示例#1
0
        void _drawTextDrawMeshCallback(uiPaint p, uiMeshMesh fillMesh, uiMeshMesh strokeMesh, bool convex, float alpha,
                                       float strokeMult, Texture tex,
                                       uiRect textBlobBounds, TextBlobMesh textMesh, bool notEmoji)
        {
            if (!this._applyClip(textBlobBounds))
            {
                ObjectPool <TextBlobMesh> .release(textMesh);

                return;
            }

            var layer = this._currentLayer;

            if (notEmoji)
            {
                layer.draws.Add(CanvasShader.texAlpha(layer, p, textMesh, tex));
            }
            else
            {
                uiPaint paintWithWhite = new uiPaint(p);
                paintWithWhite.color = uiColor.white;
                if (EmojiUtils.image == null)
                {
                    ObjectPool <TextBlobMesh> .release(textMesh);

                    return;
                }

                var raw_mesh = textMesh.resolveMesh();
                var meshmesh = raw_mesh.duplicate();
                ObjectPool <TextBlobMesh> .release(textMesh);

                layer.draws.Add(CanvasShader.tex(layer, paintWithWhite, meshmesh, EmojiUtils.image));
            }
        }
示例#2
0
        void _drawTextBlob(TextBlob textBlob, Offset offset, Paint paint)
        {
            D.assert(textBlob != null);
            D.assert(offset != null);
            D.assert(paint != null);

            var state = this._currentLayer.currentState;
            var scale = state.scale * this._devicePixelRatio;

            var matrix = new Matrix3(state.matrix);

            matrix.preTranslate(offset.dx, offset.dy);
            var mesh = new TextBlobMesh(textBlob, scale, matrix);

            // request font texture so text mesh could be generated correctly
            var font           = FontManager.instance.getOrCreate(textBlob.style.fontFamily).font;
            var style          = textBlob.style;
            var fontSizeToLoad = Mathf.CeilToInt(style.UnityFontSize * scale);
            var subText        = textBlob.text.Substring(textBlob.textOffset, textBlob.textSize);

            font.RequestCharactersInTexture(subText, fontSizeToLoad, style.UnityFontStyle);

            var tex = font.material.mainTexture;

            Action <Paint> drawMesh = (Paint p) => {
                if (!this._applyClip(textBlob.bounds))
                {
                    return;
                }

                var layer = this._currentLayer;
                layer.draws.Add(CanvasShader.texAlpha(layer, p, mesh, tex));
            };

            if (paint.maskFilter != null && paint.maskFilter.sigma != 0)
            {
                this._drawWithMaskFilter(textBlob.bounds, drawMesh, paint, paint.maskFilter);
                return;
            }

            drawMesh(paint);
        }
示例#3
0
        void _drawTextBlob(TextBlob textBlob, Offset offset, Paint paint)
        {
            D.assert(textBlob != null);
            D.assert(offset != null);
            D.assert(paint != null);

            var state = this._currentLayer.currentState;
            var scale = state.scale * this._devicePixelRatio;

            var matrix = new Matrix3(state.matrix);

            matrix.preTranslate(offset.dx, offset.dy);
            var mesh = MeshGenerator.generateMesh(textBlob, scale)?.transform(matrix);

            if (mesh == null)
            {
                return;
            }

            var font = FontManager.instance.getOrCreate(textBlob.style.fontFamily).font;
            var tex  = font.material.mainTexture;

            Action <Paint> drawMesh = (Paint p) => {
                if (!this._applyClip(mesh.bounds))
                {
                    return;
                }

                var layer = this._currentLayer;
                layer.draws.Add(CanvasShader.texAlpha(layer, p, mesh, tex));
            };

            if (paint.maskFilter != null && paint.maskFilter.sigma != 0)
            {
                this._drawWithMaskFilter(mesh.bounds, drawMesh, paint, paint.maskFilter);
                return;
            }

            drawMesh(paint);
        }