protected override void OnPopulateMesh(VertexHelper toFill) { if (font == null) return; // We don't care if we the font Texture changes while we are doing our Update. // The end result of cachedTextGenerator will be valid for this instance. // Otherwise we can get issues like Case 619238. m_DisableFontTextureRebuiltCallback = true; Vector2 extents = rectTransform.rect.size; var settings = GetGenerationSettings(extents); cachedTextGenerator.Populate(text, settings); Rect inputRect = rectTransform.rect; // get the text alignment anchor point for the text in local space Vector2 textAnchorPivot = GetTextAnchorPivot(alignment); Vector2 refPoint = Vector2.zero; refPoint.x = (textAnchorPivot.x == 1 ? inputRect.xMax : inputRect.xMin); refPoint.y = (textAnchorPivot.y == 0 ? inputRect.yMin : inputRect.yMax); // Determine fraction of pixel to offset text mesh. Vector2 roundingOffset = PixelAdjustPoint(refPoint) - refPoint; // --- Changes ---- // Not really good place to put it, need to find somewhere else. univTextGroup = new UnivTextGroup(m_Text); alignment = univTextGroup.IsGroupRTL ? TextAnchor.MiddleRight : TextAnchor.MiddleLeft; cachedTextGenerator.Populate(univTextGroup.CorrectedString(), settings); // ---- End of changes ---- // Apply the offset to the vertices IList<UIVertex> verts = cachedTextGenerator.verts; float unitsPerPixel = 1/pixelsPerUnit; //Last 4 verts are always a new line... int vertCount = verts.Count - 4; toFill.Clear(); if (roundingOffset != Vector2.zero) { for (int i = 0; i < vertCount; ++i) { int tempVertsIndex = i & 3; m_TempVerts[tempVertsIndex] = verts[i]; m_TempVerts[tempVertsIndex].position *= unitsPerPixel; m_TempVerts[tempVertsIndex].position.x += roundingOffset.x; m_TempVerts[tempVertsIndex].position.y += roundingOffset.y; if (tempVertsIndex == 3) toFill.AddUIVertexQuad(m_TempVerts); } } else { for (int i = 0; i < vertCount; ++i) { int tempVertsIndex = i & 3; m_TempVerts[tempVertsIndex] = verts[i]; m_TempVerts[tempVertsIndex].position *= unitsPerPixel; if (tempVertsIndex == 3) toFill.AddUIVertexQuad(m_TempVerts); } } m_DisableFontTextureRebuiltCallback = false; }
protected override void OnPopulateMesh(VertexHelper toFill) { if (font == null) { return; } // We don't care if we the font Texture changes while we are doing our Update. // The end result of cachedTextGenerator will be valid for this instance. // Otherwise we can get issues like Case 619238. m_DisableFontTextureRebuiltCallback = true; Vector2 extents = rectTransform.rect.size; var settings = GetGenerationSettings(extents); cachedTextGenerator.Populate(text, settings); Rect inputRect = rectTransform.rect; // get the text alignment anchor point for the text in local space Vector2 textAnchorPivot = GetTextAnchorPivot(alignment); Vector2 refPoint = Vector2.zero; refPoint.x = (textAnchorPivot.x == 1 ? inputRect.xMax : inputRect.xMin); refPoint.y = (textAnchorPivot.y == 0 ? inputRect.yMin : inputRect.yMax); // Determine fraction of pixel to offset text mesh. Vector2 roundingOffset = PixelAdjustPoint(refPoint) - refPoint; // --- Changes ---- // Not really good place to put it, need to find somewhere else. univTextGroup = new UnivTextGroup(m_Text); alignment = univTextGroup.IsGroupRTL ? TextAnchor.MiddleRight : TextAnchor.MiddleLeft; cachedTextGenerator.Populate(univTextGroup.CorrectedString(), settings); // ---- End of changes ---- // Apply the offset to the vertices IList <UIVertex> verts = cachedTextGenerator.verts; float unitsPerPixel = 1 / pixelsPerUnit; //Last 4 verts are always a new line... int vertCount = verts.Count - 4; toFill.Clear(); if (roundingOffset != Vector2.zero) { for (int i = 0; i < vertCount; ++i) { int tempVertsIndex = i & 3; m_TempVerts[tempVertsIndex] = verts[i]; m_TempVerts[tempVertsIndex].position *= unitsPerPixel; m_TempVerts[tempVertsIndex].position.x += roundingOffset.x; m_TempVerts[tempVertsIndex].position.y += roundingOffset.y; if (tempVertsIndex == 3) { toFill.AddUIVertexQuad(m_TempVerts); } } } else { for (int i = 0; i < vertCount; ++i) { int tempVertsIndex = i & 3; m_TempVerts[tempVertsIndex] = verts[i]; m_TempVerts[tempVertsIndex].position *= unitsPerPixel; if (tempVertsIndex == 3) { toFill.AddUIVertexQuad(m_TempVerts); } } } m_DisableFontTextureRebuiltCallback = false; }