Exemplo n.º 1
0
        public void UpdateTransformRecursive(ref WorldSpaceRect parentLocalToWorldSpaceRect, WorldSpaceMask currentMask, Entity entity, float2 scale)
        {
            if (DisabledFromEntity.Exists(entity))
            {
                return;
            }
            var childTransform    = RectTransformFromEntity[entity];
            var childLocalToWorld = RectTransformUtils.CalculateWorldSpaceRect(parentLocalToWorldSpaceRect, scale, childTransform);

            WorldSpaceRectFromEntity[entity] = childLocalToWorld;
            ElementScaleFromEntity[entity]   = new ElementScale()
            {
                Value = scale
            };
            UpdateRectMask(entity, childLocalToWorld, ref currentMask);
            WorldSpaceMaskFromEntity[entity] = currentMask;

            if (RebuildFlagFromEntity.Exists(entity))
            {
                RebuildFlagFromEntity[entity] = new RebuildElementMeshFlag()
                {
                    Rebuild = true
                }
            }
            ;
            if (ChildrenFromEntity.Exists(entity))
            {
                var children = ChildrenFromEntity[entity];
                for (int i = 0; i < children.Length; i++)
                {
                    UpdateTransformRecursive(ref childLocalToWorld, currentMask, children[i].Value, scale);
                }
            }
        }
Exemplo n.º 2
0
            private void UpdateTransform(ref WorldSpaceRect parentLocalToWorldSpaceRect, WorldSpaceMask currentMask, Entity entity, float2 scale, int jobIdx)
            {
                var    childTransform = RectTransformFromEntity[entity];
                float2 start          = math.lerp(parentLocalToWorldSpaceRect.Min, parentLocalToWorldSpaceRect.Max, math.lerp(childTransform.AnchorMin, childTransform.AnchorMax, childTransform.Pivot)) + childTransform.Position * scale;
                float2 anchorDiff     = childTransform.AnchorMax - childTransform.AnchorMin;
                float2 size           = (parentLocalToWorldSpaceRect.Max - parentLocalToWorldSpaceRect.Min) * anchorDiff + childTransform.SizeDelta * scale;

                float2 min = start - size * childTransform.Pivot;
                float2 max = start + size * (new float2(1.0f, 1.0f) - childTransform.Pivot);

                var childLocalToWorld = new WorldSpaceRect()
                {
                    Min = min,
                    Max = max,
                };

                LocalToWorldFromEntity[entity] = childLocalToWorld;
                ElementScaleType[entity]       = new ElementScale()
                {
                    Value = scale
                };
                UpdateRectMask(entity, childLocalToWorld, ref currentMask);
                WorldSpaceMaskFromEntity[entity] = currentMask;

                if (RebuildFlagType.Exists(entity))
                {
                    RebuildFlagType[entity] = new RebuildElementMeshFlag()
                    {
                        Rebuild = true
                    }
                }
                ;
                if (ChildFromEntity.Exists(entity))
                {
                    var children = ChildFromEntity[entity];
                    for (int i = 0; i < children.Length; i++)
                    {
                        UpdateTransform(ref childLocalToWorld, currentMask, children[i].Value, scale, jobIdx);
                    }
                }
            }
Exemplo n.º 3
0
            private void PopulateMesh(WorldSpaceRect rect, ElementScale scale, WorldSpaceMask mask, TextRenderer settings, float4 color, ref DynamicBuffer <TextData> textBuffer, ref DynamicBuffer <ControlVertexData> vertices, ref DynamicBuffer <ControlVertexIndex> triangles)
            {
                _VerticalAlignmentOptions   verticalAlignment   = (_VerticalAlignmentOptions)settings.Alignment;
                _HorizontalAlignmentOptions horizontalAlignment = (_HorizontalAlignmentOptions)settings.Alignment;

                var font      = FontAssetFromEntity[settings.Font];
                var glyphData = FontGlyphDataFromEntity[settings.Font];

                float2 canvasScale = settings.Size * scale.Value / font.PointSize;


                float stylePadding         = 1.25f + (settings.Bold ? font.BoldStyle / 4.0f : font.NormalStyle / 4.0f);
                float styleSpaceMultiplier = 1.0f + (settings.Bold ? font.BoldSpace * 0.01f : font.NormalSpace * 0.01f);

                NativeList <TextUtils.TextLineInfo> lines = new NativeList <TextUtils.TextLineInfo>(Allocator.Temp);

                TextUtils.CalculateLines(ref rect, canvasScale, styleSpaceMultiplier, ref glyphData, ref textBuffer, lines);
                float textBlockHeight = lines.Length * font.LineHeight * canvasScale.y;

                float2 alignedStartPosition = TextUtils.GetAlignedStartPosition(ref rect, ref settings, ref font, textBlockHeight, canvasScale);
                float2 currentCharacter     = alignedStartPosition;

                int lineIdx = 0;

                for (int i = 0; i < textBuffer.Length; i++)
                {
                    if (lineIdx < lines.Length && i == lines[lineIdx].CharacterOffset)
                    {
                        currentCharacter = new float2(TextUtils.GetAlignedLinePosition(ref rect, lines[lineIdx].LineWidth, horizontalAlignment),
                                                      alignedStartPosition.y - font.LineHeight * canvasScale.y * lineIdx);
                        lineIdx++;
                    }

                    var character = textBuffer[i].Value;
                    if (character == (ushort)'\n')
                    {
                        // It's handled in GetLinesOffsets
                        continue;
                    }
                    if (TextUtils.GetGlyph(character, ref glyphData, out FontGlyphData ch))
                    {
                        int startIndex = vertices.Length;

                        float2 uv2 = new float2(ch.Scale, ch.Scale) * math.select(canvasScale, -canvasScale, settings.Bold);

                        float2 vMin = currentCharacter + new float2(ch.Metrics.horizontalBearingX - stylePadding, ch.Metrics.horizontalBearingY - ch.Metrics.height - stylePadding) * canvasScale;
                        float2 vMax = vMin + new float2(ch.Metrics.width + stylePadding * 2.0f, ch.Metrics.height + stylePadding * 2.0f) * canvasScale;

                        float4 uv = new float4(ch.Rect.x - stylePadding, ch.Rect.y - stylePadding, (ch.Rect.x + ch.Rect.width + stylePadding), (ch.Rect.y + ch.Rect.height + stylePadding)) / new float4(font.AtlasSize, font.AtlasSize);

                        RectMaskCut cut     = SpriteUtility.GetRectangleMaskCut(vMin, vMax, uv.xy, uv.zw, ref mask);
                        var         cutSize = cut.Max + cut.Min;
                        if (!(cutSize.x > vMax.x - vMin.x) && !(cutSize.y > vMax.y - vMin.y))
                        {
                            float4 vertexPos = new float4(vMin + cut.Min, vMax - cut.Max);
                            uv.xy = uv.xy + cut.UvMin;
                            uv.zw = uv.zw - cut.UvMax;

                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex + 2
                            });
                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex + 1
                            });
                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex
                            });

                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex + 3
                            });
                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex + 2
                            });
                            triangles.Add(new ControlVertexIndex()
                            {
                                Value = startIndex
                            });

                            vertices.Add(new ControlVertexData()
                            {
                                Position  = new float3(vertexPos.xy, 0.0f),
                                Normal    = new float3(0.0f, 0.0f, -1.0f),
                                TexCoord0 = uv.xy,
                                TexCoord1 = uv2,
                                Color     = color
                            });
                            vertices.Add(new ControlVertexData()
                            {
                                Position  = new float3(vertexPos.zy, 0.0f),
                                Normal    = new float3(0.0f, 0.0f, -1.0f),
                                TexCoord0 = uv.zy,
                                TexCoord1 = uv2,
                                Color     = color
                            });
                            vertices.Add(new ControlVertexData()
                            {
                                Position  = new float3(vertexPos.zw, 0.0f),
                                Normal    = new float3(0.0f, 0.0f, -1.0f),
                                TexCoord0 = uv.zw,
                                TexCoord1 = uv2,
                                Color     = color
                            });
                            vertices.Add(new ControlVertexData()
                            {
                                Position  = new float3(vertexPos.xw, 0.0f),
                                Normal    = new float3(0.0f, 0.0f, -1.0f),
                                TexCoord0 = uv.xw,
                                TexCoord1 = uv2,
                                Color     = color
                            });
                        }

                        currentCharacter += (new float2(ch.Metrics.horizontalAdvance * styleSpaceMultiplier, 0.0f) *
                                             canvasScale);
                    }
                }
            }