBreakingChar) //|| m_characterCount == m_firstVisibleCharacterOfLine) { //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i); SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount); } } #endregion Save Word Wrapping State m_characterCount += 1; } // Check Auto Sizing and increase font size to fill text container. #region Check Auto-Sizing (Upper Font Size Bounds) fontSizeDelta = m_maxFontSize - m_minFontSize; if ((!m_textContainer.isDefaultWidth || !m_textContainer.isDefaultHeight) && !m_isCharacterWrappingEnabled && (m_enableAutoSizing && fontSizeDelta > 0.051f && m_fontSize < m_fontSizeMax)) { m_minFontSize = m_fontSize; m_fontSize += Mathf.Max((m_maxFontSize - m_fontSize) / 2, 0.05f); m_fontSize = (int)(Mathf.Min(m_fontSize, m_fontSizeMax) * 20 + 0.5f) / 20f; if (loopCountA > 20) return; // Added to debug GenerateTextMesh(); return; } #endregion End Auto-sizing Check m_isCharacterWrappingEnabled = false; if (m_renderMode == TextRenderFlags.GetPreferredSizes) return; // DEBUG & PERFORMANCE CHECKS (0.006ms) //Debug.Log("Iteration Count: " + loopCountA + ". Final Point Size: " + m_fontSize); //for (int i = 0; i < m_lineNumber + 1; i++) //{ // Debug.Log("Line: " + (i + 1) + " # Char: " + m_textInfo.lineInfo[i].characterCount // + " Word Count: " + m_textInfo.lineInfo[i].wordCount // + " Space: " + m_textInfo.lineInfo[i].spaceCount // + " First: [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].firstCharacterIndex // + " Last [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastCharacterIndex // + " Length: " + m_textInfo.lineInfo[i].lineLength // + " Line Extents: " + m_textInfo.lineInfo[i].lineExtents); //} // If there are no visible characters... no need to continue if (m_visibleCharacterCount == 0) { if (m_vertices != null) { Array.Clear(m_vertices, 0, m_vertices.Length); m_mesh.vertices = m_vertices; } return; } int last_vert_index = m_visibleCharacterCount * 4; // Partial clear of the vertices array to mark unused vertices as degenerate. Array.Clear(m_vertices, last_vert_index, m_vertices.Length - last_vert_index); // Handle Text Alignment #region Text Vertical Alignment switch (m_textAlignment) { // Top Vertically case TextAlignmentOptions.Top: case TextAlignmentOptions.TopLeft: case TextAlignmentOptions.TopJustified: case TextAlignmentOptions.TopRight: if (m_overflowMode != TextOverflowModes.Page) m_anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_maxAscender - margins.y, 0); else m_anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].ascender - margins.y, 0); break; // Middle Vertically case TextAlignmentOptions.Left: case TextAlignmentOptions.Right: case TextAlignmentOptions.Center: case TextAlignmentOptions.Justified: if (m_overflowMode != TextOverflowModes.Page) m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxAscender + margins.y + maxVisibleDescender - margins.w) / 2, 0); else m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_textInfo.pageInfo[pageToDisplay].ascender + margins.y + m_textInfo.pageInfo[pageToDisplay].descender - margins.w) / 2, 0); break; // Bottom Vertically case TextAlignmentOptions.Bottom: case TextAlignmentOptions.BottomLeft: case TextAlignmentOptions.BottomRight: case TextAlignmentOptions.BottomJustified: if (m_overflowMode != TextOverflowModes.Page) m_anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - maxVisibleDescender + margins.w, 0); else m_anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].descender + margins.w, 0); break; // Baseline Vertically case TextAlignmentOptions.Baseline: case TextAlignmentOptions.BaselineLeft: case TextAlignmentOptions.BaselineRight: case TextAlignmentOptions.BaselineJustified: m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0, 0); break; // Midline Vertically case TextAlignmentOptions.MidlineLeft: case TextAlignmentOptions.Midline: case TextAlignmentOptions.MidlineRight: case TextAlignmentOptions.MidlineJustified: m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_meshExtents.max.y + margins.y + m_meshExtents.min.y - margins.w) / 2, 0); break; } #endregion // Initialization for Second Pass Vector3 justificationOffset = Vector3.zero; Vector3 offset = Vector3.zero; int vert_index_X4 = 0; int wordCount = 0; int lineCount = 0; int lastLine = 0; bool isStartOfWord = false; int wordFirstChar = 0; int wordLastChar = 0; Color32 underlineColor = Color.white; Color32 strikethroughColor = Color.white; float underlineStartScale = 0; float underlineEndScale = 0; float underlineMaxScale = 0; float underlineBaseLine = Mathf.Infinity; int lastPage = 0; float strikethroughPointSize = 0; float strikethroughScale = 0; float strikethroughBaseline = 0; m_meshExtents.min = k_InfinityVector; m_meshExtents.max = -k_InfinityVector; // Second Pass : Line Justification, UV Mapping, Character & Line Visibility & more. #region Handle Line Justification & UV Mapping & Character Visibility & More for (int i = 0; i < m_characterCount; i++) { int currentLine = m_textInfo.characterInfo[i].lineNumber; char currentCharacter = m_textInfo.characterInfo[i].character; TMP_LineInfo lineInfo = m_textInfo.lineInfo[currentLine]; TextAlignmentOptions lineAlignment = lineInfo.alignment; lineCount = currentLine + 1; // Process Line Justification #region Handle Line Justification switch (lineAlignment) { case TextAlignmentOptions.TopLeft: case TextAlignmentOptions.Left: case TextAlignmentOptions.BottomLeft: case TextAlignmentOptions.BaselineLeft: case TextAlignmentOptions.MidlineLeft: if (!m_isRightToLeft) justificationOffset = new Vector3(0 + lineInfo.marginLeft, 0, 0); else justificationOffset = new Vector3(0 - lineInfo.maxAdvance, 0, 0); break; case TextAlignmentOptions.Top: case TextAlignmentOptions.Center: case TextAlignmentOptions.Bottom: case TextAlignmentOptions.Baseline: case TextAlignmentOptions.Midline: justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width / 2 - lineInfo.maxAdvance / 2, 0, 0); break; case TextAlignmentOptions.TopRight: case TextAlignmentOptions.Right: case TextAlignmentOptions.BottomRight: case TextAlignmentOptions.BaselineRight: case TextAlignmentOptions.MidlineRight: if (!m_isRightToLeft) justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width - lineInfo.maxAdvance, 0, 0); else justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width, 0, 0); break; case TextAlignmentOptions.TopJustified: case TextAlignmentOptions.Justified: case TextAlignmentOptions.BottomJustified: case TextAlignmentOptions.MidlineJustified: charCode = m_textInfo.characterInfo[i].character; char lastCharOfCurrentLine = m_textInfo.characterInfo[lineInfo.lastCharacterIndex].character; if (char.IsWhiteSpace(lastCharOfCurrentLine) && !char.IsControl(lastCharOfCurrentLine) && currentLine < m_lineNumber) { // All lines are justified accept the last one. //float gap = (corners[3].x - margins.z) - (corners[0].x + margins.x) - (lineInfo.maxAdvance); float gap = lineInfo.width - lineInfo.maxAdvance; if (currentLine != lastLine || i == 0) justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0); else { if (charCode == 9 || charCode == 32 || charCode == 160) { justificationOffset += new Vector3(gap * (1 - m_wordWrappingRatios) / (lineInfo.spaceCount - 1), 0, 0); } else { justificationOffset += new Vector3(gap * m_wordWrappingRatios / (lineInfo.characterCount - lineInfo.spaceCount - 1), 0, 0); } } } else justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0); // Keep last line left justified. //Debug.Log("Char [" + (char)charCode + "] Code: " + charCode + " Offset: " + justificationOffset + " # Spaces: " + lineInfo.spaceCount + " # Characters: " + lineInfo.characterCount + " CurrentLine: " + currentLine + " Last Line: " + lastLine + " i: " + i); break; } #endregion End Text Justification offset = m_anchorOffset + justificationOffset; // Handle UV2 mapping options and packing of scale information into UV2. #region Handling of UV2 mapping & Scale packing bool isCharacterVisible = m_textInfo.characterInfo[i].isVisible; if (isCharacterVisible) { Extents lineExtents = lineInfo.lineExtents; float uvOffset = (m_uvLineOffset * currentLine) % 1 + m_uvOffset.x; // Setup UV2 based on Character Mapping Options Selected #region Handle UV Mapping Options switch (m_horizontalMapping) { case TextureMappingOptions.Character: m_uv2s[vert_index_X4 + 0].x = 0 + m_uvOffset.x; m_uv2s[vert_index_X4 + 1].x = 0 + m_uvOffset.x; m_uv2s[vert_index_X4 + 2].x = 1 + m_uvOffset.x; m_uv2s[vert_index_X4 + 3].x = 1 + m_uvOffset.x; break; case TextureMappingOptions.Line: if (m_textAlignment != TextAlignmentOptions.Justified) { m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; break; } else // Special Case if Justified is used in Line Mode. { m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; break; } case TextureMappingOptions.Paragraph: m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; break; case TextureMappingOptions.MatchAspect: switch (m_verticalMapping) { case TextureMappingOptions.Character: m_uv2s[vert_index_X4 + 0].y = 0 + m_uvOffset.y; m_uv2s[vert_index_X4 + 1].y = 1 + m_uvOffset.y; m_uv2s[vert_index_X4 + 2].y = 0 + m_uvOffset.y; m_uv2s[vert_index_X4 + 3].y = 1 + m_uvOffset.y; break; case TextureMappingOptions.Line: m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset; m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset; m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y; m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y; break; case TextureMappingOptions.Paragraph: m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset; m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset; m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y; m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y; break; case TextureMappingOptions.MatchAspect: Debug.Log("ERROR: Cannot Match both Vertical & Horizontal."); break; } //float xDelta = 1 - (_uv2s[vert_index + 0].y * textMeshCharacterInfo[i].AspectRatio); // Left aligned float xDelta = (1 - ((m_uv2s[vert_index_X4 + 0].y + m_uv2s[vert_index_X4 + 1].y) * m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle //float xDelta = 0; m_uv2s[vert_index_X4 + 0].x = (m_uv2s[vert_index_X4 + 0].y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset; m_uv2s[vert_index_X4 + 1].x = m_uv2s[vert_index_X4 + 0].x; m_uv2s[vert_index_X4 + 2].x = (m_uv2s[vert_index_X4 + 1].y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset; m_uv2s[vert_index_X4 + 3].x = m_uv2s[vert_index_X4 + 2].x; break; } switch (m_verticalMapping) { case TextureMappingOptions.Character: m_uv2s[vert_index_X4 + 0].y = 0 + m_uvOffset.y; m_uv2s[vert_index_X4 + 1].y = 1 + m_uvOffset.y; m_uv2s[vert_index_X4 + 2].y = 0 + m_uvOffset.y; m_uv2s[vert_index_X4 + 3].y = 1 + m_uvOffset.y; break; case TextureMappingOptions.Line: m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y; m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y; m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y; m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y; break; case TextureMappingOptions.Paragraph: m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y; m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y; m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y; m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y; break; case TextureMappingOptions.MatchAspect: //float yDelta = 1 - (_uv2s[vert_index + 2].x / textMeshCharacterInfo[i].AspectRatio); // Top Corner float yDelta = (1 - ((m_uv2s[vert_index_X4 + 0].x + m_uv2s[vert_index_X4 + 2].x) / m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle //float yDelta = 0; m_uv2s[vert_index_X4 + 0].y = yDelta + (m_uv2s[vert_index_X4 + 0].x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y; m_uv2s[vert_index_X4 + 1].y = yDelta + (m_uv2s[vert_index_X4 + 2].x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y; m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4 + 0].y; m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y; break; } #endregion // Pack UV's so that we can pass Xscale needed for Shader to maintain 1:1 ratio. #region Pack Scale into UV2 float xScale = m_textInfo.characterInfo[i].scale * lossyScale * (1 - m_charWidthAdjDelta); if ((m_textInfo.characterInfo[i].style & FontStyles.Bold) == FontStyles.Bold) xScale *= -1; float x0 = m_uv2s[vert_index_X4 + 0].x; float y0 = m_uv2s[vert_index_X4 + 0].y; float x1 = m_uv2s[vert_index_X4 + 3].x; float y1 = m_uv2s[vert_index_X4 + 3].y; float dx = Mathf.Floor(x0); float dy = Mathf.Floor(y0); x0 = x0 - dx; x1 = x1 - dx; y0 = y0 - dy; y1 = y1 - dy; m_uv2s[vert_index_X4 + 0] = PackUV(x0, y0, xScale); m_uv2s[vert_index_X4 + 1] = PackUV(x0, y1, xScale); m_uv2s[vert_index_X4 + 2] = PackUV(x1, y0, xScale); m_uv2s[vert_index_X4 + 3] = PackUV(x1, y1, xScale); #endregion // Enables control of the visibility of Characters, Lines and Pages. #region Handle Character, Word and Line visibility. if (i < m_maxVisibleCharacters && currentLine < m_maxVisibleLines && m_overflowMode != TextOverflowModes.Page) { m_vertices[vert_index_X4 + 0] += offset; m_vertices[vert_index_X4 + 1] += offset; m_vertices[vert_index_X4 + 2] += offset; m_vertices[vert_index_X4 + 3] += offset; } else if (i < m_maxVisibleCharacters && currentLine < m_maxVisibleLines && m_overflowMode == TextOverflowModes.Page && m_textInfo.characterInfo[i].pageNumber == pageToDisplay) { m_vertices[vert_index_X4 + 0] += offset; m_vertices[vert_index_X4 + 1] += offset; m_vertices[vert_index_X4 + 2] += offset; m_vertices[vert_index_X4 + 3] += offset; } else { m_vertices[vert_index_X4 + 0] *= 0; m_vertices[vert_index_X4 + 1] *= 0; m_vertices[vert_index_X4 + 2] *= 0; m_vertices[vert_index_X4 + 3] *= 0; } #endregion vert_index_X4 += 4; } #endregion // Apply Alignment and Justification Offset m_textInfo.characterInfo[i].bottomLeft += offset; m_textInfo.characterInfo[i].topLeft += offset; m_textInfo.characterInfo[i].topRight += offset; m_textInfo.characterInfo[i].bottomRight += offset; m_textInfo.characterInfo[i].topLine += offset.y; m_textInfo.characterInfo[i].bottomLine += offset.y; m_textInfo.characterInfo[i].baseLine += offset.y; // Update MeshExtents if (isCharacterVisible) { m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[i].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[i].bottomLeft.y)); m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[i].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[i].topLeft.y)); } // Store Max Ascender & Descender m_textInfo.lineInfo[currentLine].ascender = m_textInfo.characterInfo[i].topLine > m_textInfo.lineInfo[currentLine].ascender ? m_textInfo.characterInfo[i].topLine : m_textInfo.lineInfo[currentLine].ascender; m_textInfo.lineInfo[currentLine].descender = m_textInfo.characterInfo[i].bottomLine < m_textInfo.lineInfo[currentLine].descender ? m_textInfo.characterInfo[i].bottomLine : m_textInfo.lineInfo[currentLine].descender; // Need to recompute lineExtent to account for the offset from justification. #region Adjust lineExtents resulting from alignment offset if (currentLine != lastLine || i == m_characterCount - 1) { // Update the previous line's extents if (currentLine != lastLine) { m_textInfo.lineInfo[lastLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[lastLine].descender); m_textInfo.lineInfo[lastLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[lastLine].ascender); } // Update the current line's extents if (i == m_characterCount - 1) { m_textInfo.lineInfo[currentLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[currentLine].descender); m_textInfo.lineInfo[currentLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[currentLine].ascender); } } #endregion // Track Word Count per line and for the object #region Track Word Count if (char.IsLetterOrDigit(currentCharacter) || currentCharacter == 39 || currentCharacter == 8217) { if (isStartOfWord == false) { isStartOfWord = true; wordFirstChar = i; } // If last character is a word if (isStartOfWord && i == m_characterCount - 1) { wordLastChar = i; wordCount += 1; m_textInfo.lineInfo[currentLine].wordCount += 1; TMP_WordInfo wordInfo = new TMP_WordInfo(); wordInfo.firstCharacterIndex = wordFirstChar; wordInfo.lastCharacterIndex = wordLastChar; wordInfo.characterCount = wordLastChar - wordFirstChar + 1; m_textInfo.wordInfo.Add(wordInfo); } } else if (isStartOfWord || i == 0 && (char.IsPunctuation(currentCharacter) || char.IsWhiteSpace(currentCharacter) || i == m_characterCount - 1)) { wordLastChar = i == m_characterCount - 1 && char.IsLetterOrDigit(currentCharacter) ? i : i - 1; isStartOfWord = false; wordCount += 1; m_textInfo.lineInfo[currentLine].wordCount += 1; TMP_WordInfo wordInfo = new TMP_WordInfo(); wordInfo.firstCharacterIndex = wordFirstChar; wordInfo.lastCharacterIndex = wordLastChar; wordInfo.characterCount = wordLastChar - wordFirstChar + 1; m_textInfo.wordInfo.Add(wordInfo); //Debug.Log("Word #" + wordCount + " is [" + wordInfo.word + "] Start Index: " + wordInfo.firstCharacterIndex + " End Index: " + wordInfo.lastCharacterIndex); } #endregion // Setup & Handle Underline #region Underline // NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline. bool isUnderline = (m_textInfo.characterInfo[i].style & FontStyles.Underline) == FontStyles.Underline; if (isUnderline) { bool isUnderlineVisible = true; int currentPage = m_textInfo.characterInfo[i].pageNumber; if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && currentPage + 1 != m_pageToDisplay)) isUnderlineVisible = false; // We only use the scale of visible characters. if (currentCharacter != 10 && currentCharacter != 13 && currentCharacter != 32 && currentCharacter != 160) { underlineMaxScale = Mathf.Max(underlineMaxScale, m_textInfo.characterInfo[i].scale); underlineBaseLine = Mathf.Min(currentPage == lastPage ? underlineBaseLine : Mathf.Infinity, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * underlineMaxScale); lastPage = currentPage; // Need to track pages to ensure we reset baseline for the new pages. } if (beginUnderline == false && isUnderlineVisible == true && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13) { if (i == lineInfo.lastVisibleCharacterIndex && (currentCharacter == 32 || currentCharacter == 160)) { } else { beginUnderline = true; underlineStartScale = m_textInfo.characterInfo[i].scale; if (underlineMaxScale == 0) underlineMaxScale = underlineStartScale; underline_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, underlineBaseLine, 0); underlineColor = m_textInfo.characterInfo[i].color; } } // End Underline if text only contains one character. if (beginUnderline && m_characterCount == 1) { beginUnderline = false; underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0); underlineEndScale = m_textInfo.characterInfo[i].scale; DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor); underlineMaxScale = 0; underlineBaseLine = Mathf.Infinity; } else if (beginUnderline && (i == lineInfo.lastCharacterIndex || i >= lineInfo.lastVisibleCharacterIndex)) { // Terminate underline at previous visible character if space or carriage return. if (currentCharacter == 10 || currentCharacter == 13 || currentCharacter == 32 || currentCharacter == 160) { int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex; underline_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, underlineBaseLine, 0); underlineEndScale = m_textInfo.characterInfo[lastVisibleCharacterIndex].scale; } else { // End underline if last character of the line. underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0); underlineEndScale = m_textInfo.characterInfo[i].scale; } beginUnderline = false; DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor); underlineMaxScale = 0; underlineBaseLine = Mathf.Infinity; } else if (beginUnderline && !isUnderlineVisible) { beginUnderline = false; underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0); underlineEndScale = m_textInfo.characterInfo[i - 1].scale; DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor); underlineMaxScale = 0; underlineBaseLine = Mathf.Infinity; } } else { // End Underline if (beginUnderline == true) { beginUnderline = false; underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0); underlineEndScale = m_textInfo.characterInfo[i - 1].scale; DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor); underlineMaxScale = 0; underlineBaseLine = Mathf.Infinity; } } #endregion // Setup & Handle Strikethrough #region Strikethrough // NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline. bool isStrikethrough = (m_textInfo.characterInfo[i].style & FontStyles.Strikethrough) == FontStyles.Strikethrough; if (isStrikethrough) { bool isStrikeThroughVisible = true; if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && m_textInfo.characterInfo[i].pageNumber + 1 != m_pageToDisplay)) isStrikeThroughVisible = false; if (beginStrikethrough == false && isStrikeThroughVisible && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13) { if (i == lineInfo.lastVisibleCharacterIndex && (currentCharacter == 32 || currentCharacter == 160)) { } else { beginStrikethrough = true; strikethroughPointSize = m_textInfo.characterInfo[i].pointSize; strikethroughScale = m_textInfo.characterInfo[i].scale; strikethrough_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2.75f * strikethroughScale, 0); strikethroughColor = m_textInfo.characterInfo[i].color; strikethroughBaseline = m_textInfo.characterInfo[i].baseLine; //Debug.Log("Char [" + currentCharacter + "] Start Strikethrough POS: " + strikethrough_start); } } // End Strikethrough if text only contains one character. if (beginStrikethrough && m_characterCount == 1) { beginStrikethrough = false; strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor); } else if (beginStrikethrough && i == lineInfo.lastCharacterIndex) { // Terminate Strikethrough at previous visible character if space or carriage return. if (currentCharacter == 10 || currentCharacter == 13 || currentCharacter == 32 || currentCharacter == 160) { int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex; strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); } else { // Terminate Strikethrough at last character of line. strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); } beginStrikethrough = false; DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor); } else if (beginStrikethrough && i < m_characterCount && (m_textInfo.characterInfo[i + 1].pointSize != strikethroughPointSize || !TMP_Math.Equals(m_textInfo.characterInfo[i + 1].baseLine + offset.y, strikethroughBaseline))) { // Terminate Strikethrough if scale changes. beginStrikethrough = false; int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex; if (i > lastVisibleCharacterIndex) strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); else strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor); //Debug.Log("Char [" + currentCharacter + "] at Index: " + i + " End Strikethrough POS: " + strikethrough_end + " Baseline: " + m_textInfo.characterInfo[i].baseLine.ToString("f3")); } else if (beginStrikethrough && !isStrikeThroughVisible) { // Terminate Strikethrough if character is not visible. beginStrikethrough = false; strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0); DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor); } } else { // End Underline if (beginStrikethrough == true) { beginStrikethrough = false; strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * m_fontScale, 0); DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor); } } #endregion lastLine = currentLine; } #endregion // METRICS ABOUT THE TEXT OBJECT m_textInfo.characterCount = (short)m_characterCount; m_textInfo.lineCount = (short)lineCount; m_textInfo.wordCount = wordCount != 0 && m_characterCount > 0 ? (short)wordCount : (short)1; m_textInfo.pageCount = m_pageNumber + 1; // Store Mesh information in MeshInfo m_textInfo.meshInfo.vertices = m_vertices; m_textInfo.meshInfo.uvs0 = m_uvs; m_textInfo.meshInfo.uvs2 = m_uv2s; m_textInfo.meshInfo.colors32 = m_vertColors; // If Advanced Layout Component is present, don't upload the mesh. if (m_renderMode == TextRenderFlags.Render) { //Debug.Log("Uploading Mesh normally."); // Upload Mesh Data m_mesh.MarkDynamic(); m_mesh.vertices = m_vertices; m_mesh.uv = m_uvs; m_mesh.uv2 = m_uv2s; m_mesh.colors32 = m_vertColors; //m_maskOffset = new Vector4(m_mesh.bounds.center.x, m_mesh.bounds.center.y, m_mesh.bounds.size.x, m_mesh.bounds.size.y); } // Setting Mesh Bounds manually is more efficient. //m_mesh.bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0), new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0)); m_mesh.RecalculateBounds(); //m_isCharacterWrappingEnabled = false; //Debug.Log("Corners [0] " + corners[0] + " [1] " + corners[1] + " [2] " + corners[2] + " [3] " + corners[3]); //Debug.Log("Done rendering."); // Option to re-size the Text Container to match the text. if ((m_textContainer.isDefaultWidth || m_textContainer.isDefaultHeight) && m_textContainer.isAutoFitting) { //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.isDefaultWidth + " Default Height:" + m_textContainer.isDefaultHeight); if (m_textContainer.isDefaultWidth) { m_textContainer.width = m_preferredWidth + margins.x + margins.z; //Debug.Log("Text Container's Width adjusted to fit text."); } if (m_textContainer.isDefaultHeight) { //m_textContainer.height = m_maxAscender + margins.y - m_maxDescender + margins.w + m_alignmentPadding.y * m_fontScale * 2; m_textContainer.height = m_preferredHeight + margins.y + margins.w; //Debug.Log("Text Container's Height adjusted to fit text."); } //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.width + " Default Height:" + m_textContainer.height); if (m_isMaskingEnabled) isMaskUpdateRequired = true; // Since changing the size of the Text Container with set the .hasChanged flag, the text object with be regenerated. GenerateTextMesh(); return; } //for (int i = 0; i < m_lineNumber + 1; i++) //{ // Debug.Log("Line: " + (i + 1) + " # Char: " + m_textInfo.lineInfo[i].characterCount // + " Word Count: " + m_textInfo.lineInfo[i].wordCount // + " Space: " + m_textInfo.lineInfo[i].spaceCount // + " First: [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].firstCharacterIndex // + " Last [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastCharacterIndex // + " Last visible [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastVisibleCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastVisibleCharacterIndex // + " Length: " + m_textInfo.lineInfo[i].lineLength // + " Line Extents: " + m_textInfo.lineInfo[i].lineExtents); //} // Event indicating the text has been regenerated. TMPro_EventManager.ON_TEXT_CHANGED(this); //Profiler.EndSample(); //m_StopWatch.Stop(); //Debug.Log("Preferred Width: " + m_preferredWidth + " Height: " + m_preferredHeight); // + " Margin Width: " + marginWidth + " xAdvance Total: " + totalxAdvance); //Debug.Log("Done Rendering Text Object. Total Character Count is " + m_textInfo.characterCount + ". Preferred Width: " + m_preferredWidth + " Height: " + m_preferredHeight); //Debug.Log("TimeElapsed is:" + (m_StopWatch.ElapsedTicks / 10000f).ToString("f4")); //m_StopWatch.Reset(); }
/// <summary> /// This is the main function that is responsible for creating / displaying the text. /// </summary> void GenerateTextMesh() { //Debug.Log("GenerateTextMesh() called."); // Assigned Material is " + m_uiRenderer.GetMaterial().name); // IncludeForMasking " + this.m_IncludeForMasking); // and text is " + m_text); //Debug.Log(this.defaultMaterial.GetInstanceID() + " " + m_sharedMaterial.GetInstanceID() + " " + m_uiRenderer.GetMaterial().GetInstanceID()); // Early exit if no font asset was assigned. This should not be needed since Arial SDF will be assigned by default. if (m_fontAsset.characterDictionary == null) { Debug.Log("Can't Generate Mesh! No Font Asset has been assigned to Object ID: " + this.GetInstanceID()); return; } // Reset TextInfo if (m_textInfo != null) { m_textInfo.characterCount = 0; m_textInfo.lineCount = 0; m_textInfo.spaceCount = 0; m_textInfo.wordCount = 0; m_textInfo.minWidth = 0; } // Early exit if we don't have any Text to generate. if (m_char_buffer == null || m_char_buffer.Length == 0 || m_char_buffer[0] == (char)0) { //Debug.Log("Early Out! No Text has been set."); if (m_uiVertices != null) { m_uiRenderer.SetVertices(m_uiVertices, 0); } m_preferredWidth = 0; m_preferredHeight = 0; // This should only be called if there is a layout component attached if (IsRectTransformDriven) LayoutRebuilder.MarkLayoutForRebuild(m_rectTransform); return; } // Determine how many characters will be visible and make the necessary allocations (if needed). int totalCharacterCount = SetArraySizes(m_char_buffer); m_fontIndex = 0; // Will be used when support for using different font assets or sprites withint the same object will be added. m_fontAssetArray[m_fontIndex] = m_fontAsset; // Scale the font to approximately match the point size m_fontScale = (m_fontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize); //float baseScale = m_fontScale; // BaseScale keeps the character aligned vertically since <size=+000> results in font of different scale. m_maxFontScale = 0; float previousFontScale = 0; m_currentFontSize = m_fontSize; float fontSizeDelta = 0; int charCode = 0; // Holds the character code of the currently being processed character. //int prev_charCode = 0; bool isMissingCharacter; // Used to handle missing characters in the Font Atlas / Definition. //bool isLineTruncated = false; m_style = m_fontStyle; // Set the default style. m_lineJustification = m_textAlignment; // Sets the line justification mode to match editor alignment. // GetPadding to adjust the size of the mesh due to border thickness, softness, glow, etc... if (checkPaddingRequired) { checkPaddingRequired = false; m_padding = ShaderUtilities.GetPadding(m_uiRenderer.GetMaterial(), m_enableExtraPadding, m_isUsingBold); m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial); m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial); } float style_padding = 0; // Extra padding required to accomodate Bold style. float xadvance_multiplier = 1; // Used to increase spacing between character when style is bold. m_baselineOffset = 0; // Used by subscript characters. bool beginUnderline = false; Vector3 underline_start = Vector3.zero; // Used to track where underline starts & ends. Vector3 underline_end = Vector3.zero; m_fontColor32 = m_fontColor; Color32 vertexColor; m_htmlColor = m_fontColor32; m_lineOffset = 0; // Amount of space between lines (font line spacing + m_linespacing). m_cSpacing = 0; // Amount of space added between characters as a result of the use of the <cspace> tag. float lineOffsetDelta = 0; m_xAdvance = 0; // Used to track the position of each character. m_maxXAdvance = 0; m_lineNumber = 0; m_characterCount = 0; // Total characters in the char[] m_visibleCharacterCount = 0; // # of visible characters. // Limit Line Length to whatever size fits all characters on a single line. //m_lineLength = m_lineLength > max_LineWrapLength ? max_LineWrapLength : m_lineLength; int firstCharacterOfLine = 0; int lastCharacterOfLine = 0; int ellipsisIndex = 0; //int truncateIndex = -1; //bool isLineTruncated = false; //int truncatedLine = 0; //m_isTextTruncated = false; m_rectTransform.GetLocalCorners(m_rectCorners); // m_textContainer.corners; //Debug.Log (corners [0] + " " + corners [2]); Vector4 margins = m_margin; // _textContainer.margins; float marginWidth = m_marginWidth; // m_rectTransform.rect.width - margins.z - margins.x; float marginHeight = m_marginHeight; // m_rectTransform.rect.height - margins.y - margins.w; m_preferredWidth = 0; m_preferredHeight = 0; //m_layoutWidth = 0; //m_layoutHeight = 0; // Initialize struct to track states of word wrapping m_SavedWordWrapState = new WordWrapState(); m_SavedLineState = new WordWrapState(); int wrappingIndex = 0; // Need to initialize these Extents Structs m_meshExtents = new Extents(k_InfinityVector, -k_InfinityVector); if (m_textInfo.wordInfo == null) m_textInfo.wordInfo = new List<WordInfo>(); else m_textInfo.wordInfo.Clear(); if (m_textInfo.lineInfo == null) m_textInfo.lineInfo = new LineInfo[2]; for (int i = 0; i < m_textInfo.lineInfo.Length; i++) { m_textInfo.lineInfo[i] = new LineInfo(); m_textInfo.lineInfo[i].lineExtents = new Extents(k_InfinityVector, -k_InfinityVector); m_textInfo.lineInfo[i].ascender = -k_InfinityVector.x; m_textInfo.lineInfo[i].descender = k_InfinityVector.x; } // Tracking of the highest Ascender m_maxAscender = 0; m_maxDescender = 0; bool isLineOffsetAdjusted = false; int endTagIndex = 0; // Parse through Character buffer to read html tags and begin creating mesh. for (int i = 0; m_char_buffer[i] != 0; i++) { m_tabSpacing = -999; m_spacing = -999; charCode = m_char_buffer[i]; //Debug.Log("i:" + i + " Character [" + (char)charCode + "]"); //loopCountE += 1; if (m_isRichText && charCode == 60) // '<' { // Check if Tag is valid. If valid, skip to the end of the validated tag. if (ValidateHtmlTag(m_char_buffer, i + 1, out endTagIndex)) { i = endTagIndex; if (m_isRecalculateScaleRequired) { m_fontScale = m_currentFontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize; //isAffectingWordWrapping = true; m_isRecalculateScaleRequired = false; } if (m_tabSpacing != -999) { // Move character to a fix position. Position expresses in characters (approximation). m_xAdvance = m_tabSpacing * m_cached_Underline_GlyphInfo.width * m_fontScale; } if (m_spacing != -999) { m_xAdvance += m_spacing * m_fontScale * m_cached_Underline_GlyphInfo.width; } continue; } } isMissingCharacter = false; // Check if we should be using a different font asset //if (m_fontIndex != 0) //{ // // Check if we need to load the new font asset // if (m_fontAssetArray[m_fontIndex] == null) // { // Debug.Log("Loading secondary font asset."); // m_fontAssetArray[m_fontIndex] = Resources.Load("Fonts & Materials/Bangers SDF", typeof(TextMeshProFont)) as TextMeshProFont; // //m_sharedMaterials.Add(m_fontAssetArray[m_fontIndex].material); // //m_renderer.sharedMaterials = new Material[] { m_sharedMaterial, m_fontAssetArray[m_fontIndex].material }; // m_sharedMaterials.ToArray(); // } //} //Debug.Log("Char [" + (char)charCode + "] is using FontIndex: " + m_fontIndex); // Handle Font Styles like LowerCase, UpperCase and SmallCaps. #region Handling of LowerCase, UpperCase and SmallCaps Font Styles if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase) { // If this character is lowercase, switch to uppercase. if (char.IsLower((char)charCode)) charCode -= 32; } else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase) { // If this character is uppercase, switch to lowercase. if (char.IsUpper((char)charCode)) charCode += 32; } else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps) { if (char.IsLower((char)charCode)) { m_fontScale = m_currentFontSize * 0.8f / m_fontAssetArray[m_fontIndex].fontInfo.PointSize; charCode -= 32; } else m_fontScale = m_currentFontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize; } #endregion // Look up Character Data from Dictionary and cache it. #region Look up Character Data m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode, out m_cached_GlyphInfo); if (m_cached_GlyphInfo == null) { // Character wasn't found in the Dictionary. // Check if Lowercase & Replace by Uppercase if possible if (char.IsLower((char)charCode)) { if (m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode - 32, out m_cached_GlyphInfo)) charCode -= 32; } else if (char.IsUpper((char)charCode)) { if (m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode + 32, out m_cached_GlyphInfo)) charCode += 32; } // Still don't have a replacement? if (m_cached_GlyphInfo == null) { m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(88, out m_cached_GlyphInfo); if (m_cached_GlyphInfo != null) { Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table."); // Replace the missing character by X (if it is found) charCode = 88; isMissingCharacter = true; } else { // At this point the character isn't in the Dictionary, the replacement X isn't either so ... Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table."); continue; } } } #endregion // Store some of the text object's information m_textInfo.characterInfo[m_characterCount].character = (char)charCode; m_textInfo.characterInfo[m_characterCount].color = m_htmlColor; m_textInfo.characterInfo[m_characterCount].style = m_style; m_textInfo.characterInfo[m_characterCount].index = (short)i; // Handle Kerning if Enabled. #region Handle Kerning if (m_enableKerning && m_characterCount >= 1) { int prev_charCode = m_textInfo.characterInfo[m_characterCount - 1].character; KerningPairKey keyValue = new KerningPairKey(prev_charCode, charCode); KerningPair pair; m_fontAssetArray[m_fontIndex].kerningDictionary.TryGetValue(keyValue.key, out pair); if (pair != null) { m_xAdvance += pair.XadvanceOffset * m_fontScale; } } #endregion // Set Padding based on selected font style #region Handle Style Padding if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold) // Checks for any combination of Bold Style. { style_padding = m_fontAssetArray[m_fontIndex].BoldStyle * 2; xadvance_multiplier = 1.07f; // Increase xAdvance for bold characters. } else { style_padding = m_fontAssetArray[m_fontIndex].NormalStyle * 2; xadvance_multiplier = 1.0f; } #endregion Handle Style Padding // Setup Vertices for each character Vector3 top_left = new Vector3(0 + m_xAdvance + ((m_cached_GlyphInfo.xOffset - m_padding - style_padding) * m_fontScale), (m_cached_GlyphInfo.yOffset + m_baselineOffset + m_padding) * m_fontScale - m_lineOffset, 0); Vector3 bottom_left = new Vector3(top_left.x, top_left.y - ((m_cached_GlyphInfo.height + m_padding * 2) * m_fontScale), 0); Vector3 top_right = new Vector3(bottom_left.x + ((m_cached_GlyphInfo.width + m_padding * 2 + style_padding * 2) * m_fontScale), top_left.y, 0); Vector3 bottom_right = new Vector3(top_right.x, bottom_left.y, 0); // Check if we need to Shear the rectangles for Italic styles #region Handle Italic & Shearing if ((m_style & FontStyles.Italic) == FontStyles.Italic || (m_fontStyle & FontStyles.Italic) == FontStyles.Italic) { // Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount. float shear_value = m_fontAssetArray[m_fontIndex].ItalicStyle * 0.01f; Vector3 topShear = new Vector3(shear_value * ((m_cached_GlyphInfo.yOffset + m_padding + style_padding) * m_fontScale), 0, 0); Vector3 bottomShear = new Vector3(shear_value * (((m_cached_GlyphInfo.yOffset - m_cached_GlyphInfo.height - m_padding - style_padding)) * m_fontScale), 0, 0); top_left = top_left + topShear; bottom_left = bottom_left + bottomShear; top_right = top_right + topShear; bottom_right = bottom_right + bottomShear; } #endregion Handle Italics & Shearing // Store postion of vertices for each character m_textInfo.characterInfo[m_characterCount].topLeft = top_left; m_textInfo.characterInfo[m_characterCount].bottomLeft = bottom_left; m_textInfo.characterInfo[m_characterCount].topRight = top_right; m_textInfo.characterInfo[m_characterCount].bottomRight = bottom_right; // Compute MaxAscender & MaxDescender which is used for AutoScaling & other type layout options float ascender = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale; if (m_lineNumber == 0) m_maxAscender = m_maxAscender > ascender ? m_maxAscender : ascender; //float descender = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset; //m_maxDescender = m_maxDescender < descender ? m_maxDescender : descender; // Set Characters to not visible by default. m_textInfo.characterInfo[m_characterCount].isVisible = false; // Setup Mesh for visible characters. ie. not a SPACE / LINEFEED / CARRIAGE RETURN. #region Handle Visible Characters if (charCode != 32 && charCode != 9 && charCode != 10 && charCode != 13) { int index_X4 = m_visibleCharacterCount * 4; m_textInfo.characterInfo[m_characterCount].isVisible = true; m_textInfo.characterInfo[m_characterCount].vertexIndex = (short)(0 + index_X4); // Vertices m_uiVertices[0 + index_X4].position = m_textInfo.characterInfo[m_characterCount].bottomLeft; m_uiVertices[1 + index_X4].position = m_textInfo.characterInfo[m_characterCount].topLeft; m_uiVertices[2 + index_X4].position = m_textInfo.characterInfo[m_characterCount].topRight; m_uiVertices[3 + index_X4].position = m_textInfo.characterInfo[m_characterCount].bottomRight; //m_textInfo.characterInfo[character_Count].charNumber = (short)m_lineExtents[lineNumber].characterCount; // Used to adjust line spacing when larger fonts or the size tag is used. if (m_baselineOffset == 0) m_maxFontScale = Mathf.Max(m_maxFontScale, m_fontScale); //Debug.Log("Char [" + (char)charCode + "] Width is " + (m_textInfo.characterInfo[m_characterCount].topRight.x - (m_padding - m_alignmentPadding.z) * m_fontScale) + " Margin Width is " + marginWidth + // " Vertex Padding: " + (m_padding * m_fontScale) + " Alignment Padding: " + (m_alignmentPadding.z * m_fontScale) + " Alignment Padding: " + (m_alignmentPadding.x * m_fontScale)); // Check if Character exceeds the width of the Text Container #region Check for Characters Exceeding Width of Text Container if (m_textInfo.characterInfo[m_characterCount].topRight.x - (m_padding - m_alignmentPadding.z) * m_fontScale > marginWidth) { // Word Wrapping #region Handle Word Wrapping if (enableWordWrapping) { ellipsisIndex = m_characterCount - 1; if (wrappingIndex == m_SavedWordWrapState.previous_WordBreak) // && m_isCharacterWrappingEnabled == false) { // Word wrapping is no longer possible. Shrink size of text if auto-sizing is enabled. if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { //Debug.Log("Reducing Font Size."); m_maxFontSize = m_fontSize; float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f); m_fontSize -= delta; //Debug.Log("Delta = " + delta); m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin); //loopCountC += 1; //Debug.Log("Count C: " + loopCountC + " Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Size: " + m_fontSize + " Delta: " + fontSizeDelta); //m_fontSize -= 1f; // 0.25f; //m_maxFontSize = m_fontSize; //Debug.Log("Decreasing Width to " + m_fontSize); GenerateTextMesh(); return; } // Word wrapping is no longer possible, now breaking up individual words. if (m_isCharacterWrappingEnabled == false) { m_isCharacterWrappingEnabled = true; // Should add a check to make sure this mode is available. //Debug.Log("Enabling Character Wrapping."); GenerateTextMesh(); return; } /* if (isAffectingWordWrapping) { m_textContainer.size = new Vector2(Mathf.Round((top_right.x + margins.x + margins.z) * 100 + 0.5f) / 100f, m_textContainer.rect.height); GenerateTextMesh(); isAffectingWordWrapping = false; } else { //Debug.Log("Text can no longer be reduced in size. Min font size reached."); //m_textContainer.size = new Vector2(Mathf.Round((top_right.x + margins.x + margins.z) * 100 + 0.5f) / 100f, m_textContainer.rect.height); //GenerateTextMesh(); } */ //m_isCharacterWrappingEnabled = true; //Debug.Log("Line #" + lineNumber + " Character [" + (char)charCode + "] cannot be wrapped."); // WrappingIndex: " + wrappingIndex + " Saved Index: " + m_SaveWordWrapState.previous_WordBreak); return; } // Restore to previously stored state of last valid (space character or linefeed) i = RestoreWordWrappingState(ref m_SavedWordWrapState); wrappingIndex = i; // Used to dectect when line length can no longer be reduced. // Check if we need to Adjust LineOffset & Restore State to the start of the line. if (m_lineNumber > 0 && m_maxFontScale != 0 && m_maxFontScale != previousFontScale && !isLineOffsetAdjusted) { // Compute Offset float gap = m_fontAssetArray[m_fontIndex].fontInfo.LineHeight - (m_fontAssetArray[m_fontIndex].fontInfo.Ascender - m_fontAssetArray[m_fontIndex].fontInfo.Descender); float offsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_lineSpacing + m_paragraphSpacing + gap + m_lineSpacingDelta) * m_maxFontScale - (m_fontAssetArray[m_fontIndex].fontInfo.Descender - gap) * previousFontScale; m_lineOffset += offsetDelta - lineOffsetDelta; AdjustLineOffset(firstCharacterOfLine, lastCharacterOfLine, offsetDelta - lineOffsetDelta); } // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well. float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset; float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale - m_lineOffset; lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2; // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well. float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset; float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset; lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2; m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender; // Track & Store lineInfo for the new line m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = firstCharacterOfLine; // Need new variable to track this m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount - 1 > 0 ? m_characterCount - 1 : 1; firstCharacterOfLine = m_characterCount; // Store first character for the next line. m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x, lineDescender); m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - 1].topRight.x, lineAscender); m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - m_padding * m_maxFontScale; // Compute Preferred Width & Height m_preferredWidth += m_xAdvance; // m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x - m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x; if (m_enableWordWrapping) m_preferredHeight = m_maxAscender - m_maxDescender; else m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender); //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + // " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex + // " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Lenght of " + m_textInfo.lineInfo[m_lineNumber].lineLength + // " MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + " MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y + // " MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + " MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y + // " Line Ascender: " + lineAscender + " Line Descender: " + lineDescender); // Store the state of the line before starting on the new line. SaveWordWrappingState(ref m_SavedLineState, i); m_lineNumber += 1; // Check to make sure Array is large enough to hold a new line. if (m_lineNumber >= m_textInfo.lineInfo.Length) ResizeLineExtents(m_lineNumber); // Apply Line Spacing based on scale of the last character of the line. lineOffsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.LineHeight + m_lineSpacing + m_lineSpacingDelta) * m_fontScale; m_lineOffset += lineOffsetDelta; previousFontScale = m_fontScale; m_xAdvance = 0; m_maxFontScale = 0; // Handle Page # //if (m_lineNumber % 5 == 0) // m_lineOffset = 0; continue; } #endregion End Word Wrapping // Text Auto-Sizing (text exceeding Width of container. #region Handle Text Auto-Sizing if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { m_maxFontSize = m_fontSize; float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f); m_fontSize -= delta; m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin); //Debug.Log("Decreasing Width to " + m_fontSize); //loopCountA += 1; //Debug.Log("Count A: " + loopCountA + " Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Size: " + m_fontSize + " Delta: " + fontSizeDelta); GenerateTextMesh(); return; } #endregion End Text Auto-Sizing // Handle Text Overflow #region Handle Text Overflow switch (m_overflowMode) { case TextOverflowModes.Overflow: if (m_isMaskingEnabled) DisableMasking(); break; case TextOverflowModes.Ellipsis: if (m_isMaskingEnabled) DisableMasking(); m_isTextTruncated = true; if (i < 1) break; m_char_buffer[i - 1] = 8230; m_char_buffer[i] = (char)0; GenerateTextMesh(); return; case TextOverflowModes.Masking: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.ScrollRect: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.Truncate: if (m_isMaskingEnabled) DisableMasking(); m_textInfo.characterInfo[m_characterCount].isVisible = false; m_visibleCharacterCount -= 1; break; } #endregion End Text Overflow } #endregion End Check for Characters Exceeding Width of Text Container // Determine what color gets assigned to vertex. #region Handle Vertex Colors if (isMissingCharacter) vertexColor = Color.red; else if (m_overrideHtmlColors) vertexColor = m_fontColor32; else vertexColor = m_htmlColor; // Set Alpha for Shader to render font as normal or bold. (Alpha channel is being used to let the shader know if the character is bold or normal). if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold) { vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1); vertexColor.a += 128; } else { vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1); } // Vertex Colors if (!m_enableVertexGradient) { m_uiVertices[0 + index_X4].color = vertexColor; m_uiVertices[1 + index_X4].color = vertexColor; m_uiVertices[2 + index_X4].color = vertexColor; m_uiVertices[3 + index_X4].color = vertexColor; } else { if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32)) { m_uiVertices[0 + index_X4].color = vertexColor; m_uiVertices[1 + index_X4].color = vertexColor; m_uiVertices[2 + index_X4].color = vertexColor; m_uiVertices[3 + index_X4].color = vertexColor; } else { m_uiVertices[0 + index_X4].color = m_fontColorGradient.bottomLeft; m_uiVertices[1 + index_X4].color = m_fontColorGradient.topLeft; m_uiVertices[2 + index_X4].color = m_fontColorGradient.topRight; m_uiVertices[3 + index_X4].color = m_fontColorGradient.bottomRight; } m_uiVertices[0 + index_X4].color.a = vertexColor.a; m_uiVertices[1 + index_X4].color.a = vertexColor.a; m_uiVertices[2 + index_X4].color.a = vertexColor.a; m_uiVertices[3 + index_X4].color.a = vertexColor.a; } #endregion Handle Vertex Colors // Apply style_padding only if this is a SDF Shader. if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal)) style_padding = 0; // Setup UVs for the Mesh #region Setup UVs Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight); // bottom left Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight); // top left Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, uv0.y); // bottom right Vector2 uv3 = new Vector2(uv2.x, uv1.y); // top right // UV m_uiVertices[0 + index_X4].uv0 = uv0; // BL m_uiVertices[1 + index_X4].uv0 = uv1; // TL m_uiVertices[2 + index_X4].uv0 = uv3; // TR m_uiVertices[3 + index_X4].uv0 = uv2; // BR #endregion Setup UVs // Normal #region Setup Normals & Tangents Vector3 normal = new Vector3(0, 0, -1); m_uiVertices[0 + index_X4].normal = normal; m_uiVertices[1 + index_X4].normal = normal; m_uiVertices[2 + index_X4].normal = normal; m_uiVertices[3 + index_X4].normal = normal; // Tangents Vector4 tangent = new Vector4(-1, 0, 0, 1); m_uiVertices[0 + index_X4].tangent = tangent; m_uiVertices[1 + index_X4].tangent = tangent; m_uiVertices[2 + index_X4].tangent = tangent; m_uiVertices[3 + index_X4].tangent = tangent; #endregion end Normals & Tangents // Determine the bounds of the Mesh. m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y)); m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topLeft.y)); m_visibleCharacterCount += 1; lastCharacterOfLine = m_characterCount; } else { // This is a Space, Tab, LineFeed or Carriage Return // Track # of spaces per line which is used for line justification. if (charCode == 9 || charCode == 32) { m_textInfo.lineInfo[m_lineNumber].spaceCount += 1; m_textInfo.spaceCount += 1; } } #endregion Handle Visible Characters // Store Rectangle positions for each Character. #region Store Character Data m_textInfo.characterInfo[m_characterCount].lineNumber = (short)m_lineNumber; m_textInfo.lineInfo[m_lineNumber].characterCount += 1; if (charCode != 10 && charCode != 13) m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification; #endregion Store Character Data // Handle Tabulation Stops. Tab stops at every 25% of Font Size. #region xAdvance & Tabulation if (charCode == 9) { m_xAdvance = (int)(m_xAdvance / (m_fontSize * 0.25f) + 1) * (m_fontSize * 0.25f); } else m_xAdvance += (m_cached_GlyphInfo.xAdvance * xadvance_multiplier * m_fontScale) + m_characterSpacing + m_cSpacing; #endregion Tabulation & Stops // Handle Carriage Return #region Carriage Return if (charCode == 13) { m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); m_preferredWidth = 0; m_xAdvance = 0; } #endregion Carriage Return //Debug.Log("Char [" + (char)charCode + "] with ASCII (" + charCode + ") cummulative xAdvance: " + m_xAdvance); // Handle Line Spacing Adjustments + Word Wrapping & special case for last line. #region Check for Line Feed and Last Character if (charCode == 10 || m_characterCount == totalCharacterCount - 1) { //Debug.Log("Line # " + m_lineNumber + " Current Character is [" + (char)charCode + "] with ASC value of " + charCode); // Handle Line Spacing Changes if (m_lineNumber > 0 && m_maxFontScale != 0 && m_maxFontScale != previousFontScale && !isLineOffsetAdjusted) { float gap = m_fontAssetArray[m_fontIndex].fontInfo.LineHeight - (m_fontAssetArray[m_fontIndex].fontInfo.Ascender - m_fontAssetArray[m_fontIndex].fontInfo.Descender); float offsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_lineSpacing + m_paragraphSpacing + gap + m_lineSpacingDelta) * m_maxFontScale - (m_fontAssetArray[m_fontIndex].fontInfo.Descender - gap) * previousFontScale; m_lineOffset += offsetDelta - lineOffsetDelta; AdjustLineOffset(firstCharacterOfLine, lastCharacterOfLine, offsetDelta - lineOffsetDelta); } // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well. float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset; float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale - m_lineOffset; lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2; // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well. float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset; float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset; lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2; m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender; // Save Line Information m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = firstCharacterOfLine; // Need new variable to track this m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = charCode == 10 ? lastCharacterOfLine + 1 : lastCharacterOfLine; firstCharacterOfLine = m_characterCount + 1; m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x, lineDescender); m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - (charCode == 10 ? 1 : 0)].topRight.x, lineAscender); m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - (m_padding * m_maxFontScale); // Store PreferredWidth paying attention to linefeed and last character of text. if (charCode == 10 && m_characterCount != totalCharacterCount - 1) { m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); m_preferredWidth = 0; } else m_preferredWidth = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)); //Debug.Log("Line # " + m_lineNumber + " XAdance is " + (m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)) + " Max XAdvance: " + m_maxXAdvance); //m_preferredWidth += m_xAdvance + (m_alignmentPadding.z * m_fontScale); if (m_enableWordWrapping) m_preferredHeight = m_maxAscender - m_maxDescender; else m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender); //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + // " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex + // " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Lenght of " + m_textInfo.lineInfo[m_lineNumber].lineLength + // " MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + " MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y + // " MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + " MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y + // " Line Ascender: " + lineAscender + " Line Descender: " + lineDescender); // Add new line if not last lines or character. if (charCode == 10) { // Store the state of the line before starting on the new line. SaveWordWrappingState(ref m_SavedLineState, i); m_lineNumber += 1; // Check to make sure Array is large enough to hold a new line. if (m_lineNumber >= m_textInfo.lineInfo.Length) ResizeLineExtents(m_lineNumber); // Apply Line Spacing based on scale of the last character of the line. lineOffsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.LineHeight + m_paragraphSpacing + m_lineSpacing + m_lineSpacingDelta) * m_fontScale; m_lineOffset += lineOffsetDelta; previousFontScale = m_fontScale; m_maxFontScale = 0; m_xAdvance = 0; // Check for page # //if (m_lineNumber % 5 == 0) // m_lineOffset = 0; } } #endregion Check for Linefeed or Last Character // Check if text Exceeds the vertical bounds of the margin area. #region Check Vertical Bounds & Auto-Sizing if (m_maxAscender - m_maxDescender + (m_alignmentPadding.w * 2 * m_fontScale) > marginHeight) { //Debug.Log((m_maxAscender - m_maxDescender) + " " + marginHeight); //Debug.Log("Character [" + (char)charCode + "] at Index: " + m_characterCount + " has exceeded the Height of the text container. Max Ascender: " + m_maxAscender + " Max Descender: " + m_maxDescender + " Margin Height: " + marginHeight + " Bottom Left: " + bottom_left.y); // Handle Linespacing adjustments #region Line Spacing Adjustments if (m_enableAutoSizing && m_lineSpacingDelta > m_lineSpacingMax) { m_lineSpacingDelta -= 1; GenerateTextMesh(); return; } #endregion // Handle Text Auto-sizing resulting from text exceeding vertical bounds. #region Text Auto-Sizing (Text greater than verical bounds) if (m_enableAutoSizing && m_fontSize > m_fontSizeMin) { m_maxFontSize = m_fontSize; float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f); //if (delta == 0.01f) return; m_fontSize -= delta; m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin); //Debug.Log("Decreasing Height to " + m_fontSize); //loopCountB += 1; //Debug.Log("Count B: " + loopCountB + " Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Size: " + m_fontSize + " Delta: " + (m_maxFontSize - m_minFontSize).ToString("f4")); GenerateTextMesh(); return; } #endregion Text Auto-Sizing // Handle Text Overflow #region Text Overflow switch (m_overflowMode) { case TextOverflowModes.Overflow: if (m_isMaskingEnabled) DisableMasking(); break; case TextOverflowModes.Ellipsis: if (m_isMaskingEnabled) DisableMasking(); if (m_lineNumber > 0) { m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index] = 8230; m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } else { m_char_buffer[0] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } case TextOverflowModes.Masking: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.ScrollRect: if (!m_isMaskingEnabled) EnableMasking(); break; case TextOverflowModes.Truncate: if (m_isMaskingEnabled) DisableMasking(); if (m_lineNumber > 0) { m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } else { m_char_buffer[0] = (char)0; GenerateTextMesh(); m_isTextTruncated = true; return; } //case TextOverflowModes.Pages: // if (m_isMaskingEnabled) // DisableMasking(); // // Go back to previous line and re-layout // i = RestoreWordWrappingState(ref m_SavedLineState); // m_xAdvance = 0; // m_lineOffset = 0; // continue; // //break; } #endregion End Text Overflow } #endregion Check Vertical Bounds //// Store Rectangle positions for each Character. #region Save CharacterInfo for the current character. m_textInfo.characterInfo[m_characterCount].baseLine = m_textInfo.characterInfo[m_characterCount].topRight.y - (m_cached_GlyphInfo.yOffset + m_padding) * m_fontScale; m_textInfo.characterInfo[m_characterCount].topLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale; // Ascender m_textInfo.characterInfo[m_characterCount].bottomLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_fontAssetArray[m_fontIndex].fontInfo.Descender - m_alignmentPadding.w) * m_fontScale; // Descender m_textInfo.characterInfo[m_characterCount].padding = m_padding * m_fontScale; m_textInfo.characterInfo[m_characterCount].aspectRatio = m_cached_GlyphInfo.width / m_cached_GlyphInfo.height; m_textInfo.characterInfo[m_characterCount].scale = m_fontScale; #endregion Saving CharacterInfo // Save State of Mesh Creation forhandling of Word Wrapping #region Save Word Wrapping State if (m_enableWordWrapping) { //char c; //m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode); //Debug.Log((char)charCode + " " + m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode)); if (m_isCharacterWrappingEnabled == false && (charCode == 9 || charCode == 32)) { // We store the state of numerous variables for the most recent Space, LineFeed or Carriage Return to enable them to be restored // for Word Wrapping. SaveWordWrappingState(ref m_SavedWordWrapState, i); //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i); } else if (m_isCharacterWrappingEnabled == true && m_characterCount < totalCharacterCount - 1 && m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode) == false && m_fontAsset.lineBreakingInfo.followingCharacters.ContainsKey(m_VisibleCharacters[m_characterCount + 1]) == false && (charCode < 48 || charCode > 57) && charCode != 44) { //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i); SaveWordWrappingState(ref m_SavedWordWrapState, i); } } #endregion Save Word Wrapping State m_characterCount += 1; } // Check Auto Sizing and increase font size to fill text container. #region Check Auto-Sizing (Upper Font Size Bounds) fontSizeDelta = m_maxFontSize - m_minFontSize; if (m_enableAutoSizing && fontSizeDelta > 0.25f && m_fontSize < m_fontSizeMax) { m_minFontSize = m_fontSize; m_fontSize = m_fontSize + (m_maxFontSize - m_fontSize) / 2; //loopCountD += 1; //Debug.Log("Count D: " + loopCountD + " Min: " + m_minFontSize + " Max: " + m_maxFontSize + " Size: " + m_fontSize + " Delta: " + fontSizeDelta); m_fontSize = Mathf.Min(m_fontSize, m_fontSizeMax); GenerateTextMesh(); return; } #endregion End Auto-sizing Check // Add Termination Character to textMeshCharacterInfo which is used by the Advanced Layout Component. if (m_characterCount < m_textInfo.characterInfo.Length) m_textInfo.characterInfo[m_characterCount].character = (char)0; if (m_renderMode == TextRenderFlags.GetPreferredSizes) return; // DEBUG & PERFORMANCE CHECKS (0.006ms) //m_StopWatch.Stop(); // If there are no visible characters... no need to continue if (m_visibleCharacterCount == 0) { if (m_uiVertices != null) { m_uiRenderer.SetVertices(m_uiVertices, 0); } return; } int last_vert_index = m_visibleCharacterCount * 4; // Partial clear of the vertices array to mark unused vertices as degenerate. Array.Clear(m_uiVertices, last_vert_index, m_uiVertices.Length - last_vert_index); // Handle Text Alignment #region Text Alignment switch (m_textAlignment) { // Top Vertically case TextAlignmentOptions.Top: case TextAlignmentOptions.TopLeft: case TextAlignmentOptions.TopJustified: case TextAlignmentOptions.TopRight: m_anchorOffset = m_rectCorners[1] + new Vector3(0 + margins.x, 0 - m_maxAscender - margins.y, 0); break; // Middle Vertically case TextAlignmentOptions.Left: case TextAlignmentOptions.Right: case TextAlignmentOptions.Center: case TextAlignmentOptions.Justified: m_anchorOffset = (m_rectCorners[0] + m_rectCorners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxAscender + margins.y + m_maxDescender - margins.w) / 2, 0); break; // Bottom Vertically case TextAlignmentOptions.Bottom: case TextAlignmentOptions.BottomLeft: case TextAlignmentOptions.BottomRight: case TextAlignmentOptions.BottomJustified: m_anchorOffset = m_rectCorners[0] + new Vector3(0 + margins.x, 0 - m_maxDescender + margins.w, 0); break; // Baseline Vertically case TextAlignmentOptions.BaselineLeft: case TextAlignmentOptions.BaselineRight: case TextAlignmentOptions.Baseline: m_anchorOffset = (m_rectCorners[0] + m_rectCorners[1]) / 2 + new Vector3(0 + margins.x, 0, 0); break; } #endregion Text Alignment // Handling of Anchor Dampening. If mesh width changes by more than 1/3 of the underline character's wdith then adjust it. float currentMeshWidth = m_meshExtents.max.x - m_meshExtents.min.x; if (m_anchorDampening) { float delta = currentMeshWidth - m_baseDampeningWidth; if (m_baseDampeningWidth != 0 && Mathf.Abs(delta) < m_cached_Underline_GlyphInfo.width * m_fontScale * 0.6f) m_anchorOffset.x += delta / 2; else m_baseDampeningWidth = currentMeshWidth; } // Initialization for Second Pass Vector3 justificationOffset = Vector3.zero; Vector3 offset = Vector3.zero; int vert_index_X4 = 0; int underlineSegmentCount = 0; int wordCount = 0; int lineCount = 0; int lastLine = 0; bool isStartOfWord = false; int wordFirstChar = 0; int wordLastChar = 0; // Second Pass : Line Justification, UV Mapping, Character & Line Visibility & more. #region Handle Line Justification & UV Mapping & Character Visibility & More for (int i = 0; i < m_characterCount; i++) { int currentLine = m_textInfo.characterInfo[i].lineNumber; char currentCharacter = m_textInfo.characterInfo[i].character; LineInfo lineInfo = m_textInfo.lineInfo[currentLine]; TextAlignmentOptions lineAlignment = lineInfo.alignment; lineCount = currentLine + 1; // Process Line Justification #region Handle Line Justification switch (lineAlignment) { case TextAlignmentOptions.TopLeft: case TextAlignmentOptions.Left: case TextAlignmentOptions.BottomLeft: case TextAlignmentOptions.BaselineLeft: justificationOffset = Vector3.zero; break; case TextAlignmentOptions.Top: case TextAlignmentOptions.Center: case TextAlignmentOptions.Bottom: case TextAlignmentOptions.Baseline: justificationOffset = new Vector3(marginWidth / 2 - (lineInfo.lineExtents.min.x + lineInfo.lineExtents.max.x) / 2, 0, 0); break; case TextAlignmentOptions.TopRight: case TextAlignmentOptions.Right: case TextAlignmentOptions.BottomRight: case TextAlignmentOptions.BaselineRight: justificationOffset = new Vector3(marginWidth - lineInfo.lineExtents.max.x, 0, 0); break; case TextAlignmentOptions.TopJustified: case TextAlignmentOptions.Justified: case TextAlignmentOptions.BottomJustified: charCode = m_textInfo.characterInfo[i].character; char lastCharOfCurrentLine = m_textInfo.characterInfo[lineInfo.lastCharacterIndex].character; if (char.IsWhiteSpace(lastCharOfCurrentLine) && !char.IsControl(lastCharOfCurrentLine) && currentLine < m_lineNumber) { // All lines are justified accept the last one. float gap = (m_rectCorners[3].x - margins.z) - (m_rectCorners[0].x + margins.x) - (lineInfo.lineExtents.max.x); if (currentLine != lastLine || i == 0) justificationOffset = Vector3.zero; else { if (charCode == 9 || charCode == 32) { justificationOffset += new Vector3(gap * (1 - m_wordWrappingRatios) / (lineInfo.spaceCount - 1), 0, 0); } else { //Debug.Log("LineInfo Character Count: " + lineInfo.characterCount); justificationOffset += new Vector3(gap * m_wordWrappingRatios / (lineInfo.characterCount - lineInfo.spaceCount - 1), 0, 0); } } } else justificationOffset = Vector3.zero; // Keep last line left justified. //Debug.Log("Char [" + (char)charCode + "] Code:" + charCode + " Offset:" + justificationOffset + " # Spaces:" + m_lineExtents[currentLine].NumberOfSpaces + " # Characters:" + m_lineExtents[currentLine].NumberOfChars); break; } #endregion End Text Justification offset = m_anchorOffset + justificationOffset; if (m_textInfo.characterInfo[i].isVisible) { Extents lineExtents = lineInfo.lineExtents; float uvOffset = (m_uvLineOffset * currentLine) % 1 + m_uvOffset.x; // Setup UV2 based on Character Mapping Options Selected #region Handle UV Mapping Options switch (m_horizontalMapping) { case TextureMappingOptions.Character: m_uiVertices[vert_index_X4 + 0].uv1.x = 0 + m_uvOffset.x; m_uiVertices[vert_index_X4 + 1].uv1.x = 0 + m_uvOffset.x; m_uiVertices[vert_index_X4 + 2].uv1.x = 1 + m_uvOffset.x; m_uiVertices[vert_index_X4 + 3].uv1.x = 1 + m_uvOffset.x; break; case TextureMappingOptions.Line: if (m_textAlignment != TextAlignmentOptions.Justified) { m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset; break; } else // Special Case if Justified is used in Line Mode. { m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; break; } case TextureMappingOptions.Paragraph: m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset; break; case TextureMappingOptions.MatchAspect: switch (m_verticalMapping) { case TextureMappingOptions.Character: m_uiVertices[vert_index_X4 + 0].uv1.y = 0 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 1].uv1.y = 1 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 2].uv1.y = 0 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 3].uv1.y = 1 + m_uvOffset.y; break; case TextureMappingOptions.Line: m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset; m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4].uv1.y; m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y; break; case TextureMappingOptions.Paragraph: m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset; m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4].uv1.y; m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y; break; case TextureMappingOptions.MatchAspect: Debug.Log("ERROR: Cannot Match both Vertical & Horizontal."); break; } //float xDelta = 1 - (_uv2s[vert_index + 0].y * textMeshCharacterInfo[i].AspectRatio); // Left aligned float xDelta = (1 - ((m_uiVertices[vert_index_X4 + 0].uv1.y + m_uiVertices[vert_index_X4 + 1].uv1.y) * m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle //float xDelta = 0; m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].uv1.y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset; m_uiVertices[vert_index_X4 + 1].uv1.x = m_uiVertices[vert_index_X4 + 0].uv1.x; m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 1].uv1.y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset; m_uiVertices[vert_index_X4 + 3].uv1.x = m_uiVertices[vert_index_X4 + 2].uv1.x; break; } switch (m_verticalMapping) { case TextureMappingOptions.Character: m_uiVertices[vert_index_X4 + 0].uv1.y = 0 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 1].uv1.y = 1 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 2].uv1.y = 1 + m_uvOffset.y; m_uiVertices[vert_index_X4 + 3].uv1.y = 0 + m_uvOffset.y; break; case TextureMappingOptions.Line: m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4].uv1.y; m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y; break; case TextureMappingOptions.Paragraph: m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4].uv1.y; m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y; break; case TextureMappingOptions.MatchAspect: //float yDelta = 1 - (_uv2s[vert_index + 2].x / textMeshCharacterInfo[i].AspectRatio); // Top Corner float yDelta = (1 - ((m_uiVertices[vert_index_X4 + 0].uv1.x + m_uiVertices[vert_index_X4 + 2].uv1.x) / m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle //float yDelta = 0; m_uiVertices[vert_index_X4 + 0].uv1.y = yDelta + (m_uiVertices[vert_index_X4 + 0].uv1.x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 1].uv1.y = yDelta + (m_uiVertices[vert_index_X4 + 2].uv1.x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y; m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 0].uv1.y; m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y; break; } #endregion End UV Mapping Options // Pack UV's so that we can pass Xscale needed for Shader to maintain 1:1 ratio. float xScale = m_textInfo.characterInfo[i].scale * m_rectTransform.lossyScale.z; float x0 = m_uiVertices[vert_index_X4 + 0].uv1.x; float y0 = m_uiVertices[vert_index_X4 + 0].uv1.y; float x1 = m_uiVertices[vert_index_X4 + 2].uv1.x; float y1 = m_uiVertices[vert_index_X4 + 2].uv1.y; float dx = Mathf.Floor(x0); float dy = Mathf.Floor(y0); x0 = x0 - dx; x1 = x1 - dx; y0 = y0 - dy; y1 = y1 - dy; m_uiVertices[vert_index_X4 + 0].uv1 = PackUV(x0, y0, xScale); m_uiVertices[vert_index_X4 + 1].uv1 = PackUV(x0, y1, xScale); m_uiVertices[vert_index_X4 + 2].uv1 = PackUV(x1, y1, xScale); m_uiVertices[vert_index_X4 + 3].uv1 = PackUV(x1, y0, xScale); // Enables control of the visibility of characters && lines. if (m_maxVisibleCharacters != -1 && i >= m_maxVisibleCharacters || m_maxVisibleLines != -1 && currentLine >= m_maxVisibleLines) // || pages != AllPages && { m_uiVertices[vert_index_X4 + 0].position *= 0; m_uiVertices[vert_index_X4 + 1].position *= 0; m_uiVertices[vert_index_X4 + 2].position *= 0; m_uiVertices[vert_index_X4 + 3].position *= 0; } else { m_uiVertices[vert_index_X4 + 0].position += offset; m_uiVertices[vert_index_X4 + 1].position += offset; m_uiVertices[vert_index_X4 + 2].position += offset; m_uiVertices[vert_index_X4 + 3].position += offset; } vert_index_X4 += 4; } m_textInfo.characterInfo[i].bottomLeft += offset; m_textInfo.characterInfo[i].topRight += offset; m_textInfo.characterInfo[i].topLine += offset.y; m_textInfo.characterInfo[i].bottomLine += offset.y; m_textInfo.characterInfo[i].baseLine += offset.y; // Store Max Ascender & Descender m_textInfo.lineInfo[currentLine].ascender = m_textInfo.characterInfo[i].topLine > m_textInfo.lineInfo[currentLine].ascender ? m_textInfo.characterInfo[i].topLine : m_textInfo.lineInfo[currentLine].ascender; m_textInfo.lineInfo[currentLine].descender = m_textInfo.characterInfo[i].bottomLine < m_textInfo.lineInfo[currentLine].descender ? m_textInfo.characterInfo[i].bottomLine : m_textInfo.lineInfo[currentLine].descender; // Need to recompute lineExtent to account for the offset from justification. if (currentLine != lastLine || i == m_characterCount - 1) { m_textInfo.lineInfo[lastLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[lastLine].descender); m_textInfo.lineInfo[lastLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].lastCharacterIndex].topRight.x, m_textInfo.lineInfo[lastLine].ascender); } // Track Word Count per line and for the object if (char.IsLetterOrDigit(currentCharacter) && i < m_characterCount - 1) { if (isStartOfWord == false) { isStartOfWord = true; wordFirstChar = i; } } else if ((char.IsPunctuation(currentCharacter) || char.IsWhiteSpace(currentCharacter) || i == m_characterCount - 1) && isStartOfWord || i == 0) { wordLastChar = i == m_characterCount - 1 && char.IsLetterOrDigit(currentCharacter) ? i : i - 1; isStartOfWord = false; wordCount += 1; m_textInfo.lineInfo[currentLine].wordCount += 1; WordInfo wordInfo = new WordInfo(); wordInfo.firstCharacterIndex = wordFirstChar; wordInfo.lastCharacterIndex = wordLastChar; wordInfo.characterCount = wordLastChar - wordFirstChar + 1; m_textInfo.wordInfo.Add(wordInfo); //Debug.Log("Word #" + wordCount + " is [" + wordInfo.word + "] Start Index: " + wordInfo.firstCharacterIndex + " End Index: " + wordInfo.lastCharacterIndex); } // Handle Underline #region Underline Tracking // TODO : Address underline and which font to use in the list if ((m_textInfo.characterInfo[i].style & FontStyles.Underline) == FontStyles.Underline && i != m_textInfo.lineInfo[currentLine].lastCharacterIndex) // m_textInfo.characterInfo[i].character != 10 && m_textInfo.characterInfo[i].character != 13) { if (beginUnderline == false) { beginUnderline = true; underline_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * m_fontScale, 0); //Debug.Log("Underline Start Char [" + m_textInfo.characterInfo[i].character + "]."); } } else { if (beginUnderline == true) { beginUnderline = false; if (i != m_characterCount - 1 && (m_textInfo.characterInfo[i].character == 32 || m_textInfo.characterInfo[i].character == 10)) { underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + font.fontInfo.Underline * m_fontScale, 0); //Debug.Log("Underline End Char [" + m_textInfo.characterInfo[i - 1].character + "]."); } else { underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * m_fontScale, 0); //Debug.Log("Underline End Char [" + m_textInfo.characterInfo[i].character + "]."); } DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index); underlineSegmentCount += 1; } } #endregion lastLine = currentLine; } #endregion // METRICS ABOUT THE TEXT OBJECT m_textInfo.characterCount = (short)m_characterCount; m_textInfo.lineCount = (short)lineCount; m_textInfo.wordCount = wordCount != 0 && m_characterCount > 0 ? (short)wordCount : (short)1; // Need to store UI Vertex m_textInfo.meshInfo.uiVertices = m_uiVertices; // If Advanced Layout Component is present, don't upload the mesh. if (m_renderMode == TextRenderFlags.Render) // m_isAdvanceLayoutComponentPresent == false || m_advancedLayoutComponent.isEnabled == false) { //Debug.Log("Uploading Mesh normally."); // Upload Mesh Data m_uiRenderer.SetVertices(m_uiVertices, vert_index_X4 + underlineSegmentCount * 12); // Setting Mesh Bounds manually is more efficient. m_bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0) + m_anchorOffset, new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0)); //m_maskOffset = new Vector4(m_mesh.bounds.center.x, m_mesh.bounds.center.y, m_mesh.bounds.size.x, m_mesh.bounds.size.y); } m_bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0) + m_anchorOffset, new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0)); m_isCharacterWrappingEnabled = false; // Has Text Container's Width or Height been specified by the user? /* if (m_rectTransform.sizeDelta.x == 0 || m_rectTransform.sizeDelta.y == 0) { //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.isDefaultWidth + " Default Height:" + m_textContainer.isDefaultHeight); if (marginWidth == 0) m_rectTransform.sizeDelta = new Vector2(m_preferredWidth + margins.x + margins.z, m_rectTransform.sizeDelta.y); if (marginHeight == 0) m_rectTransform.sizeDelta = new Vector2(m_rectTransform.sizeDelta.x, m_preferredHeight + margins.y + margins.w); Debug.Log("Auto-fitting Text. Default Width:" + m_preferredWidth + " Default Height:" + m_preferredHeight); GenerateTextMesh(); return; } */ //Debug.Log("Done rendering text. Margin Width was " + marginWidth + " and Margin Height was " + marginHeight + ". Preferred Width: " + m_preferredWidth + " and Height: " + m_preferredHeight); //Debug.Log(m_minWidth); //Profiler.EndSample(); //m_StopWatch.Stop(); //Debug.Log("Done Rendering Text."); //Debug.Log("TimeElapsed is:" + (m_StopWatch.ElapsedTicks / 10000f).ToString("f4")); //m_StopWatch.Reset(); }