public void FontTextureChanged() { // Only invoke if we are not destroyed. if (!this) { FontUpdateTracker.UntrackText(this); return; } if (m_DisableFontTextureChangedCallback) { return; } cachedTextGenerator.Invalidate(); if (!IsActive()) { return; } // this is a bit hacky, but it is currently the // cleanest solution.... // if we detect the font texture has changed and are in a rebuild loop // we just regenerate the verts for the new UV's if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { UpdateGeometry(); } else { SetAllDirty(); } }
/// <summary> /// /// <para> /// Called by the [FontUpdateTracker] when the texture associated with a font is modified. /// </para> /// /// </summary> public void FontTextureChanged() { if (!(bool)((UnityEngine.Object) this)) { FontUpdateTracker.UntrackText(this); } else { if (this.m_DisableFontTextureRebuiltCallback) { return; } this.cachedTextGenerator.Invalidate(); if (!this.IsActive()) { return; } if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { this.UpdateGeometry(); } else { this.SetAllDirty(); } } }
public void FontTextureChanged() { if (!this) { FontUpdateTracker.UntrackText(this); } else { if (m_DisableFontTextureRebuiltCallback) { return; } cachedTextGenerator.Invalidate(); if (IsActive()) { if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { UpdateGeometry(); } else { SetAllDirty(); } } } }
public void ReflashCanvas() { if (AltSketchPaintHandler.MSecSinceLastRender >= m_RenderUpdateTimer.Interval || !CanvasUpdateRegistry.IsRebuildingGraphics()) { CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this); } }
/// <summary> /// <para>Called by the [FontUpdateTracker] when the texture associated with a font is modified.</para> /// </summary> public void FontTextureChanged() { if ((this != null) && !this.m_DisableFontTextureRebuiltCallback) { this.cachedTextGenerator.Invalidate(); if (this.IsActive()) { if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { this.UpdateGeometry(); } else { this.SetAllDirty(); } } } }