2073 lines
45 KiB
C#
2073 lines
45 KiB
C#
//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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#if !UNITY_3_5
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#define DYNAMIC_FONT
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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using Alignment = NGUIText.Alignment;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/UI/NGUI Label")]
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public class UILabel : UIWidget
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{
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public enum Effect
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{
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None,
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Shadow,
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Outline,
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Outline8,
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}
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public enum Overflow
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{
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ShrinkContent,
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ClampContent,
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ResizeFreely,
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ResizeHeight,
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}
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public enum Crispness
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{
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Never,
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OnDesktop,
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Always,
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}
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/// <summary>
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/// Whether the label will keep its content crisp even when shrunk.
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/// You may want to turn this off on mobile devices.
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/// </summary>
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public Crispness keepCrispWhenShrunk = Crispness.OnDesktop;
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[HideInInspector][SerializeField] Font mTrueTypeFont;
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[HideInInspector][SerializeField] UIFont mFont;
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#if !UNITY_3_5
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[MultilineAttribute(6)]
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#endif
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[HideInInspector][SerializeField] string mText = "";
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[HideInInspector][SerializeField] int mFontSize = 16;
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[HideInInspector][SerializeField] FontStyle mFontStyle = FontStyle.Normal;
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[HideInInspector][SerializeField] Alignment mAlignment = Alignment.Automatic;
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[HideInInspector][SerializeField] bool mEncoding = true;
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[HideInInspector][SerializeField] int mMaxLineCount = 0; // 0 denotes unlimited
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[HideInInspector][SerializeField] Effect mEffectStyle = Effect.None;
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[HideInInspector][SerializeField] Color mEffectColor = Color.black;
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[HideInInspector][SerializeField] NGUIText.SymbolStyle mSymbols = NGUIText.SymbolStyle.Normal;
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[HideInInspector][SerializeField] Vector2 mEffectDistance = Vector2.one;
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[HideInInspector][SerializeField] Overflow mOverflow = Overflow.ShrinkContent;
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[HideInInspector][SerializeField] Material mMaterial;
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[HideInInspector][SerializeField] bool mApplyGradient = false;
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[HideInInspector][SerializeField] Color mGradientTop = Color.white;
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[HideInInspector][SerializeField] Color mGradientBottom = new Color(0.7f, 0.7f, 0.7f);
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[HideInInspector][SerializeField] int mSpacingX = 0;
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[HideInInspector][SerializeField] int mSpacingY = 0;
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[HideInInspector][SerializeField] bool mUseFloatSpacing = false;
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[HideInInspector][SerializeField] float mFloatSpacingX = 0;
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[HideInInspector][SerializeField] float mFloatSpacingY = 0;
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// Obsolete values
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[HideInInspector][SerializeField] bool mShrinkToFit = false;
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[HideInInspector][SerializeField] int mMaxLineWidth = 0;
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[HideInInspector][SerializeField] int mMaxLineHeight = 0;
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[HideInInspector][SerializeField] float mLineWidth = 0;
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[HideInInspector][SerializeField] bool mMultiline = true;
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#if DYNAMIC_FONT
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[System.NonSerialized]
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Font mActiveTTF = null;
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float mDensity = 1f;
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#endif
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bool mShouldBeProcessed = true;
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string mProcessedText = null;
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bool mPremultiply = false;
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Vector2 mCalculatedSize = Vector2.zero;
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float mScale = 1f;
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int mPrintedSize = 0;
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int mLastWidth = 0;
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int mLastHeight = 0;
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#region add by chenbin
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[HideInInspector][SerializeField] public bool isAppendEndingString = false;
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[HideInInspector][SerializeField] public string AppendString = "...";
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#endregion
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/// <summary>
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/// Function used to determine if something has changed (and thus the geometry must be rebuilt)
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/// </summary>
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bool shouldBeProcessed
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{
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get
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{
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return mShouldBeProcessed;
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}
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set
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{
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if (value)
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{
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mChanged = true;
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mShouldBeProcessed = true;
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}
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else
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{
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mShouldBeProcessed = false;
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}
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}
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}
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/// <summary>
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/// Whether the rectangle is anchored horizontally.
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/// </summary>
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public override bool isAnchoredHorizontally { get { return base.isAnchoredHorizontally || mOverflow == Overflow.ResizeFreely; } }
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/// <summary>
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/// Whether the rectangle is anchored vertically.
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/// </summary>
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public override bool isAnchoredVertically
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{
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get
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{
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return base.isAnchoredVertically ||
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mOverflow == Overflow.ResizeFreely ||
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mOverflow == Overflow.ResizeHeight;
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}
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}
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/// <summary>
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/// Retrieve the material used by the font.
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/// </summary>
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public override Material material
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{
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get
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{
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if (mMaterial != null) return mMaterial;
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if (mFont != null) return mFont.material;
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if (mTrueTypeFont != null) return mTrueTypeFont.material;
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return null;
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}
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set
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{
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if (mMaterial != value)
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{
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RemoveFromPanel();
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mMaterial = value;
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MarkAsChanged();
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}
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}
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}
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[Obsolete("Use UILabel.bitmapFont instead")]
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public UIFont font { get { return bitmapFont; } set { bitmapFont = value; } }
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/// <summary>
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/// Set the font used by this label.
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/// </summary>
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public string fontName;// add by chenbin
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public UIFont bitmapFont
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{
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get
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{
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return mFont;
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}
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set
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{
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if (mFont != value)
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{
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RemoveFromPanel();
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mFont = value;
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mTrueTypeFont = null;
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if(mFont != null) {
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fontName = mFont.name; // add by chenbin
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}
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Set the font used by this label.
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/// </summary>
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public Font trueTypeFont
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{
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get
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{
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if (mTrueTypeFont != null) return mTrueTypeFont;
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return (mFont != null ? mFont.dynamicFont : null);
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}
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set
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{
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if (mTrueTypeFont != value)
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{
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#if DYNAMIC_FONT
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SetActiveFont(null);
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RemoveFromPanel();
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mTrueTypeFont = value;
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shouldBeProcessed = true;
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mFont = null;
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SetActiveFont(value);
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ProcessAndRequest();
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if (mActiveTTF != null)
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base.MarkAsChanged();
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#else
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mTrueTypeFont = value;
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mFont = null;
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#endif
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}
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}
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}
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/// <summary>
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/// Ambiguous helper function.
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/// </summary>
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public UnityEngine.Object ambigiousFont
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{
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get
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{
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return (mFont != null) ? (UnityEngine.Object)mFont : (UnityEngine.Object)mTrueTypeFont;
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}
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set
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{
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UIFont bf = value as UIFont;
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if (bf != null) bitmapFont = bf;
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else trueTypeFont = value as Font;
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}
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}
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/// <summary>
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/// Text that's being displayed by the label.
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/// </summary>
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public string text
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{
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get
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{
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return mText;
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}
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set
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{
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if (mText == value) return;
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if (string.IsNullOrEmpty(value))
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{
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if (!string.IsNullOrEmpty(mText))
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{
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mText = "";
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MarkAsChanged();
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ProcessAndRequest();
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}
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}
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else if (mText != value)
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{
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// mText = value;
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mText = value.Replace("\\n", "\n"); // modify by chenbin
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MarkAsChanged();
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ProcessAndRequest();
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}
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if (autoResizeBoxCollider) ResizeCollider();
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}
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}
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/// <summary>
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/// Default font size.
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/// </summary>
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public int defaultFontSize { get { return (trueTypeFont != null) ? mFontSize : (mFont != null ? mFont.defaultSize : 16); } }
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/// <summary>
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/// Active font size used by the label.
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/// </summary>
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public int fontSize
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{
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get
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{
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return mFontSize;
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}
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set
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{
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value = Mathf.Clamp(value, 0, 256);
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if (mFontSize != value)
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{
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mFontSize = value;
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shouldBeProcessed = true;
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ProcessAndRequest();
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}
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}
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}
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/// <summary>
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/// Dynamic font style used by the label.
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/// </summary>
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public FontStyle fontStyle
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{
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get
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{
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return mFontStyle;
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}
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set
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{
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if (mFontStyle != value)
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{
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mFontStyle = value;
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shouldBeProcessed = true;
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ProcessAndRequest();
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}
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}
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}
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/// <summary>
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/// Text alignment option.
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/// </summary>
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public Alignment alignment
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{
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get
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{
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return mAlignment;
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}
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set
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{
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if (mAlignment != value)
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{
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mAlignment = value;
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shouldBeProcessed = true;
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ProcessAndRequest();
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}
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}
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}
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/// <summary>
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/// Whether a gradient will be applied.
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/// </summary>
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public bool applyGradient
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{
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get
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{
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return mApplyGradient;
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}
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set
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{
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if (mApplyGradient != value)
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{
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mApplyGradient = value;
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Top gradient color.
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/// </summary>
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public Color gradientTop
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{
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get
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{
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return mGradientTop;
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}
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set
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{
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if (mGradientTop != value)
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{
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mGradientTop = value;
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if (mApplyGradient) MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Bottom gradient color.
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/// </summary>
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public Color gradientBottom
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{
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get
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{
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return mGradientBottom;
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}
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set
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{
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if (mGradientBottom != value)
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{
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mGradientBottom = value;
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if (mApplyGradient) MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Additional horizontal spacing between characters when printing text.
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/// </summary>
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public int spacingX
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{
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get
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{
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return mSpacingX;
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}
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set
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{
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if (mSpacingX != value)
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{
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mSpacingX = value;
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Additional vertical spacing between lines when printing text.
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/// </summary>
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public int spacingY
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{
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get
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{
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return mSpacingY;
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}
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set
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{
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if (mSpacingY != value)
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{
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mSpacingY = value;
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Whether this label will use float text spacing values, instead of integers.
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/// </summary>
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public bool useFloatSpacing
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{
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get
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{
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return mUseFloatSpacing;
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}
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set
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{
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if (mUseFloatSpacing != value)
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{
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mUseFloatSpacing = value;
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shouldBeProcessed = true;
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}
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}
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}
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/// <summary>
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/// Additional horizontal spacing between characters when printing text.
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/// For this to have any effect useFloatSpacing must be true.
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/// </summary>
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public float floatSpacingX
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{
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get
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{
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return mFloatSpacingX;
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}
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set
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{
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if (!Mathf.Approximately(mFloatSpacingX, value))
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{
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mFloatSpacingX = value;
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Additional vertical spacing between lines when printing text.
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/// For this to have any effect useFloatSpacing must be true.
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/// </summary>
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public float floatSpacingY
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{
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get
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{
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return mFloatSpacingY;
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}
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set
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{
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if (!Mathf.Approximately(mFloatSpacingY, value))
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{
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mFloatSpacingY = value;
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MarkAsChanged();
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}
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}
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}
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/// <summary>
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/// Convenience property to get the used y spacing.
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/// </summary>
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public float effectiveSpacingY
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{
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get
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{
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return mUseFloatSpacing ? mFloatSpacingY : mSpacingY;
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}
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}
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/// <summary>
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/// Convenience property to get the used x spacing.
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/// </summary>
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public float effectiveSpacingX
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{
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get
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{
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return mUseFloatSpacing ? mFloatSpacingX : mSpacingX;
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}
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}
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#if DYNAMIC_FONT
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/// <summary>
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/// Whether the label will use the printed size instead of font size when printing the label.
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/// It's a dynamic font feature that will ensure that the text is crisp when shrunk.
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/// </summary>
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bool keepCrisp
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{
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get
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{
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if (trueTypeFont != null && keepCrispWhenShrunk != Crispness.Never)
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{
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#if UNITY_IPHONE || UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY
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return (keepCrispWhenShrunk == Crispness.Always);
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#else
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return true;
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#endif
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}
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return false;
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}
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}
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#endif
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|
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/// <summary>
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/// Whether this label will support color encoding in the format of [RRGGBB] and new line in the form of a "\\n" string.
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/// </summary>
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public bool supportEncoding
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{
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get
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{
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return mEncoding;
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}
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set
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{
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if (mEncoding != value)
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{
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mEncoding = value;
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shouldBeProcessed = true;
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}
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}
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}
|
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|
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/// <summary>
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/// Style used for symbols.
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/// </summary>
|
|
|
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public NGUIText.SymbolStyle symbolStyle
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|
{
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get
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|
{
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return mSymbols;
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}
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set
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|
{
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if (mSymbols != value)
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{
|
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mSymbols = value;
|
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shouldBeProcessed = true;
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}
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}
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}
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|
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/// <summary>
|
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/// Overflow method controls the label's behaviour when its content doesn't fit the bounds.
|
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/// </summary>
|
|
|
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public Overflow overflowMethod
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{
|
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get
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|
{
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return mOverflow;
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}
|
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set
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|
{
|
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if (mOverflow != value)
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|
{
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mOverflow = value;
|
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shouldBeProcessed = true;
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}
|
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}
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}
|
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|
|
/// <summary>
|
|
/// Maximum width of the label in pixels.
|
|
/// </summary>
|
|
|
|
[System.Obsolete("Use 'width' instead")]
|
|
public int lineWidth
|
|
{
|
|
get { return width; }
|
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set { width = value; }
|
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}
|
|
|
|
/// <summary>
|
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/// Maximum height of the label in pixels.
|
|
/// </summary>
|
|
|
|
[System.Obsolete("Use 'height' instead")]
|
|
public int lineHeight
|
|
{
|
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get { return height; }
|
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set { height = value; }
|
|
}
|
|
|
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/// <summary>
|
|
/// Whether the label supports multiple lines.
|
|
/// </summary>
|
|
|
|
public bool multiLine
|
|
{
|
|
get
|
|
{
|
|
return mMaxLineCount != 1;
|
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}
|
|
set
|
|
{
|
|
if ((mMaxLineCount != 1) != value)
|
|
{
|
|
mMaxLineCount = (value ? 0 : 1);
|
|
shouldBeProcessed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the label's text before returning its corners.
|
|
/// </summary>
|
|
|
|
public override Vector3[] localCorners
|
|
{
|
|
get
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return base.localCorners;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the label's text before returning its corners.
|
|
/// </summary>
|
|
|
|
public override Vector3[] worldCorners
|
|
{
|
|
get
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return base.worldCorners;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the label's text before returning its drawing dimensions.
|
|
/// </summary>
|
|
|
|
public override Vector4 drawingDimensions
|
|
{
|
|
get
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return base.drawingDimensions;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The max number of lines to be displayed for the label
|
|
/// </summary>
|
|
|
|
public int maxLineCount
|
|
{
|
|
get
|
|
{
|
|
return mMaxLineCount;
|
|
}
|
|
set
|
|
{
|
|
if (mMaxLineCount != value)
|
|
{
|
|
mMaxLineCount = Mathf.Max(value, 0);
|
|
shouldBeProcessed = true;
|
|
if (overflowMethod == Overflow.ShrinkContent) MakePixelPerfect();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// What effect is used by the label.
|
|
/// </summary>
|
|
|
|
public Effect effectStyle
|
|
{
|
|
get
|
|
{
|
|
return mEffectStyle;
|
|
}
|
|
set
|
|
{
|
|
if (mEffectStyle != value)
|
|
{
|
|
mEffectStyle = value;
|
|
shouldBeProcessed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Color used by the effect, if it's enabled.
|
|
/// </summary>
|
|
|
|
public Color effectColor
|
|
{
|
|
get
|
|
{
|
|
return mEffectColor;
|
|
}
|
|
set
|
|
{
|
|
if (mEffectColor != value)
|
|
{
|
|
mEffectColor = value;
|
|
if (mEffectStyle != Effect.None) shouldBeProcessed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Effect distance in pixels.
|
|
/// </summary>
|
|
|
|
public Vector2 effectDistance
|
|
{
|
|
get
|
|
{
|
|
return mEffectDistance;
|
|
}
|
|
set
|
|
{
|
|
if (mEffectDistance != value)
|
|
{
|
|
mEffectDistance = value;
|
|
shouldBeProcessed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the label will automatically shrink its size in order to fit the maximum line width.
|
|
/// </summary>
|
|
|
|
[System.Obsolete("Use 'overflowMethod == UILabel.Overflow.ShrinkContent' instead")]
|
|
public bool shrinkToFit
|
|
{
|
|
get
|
|
{
|
|
return mOverflow == Overflow.ShrinkContent;
|
|
}
|
|
set
|
|
{
|
|
if (value)
|
|
{
|
|
overflowMethod = Overflow.ShrinkContent;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the processed version of 'text', with new line characters, line wrapping, etc.
|
|
/// </summary>
|
|
|
|
public string processedText
|
|
{
|
|
get
|
|
{
|
|
if (mLastWidth != mWidth || mLastHeight != mHeight)
|
|
{
|
|
mLastWidth = mWidth;
|
|
mLastHeight = mHeight;
|
|
mShouldBeProcessed = true;
|
|
}
|
|
|
|
// Process the text if necessary
|
|
if (shouldBeProcessed) ProcessText();
|
|
return mProcessedText;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Actual printed size of the text, in pixels.
|
|
/// </summary>
|
|
|
|
public Vector2 printedSize
|
|
{
|
|
get
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return mCalculatedSize;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Local size of the widget, in pixels.
|
|
/// </summary>
|
|
|
|
public override Vector2 localSize
|
|
{
|
|
get
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return base.localSize;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the label has a valid font.
|
|
/// </summary>
|
|
|
|
#if DYNAMIC_FONT
|
|
bool isValid { get { return mFont != null || mTrueTypeFont != null; } }
|
|
#else
|
|
bool isValid { get { return mFont != null; } }
|
|
#endif
|
|
|
|
#if DYNAMIC_FONT
|
|
static BetterList<UILabel> mList = new BetterList<UILabel>();
|
|
static Dictionary<Font, int> mFontUsage = new Dictionary<Font, int>();
|
|
|
|
/// <summary>
|
|
/// Register the font texture change listener.
|
|
/// </summary>
|
|
|
|
protected override void OnInit ()
|
|
{
|
|
base.OnInit();
|
|
mList.Add(this);
|
|
SetActiveFont(trueTypeFont);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the font texture change listener.
|
|
/// </summary>
|
|
|
|
protected override void OnDisable ()
|
|
{
|
|
SetActiveFont(null);
|
|
mList.Remove(this);
|
|
base.OnDisable();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the active font, correctly setting and clearing callbacks.
|
|
/// </summary>
|
|
|
|
protected void SetActiveFont (Font fnt)
|
|
{
|
|
if (mActiveTTF != fnt)
|
|
{
|
|
if (mActiveTTF != null)
|
|
{
|
|
int usage;
|
|
|
|
if (mFontUsage.TryGetValue(mActiveTTF, out usage))
|
|
{
|
|
usage = Mathf.Max(0, --usage);
|
|
|
|
if (usage == 0)
|
|
{
|
|
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
|
|
mActiveTTF.textureRebuildCallback = null;
|
|
#endif
|
|
mFontUsage.Remove(mActiveTTF);
|
|
}
|
|
else mFontUsage[mActiveTTF] = usage;
|
|
}
|
|
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
|
|
else mActiveTTF.textureRebuildCallback = null;
|
|
#endif
|
|
}
|
|
|
|
mActiveTTF = fnt;
|
|
|
|
if (mActiveTTF != null)
|
|
{
|
|
int usage = 0;
|
|
|
|
// Font hasn't been used yet? Register a change delegate callback
|
|
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
|
|
if (!mFontUsage.TryGetValue(mActiveTTF, out usage))
|
|
mActiveTTF.textureRebuildCallback = OnFontTextureChanged;
|
|
#endif
|
|
#if UNITY_FLASH
|
|
mFontUsage[mActiveTTF] = usage + 1;
|
|
#else
|
|
mFontUsage[mActiveTTF] = ++usage;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Notification called when the Unity's font's texture gets rebuilt.
|
|
/// Unity's font has a nice tendency to simply discard other characters when the texture's dimensions change.
|
|
/// By requesting them inside the notification callback, we immediately force them back in.
|
|
/// Originally I was subscribing each label to the font individually, but as it turned out
|
|
/// mono's delegate system causes an insane amount of memory allocations when += or -= to a delegate.
|
|
/// So... queue yet another work-around.
|
|
/// </summary>
|
|
|
|
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
|
|
static void OnFontTextureChanged ()
|
|
{
|
|
for (int i = 0; i < mList.size; ++i)
|
|
{
|
|
UILabel lbl = mList[i];
|
|
|
|
if (lbl != null)
|
|
{
|
|
Font fnt = lbl.trueTypeFont;
|
|
|
|
if (fnt != null)
|
|
{
|
|
fnt.RequestCharactersInTexture(lbl.mText, lbl.mPrintedSize, lbl.mFontStyle);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < mList.size; ++i)
|
|
{
|
|
UILabel lbl = mList[i];
|
|
|
|
if (lbl != null)
|
|
{
|
|
Font fnt = lbl.trueTypeFont;
|
|
|
|
if (fnt != null)
|
|
{
|
|
lbl.RemoveFromPanel();
|
|
lbl.CreatePanel();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
static void OnFontChanged (Font font)
|
|
{
|
|
for (int i = 0; i < mList.size; ++i)
|
|
{
|
|
UILabel lbl = mList[i];
|
|
|
|
if (lbl != null)
|
|
{
|
|
Font fnt = lbl.trueTypeFont;
|
|
|
|
if (fnt == font)
|
|
{
|
|
fnt.RequestCharactersInTexture(lbl.mText, lbl.mPrintedSize, lbl.mFontStyle);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < mList.size; ++i)
|
|
{
|
|
UILabel lbl = mList[i];
|
|
|
|
if (lbl != null)
|
|
{
|
|
Font fnt = lbl.trueTypeFont;
|
|
|
|
if (fnt == font)
|
|
{
|
|
lbl.RemoveFromPanel();
|
|
lbl.CreatePanel();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Get the sides of the rectangle relative to the specified transform.
|
|
/// The order is left, top, right, bottom.
|
|
/// </summary>
|
|
|
|
public override Vector3[] GetSides (Transform relativeTo)
|
|
{
|
|
if (shouldBeProcessed) ProcessText();
|
|
return base.GetSides(relativeTo);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Upgrading labels is a bit different.
|
|
/// </summary>
|
|
|
|
protected override void UpgradeFrom265 ()
|
|
{
|
|
ProcessText(true, true);
|
|
|
|
if (mShrinkToFit)
|
|
{
|
|
overflowMethod = Overflow.ShrinkContent;
|
|
mMaxLineCount = 0;
|
|
}
|
|
|
|
if (mMaxLineWidth != 0)
|
|
{
|
|
width = mMaxLineWidth;
|
|
overflowMethod = mMaxLineCount > 0 ? Overflow.ResizeHeight : Overflow.ShrinkContent;
|
|
}
|
|
else overflowMethod = Overflow.ResizeFreely;
|
|
|
|
if (mMaxLineHeight != 0)
|
|
height = mMaxLineHeight;
|
|
|
|
if (mFont != null)
|
|
{
|
|
int min = mFont.defaultSize;
|
|
if (height < min) height = min;
|
|
fontSize = min;
|
|
}
|
|
|
|
mMaxLineWidth = 0;
|
|
mMaxLineHeight = 0;
|
|
mShrinkToFit = false;
|
|
|
|
NGUITools.UpdateWidgetCollider(gameObject, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the label is anchored it should not auto-resize.
|
|
/// </summary>
|
|
|
|
protected override void OnAnchor ()
|
|
{
|
|
if (mOverflow == Overflow.ResizeFreely)
|
|
{
|
|
if (isFullyAnchored)
|
|
mOverflow = Overflow.ShrinkContent;
|
|
}
|
|
else if (mOverflow == Overflow.ResizeHeight)
|
|
{
|
|
if (topAnchor.target != null && bottomAnchor.target != null)
|
|
mOverflow = Overflow.ShrinkContent;
|
|
}
|
|
base.OnAnchor();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request the needed characters in the texture.
|
|
/// </summary>
|
|
|
|
void ProcessAndRequest ()
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (!Application.isPlaying && !NGUITools.GetActive(this)) return;
|
|
if (!mAllowProcessing) return;
|
|
#endif
|
|
if (ambigiousFont != null) ProcessText();
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
// Used to ensure that we don't process font more than once inside OnValidate function below
|
|
bool mAllowProcessing = true;
|
|
bool mUsingTTF = true;
|
|
|
|
/// <summary>
|
|
/// Validate the properties.
|
|
/// </summary>
|
|
|
|
protected override void OnValidate ()
|
|
{
|
|
base.OnValidate();
|
|
|
|
if (NGUITools.GetActive(this))
|
|
{
|
|
Font ttf = mTrueTypeFont;
|
|
UIFont fnt = mFont;
|
|
|
|
// If the true type font was not used before, but now it is, clear the font reference
|
|
if (!mUsingTTF && ttf != null) fnt = null;
|
|
else if (mUsingTTF && fnt != null) ttf = null;
|
|
|
|
mFont = null;
|
|
mTrueTypeFont = null;
|
|
mAllowProcessing = false;
|
|
|
|
#if DYNAMIC_FONT
|
|
SetActiveFont(null);
|
|
#endif
|
|
if (fnt != null)
|
|
{
|
|
bitmapFont = fnt;
|
|
mUsingTTF = false;
|
|
}
|
|
else if (ttf != null)
|
|
{
|
|
trueTypeFont = ttf;
|
|
mUsingTTF = true;
|
|
}
|
|
|
|
shouldBeProcessed = true;
|
|
mAllowProcessing = true;
|
|
ProcessAndRequest();
|
|
if (autoResizeBoxCollider) ResizeCollider();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if !UNITY_4_3 && !UNITY_4_5 && !UNITY_4_6
|
|
static bool mTexRebuildAdded = false;
|
|
|
|
protected override void OnEnable ()
|
|
{
|
|
base.OnEnable();
|
|
if (!mTexRebuildAdded)
|
|
{
|
|
mTexRebuildAdded = true;
|
|
Font.textureRebuilt += OnFontChanged;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Determine start-up values.
|
|
/// </summary>
|
|
|
|
protected override void OnStart ()
|
|
{
|
|
base.OnStart();
|
|
mText = mText.Replace("\\n", "\n"); // modify by chenbin
|
|
|
|
// Legacy support
|
|
if (mLineWidth > 0f)
|
|
{
|
|
mMaxLineWidth = Mathf.RoundToInt(mLineWidth);
|
|
mLineWidth = 0f;
|
|
}
|
|
|
|
if (!mMultiline)
|
|
{
|
|
mMaxLineCount = 1;
|
|
mMultiline = true;
|
|
}
|
|
|
|
// Whether this is a premultiplied alpha shader
|
|
mPremultiply = (material != null && material.shader != null && material.shader.name.Contains("Premultiplied"));
|
|
|
|
#if DYNAMIC_FONT
|
|
// Request the text within the font
|
|
ProcessAndRequest();
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// UILabel needs additional processing when something changes.
|
|
/// </summary>
|
|
|
|
public override void MarkAsChanged ()
|
|
{
|
|
shouldBeProcessed = true;
|
|
base.MarkAsChanged();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the raw text, called when something changes.
|
|
/// </summary>
|
|
|
|
public void ProcessText () { ProcessText(false, true); }
|
|
|
|
/// <summary>
|
|
/// Process the raw text, called when something changes.
|
|
/// </summary>
|
|
|
|
void ProcessText (bool legacyMode, bool full)
|
|
{
|
|
if (!isValid) return;
|
|
|
|
mChanged = true;
|
|
shouldBeProcessed = false;
|
|
|
|
float regionX = mDrawRegion.z - mDrawRegion.x;
|
|
float regionY = mDrawRegion.w - mDrawRegion.y;
|
|
|
|
NGUIText.rectWidth = legacyMode ? (mMaxLineWidth != 0 ? mMaxLineWidth : 1000000) : width;
|
|
NGUIText.rectHeight = legacyMode ? (mMaxLineHeight != 0 ? mMaxLineHeight : 1000000) : height;
|
|
NGUIText.regionWidth = (regionX != 1f) ? Mathf.RoundToInt(NGUIText.rectWidth * regionX) : NGUIText.rectWidth;
|
|
NGUIText.regionHeight = (regionY != 1f) ? Mathf.RoundToInt(NGUIText.rectHeight * regionY) : NGUIText.rectHeight;
|
|
|
|
mPrintedSize = Mathf.Abs(legacyMode ? Mathf.RoundToInt(cachedTransform.localScale.x) : defaultFontSize);
|
|
mScale = 1f;
|
|
|
|
if (NGUIText.regionWidth < 1 || NGUIText.regionHeight < 0)
|
|
{
|
|
mProcessedText = "";
|
|
return;
|
|
}
|
|
|
|
#if DYNAMIC_FONT
|
|
bool isDynamic = (trueTypeFont != null);
|
|
|
|
if (isDynamic && keepCrisp)
|
|
{
|
|
UIRoot rt = root;
|
|
if (rt != null) mDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f;
|
|
}
|
|
else mDensity = 1f;
|
|
#endif
|
|
if (full) UpdateNGUIText();
|
|
|
|
if (mOverflow == Overflow.ResizeFreely)
|
|
{
|
|
NGUIText.rectWidth = 1000000;
|
|
NGUIText.regionWidth = 1000000;
|
|
}
|
|
|
|
if (mOverflow == Overflow.ResizeFreely || mOverflow == Overflow.ResizeHeight)
|
|
{
|
|
NGUIText.rectHeight = 1000000;
|
|
NGUIText.regionHeight = 1000000;
|
|
}
|
|
|
|
if (mPrintedSize > 0)
|
|
{
|
|
#if DYNAMIC_FONT
|
|
bool adjustSize = keepCrisp;
|
|
#endif
|
|
for (int ps = mPrintedSize; ps > 0; --ps)
|
|
{
|
|
#if DYNAMIC_FONT
|
|
// Adjust either the size, or the scale
|
|
if (adjustSize)
|
|
{
|
|
mPrintedSize = ps;
|
|
NGUIText.fontSize = mPrintedSize;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
mScale = (float)ps / mPrintedSize;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale;
|
|
#else
|
|
NGUIText.fontScale = ((float)mFontSize / mFont.defaultSize) * mScale;
|
|
#endif
|
|
}
|
|
|
|
NGUIText.Update(false);
|
|
|
|
// Wrap the text
|
|
bool fits = NGUIText.WrapText(mText, out mProcessedText, true);
|
|
|
|
if (mOverflow == Overflow.ShrinkContent && !fits)
|
|
{
|
|
if (--ps > 1) continue;
|
|
else break;
|
|
}
|
|
else if (mOverflow == Overflow.ResizeFreely)
|
|
{
|
|
mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);
|
|
|
|
mWidth = Mathf.Max(minWidth, Mathf.RoundToInt(mCalculatedSize.x));
|
|
if (regionX != 1f) mWidth = Mathf.RoundToInt(mWidth / regionX);
|
|
mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));
|
|
if (regionY != 1f) mHeight = Mathf.RoundToInt(mHeight / regionY);
|
|
|
|
if ((mWidth & 1) == 1) ++mWidth;
|
|
if ((mHeight & 1) == 1) ++mHeight;
|
|
}
|
|
else if (mOverflow == Overflow.ResizeHeight)
|
|
{
|
|
mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);
|
|
mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));
|
|
if (regionY != 1f) mHeight = Mathf.RoundToInt(mHeight / regionY);
|
|
if ((mHeight & 1) == 1) ++mHeight;
|
|
}
|
|
else
|
|
{
|
|
mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);
|
|
#region add by chenbin
|
|
if (!fits && isAppendEndingString) {
|
|
Vector2 tmpSize = Vector2.zero;
|
|
string tmpStr = "";
|
|
int s = 0;
|
|
while(s < mProcessedText.Length) {
|
|
tmpStr = Coolape.PStr.b().a(mProcessedText.Substring(0, mProcessedText.Length - s)).a(AppendString).e();
|
|
tmpSize = NGUIText.CalculatePrintedSize(tmpStr);
|
|
if(tmpSize.x <= localSize.x && tmpSize.y <= localSize.y) {
|
|
mProcessedText = tmpStr;
|
|
break;
|
|
}
|
|
s++;
|
|
}
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
// Upgrade to the new system
|
|
if (legacyMode)
|
|
{
|
|
width = Mathf.RoundToInt(mCalculatedSize.x);
|
|
height = Mathf.RoundToInt(mCalculatedSize.y);
|
|
cachedTransform.localScale = Vector3.one;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cachedTransform.localScale = Vector3.one;
|
|
mProcessedText = "";
|
|
mScale = 1f;
|
|
}
|
|
|
|
if (full)
|
|
{
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Text is pixel-perfect when its scale matches the size.
|
|
/// </summary>
|
|
|
|
public override void MakePixelPerfect ()
|
|
{
|
|
if (ambigiousFont != null)
|
|
{
|
|
Vector3 pos = cachedTransform.localPosition;
|
|
pos.x = Mathf.RoundToInt(pos.x);
|
|
pos.y = Mathf.RoundToInt(pos.y);
|
|
pos.z = Mathf.RoundToInt(pos.z);
|
|
|
|
cachedTransform.localPosition = pos;
|
|
cachedTransform.localScale = Vector3.one;
|
|
|
|
if (mOverflow == Overflow.ResizeFreely)
|
|
{
|
|
AssumeNaturalSize();
|
|
}
|
|
else
|
|
{
|
|
int w = width;
|
|
int h = height;
|
|
|
|
Overflow over = mOverflow;
|
|
if (over != Overflow.ResizeHeight) mWidth = 100000;
|
|
mHeight = 100000;
|
|
|
|
mOverflow = Overflow.ShrinkContent;
|
|
ProcessText(false, true);
|
|
mOverflow = over;
|
|
|
|
int minX = Mathf.RoundToInt(mCalculatedSize.x);
|
|
int minY = Mathf.RoundToInt(mCalculatedSize.y);
|
|
|
|
minX = Mathf.Max(minX, base.minWidth);
|
|
minY = Mathf.Max(minY, base.minHeight);
|
|
|
|
if ((minX & 1) == 1) ++minX;
|
|
if ((minY & 1) == 1) ++minY;
|
|
|
|
mWidth = Mathf.Max(w, minX);
|
|
mHeight = Mathf.Max(h, minY);
|
|
|
|
MarkAsChanged();
|
|
}
|
|
}
|
|
else base.MakePixelPerfect();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the label assume its natural size.
|
|
/// </summary>
|
|
|
|
public void AssumeNaturalSize ()
|
|
{
|
|
if (ambigiousFont != null)
|
|
{
|
|
mWidth = 100000;
|
|
mHeight = 100000;
|
|
ProcessText(false, true);
|
|
mWidth = Mathf.RoundToInt(mCalculatedSize.x);
|
|
mHeight = Mathf.RoundToInt(mCalculatedSize.y);
|
|
if ((mWidth & 1) == 1) ++mWidth;
|
|
if ((mHeight & 1) == 1) ++mHeight;
|
|
MarkAsChanged();
|
|
}
|
|
}
|
|
|
|
[System.Obsolete("Use UILabel.GetCharacterAtPosition instead")]
|
|
public int GetCharacterIndex (Vector3 worldPos) { return GetCharacterIndexAtPosition(worldPos, false); }
|
|
|
|
[System.Obsolete("Use UILabel.GetCharacterAtPosition instead")]
|
|
public int GetCharacterIndex (Vector2 localPos) { return GetCharacterIndexAtPosition(localPos, false); }
|
|
|
|
static BetterList<Vector3> mTempVerts = new BetterList<Vector3>();
|
|
static BetterList<int> mTempIndices = new BetterList<int>();
|
|
|
|
/// <summary>
|
|
/// Return the index of the character at the specified world position.
|
|
/// </summary>
|
|
|
|
public int GetCharacterIndexAtPosition (Vector3 worldPos, bool precise)
|
|
{
|
|
Vector2 localPos = cachedTransform.InverseTransformPoint(worldPos);
|
|
return GetCharacterIndexAtPosition(localPos, precise);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the index of the character at the specified local position.
|
|
/// </summary>
|
|
|
|
public int GetCharacterIndexAtPosition (Vector2 localPos, bool precise)
|
|
{
|
|
if (isValid)
|
|
{
|
|
string text = processedText;
|
|
if (string.IsNullOrEmpty(text)) return 0;
|
|
|
|
UpdateNGUIText();
|
|
|
|
if (precise) NGUIText.PrintExactCharacterPositions(text, mTempVerts, mTempIndices);
|
|
else NGUIText.PrintApproximateCharacterPositions(text, mTempVerts, mTempIndices);
|
|
|
|
if (mTempVerts.size > 0)
|
|
{
|
|
ApplyOffset(mTempVerts, 0);
|
|
int retVal = precise ?
|
|
NGUIText.GetExactCharacterIndex(mTempVerts, mTempIndices, localPos) :
|
|
NGUIText.GetApproximateCharacterIndex(mTempVerts, mTempIndices, localPos);
|
|
|
|
mTempVerts.Clear();
|
|
mTempIndices.Clear();
|
|
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
return retVal;
|
|
}
|
|
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve the word directly below the specified world-space position.
|
|
/// </summary>
|
|
|
|
public string GetWordAtPosition (Vector3 worldPos)
|
|
{
|
|
int index = GetCharacterIndexAtPosition(worldPos, true);
|
|
return GetWordAtCharacterIndex(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve the word directly below the specified relative-to-label position.
|
|
/// </summary>
|
|
|
|
public string GetWordAtPosition (Vector2 localPos)
|
|
{
|
|
int index = GetCharacterIndexAtPosition(localPos, true);
|
|
return GetWordAtCharacterIndex(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve the word right under the specified character index.
|
|
/// </summary>
|
|
|
|
public string GetWordAtCharacterIndex (int characterIndex)
|
|
{
|
|
if (characterIndex != -1 && characterIndex < mText.Length)
|
|
{
|
|
#if UNITY_FLASH
|
|
int wordStart = LastIndexOfAny(mText, new char[] { ' ', '\n' }, characterIndex) + 1;
|
|
int wordEnd = IndexOfAny(mText, new char[] { ' ', '\n', ',', '.' }, characterIndex);
|
|
#else
|
|
int wordStart = mText.LastIndexOfAny(new char[] {' ', '\n'}, characterIndex) + 1;
|
|
int wordEnd = mText.IndexOfAny(new char[] { ' ', '\n', ',', '.' }, characterIndex);
|
|
#endif
|
|
if (wordEnd == -1) wordEnd = mText.Length;
|
|
|
|
if (wordStart != wordEnd)
|
|
{
|
|
int len = wordEnd - wordStart;
|
|
|
|
if (len > 0)
|
|
{
|
|
string word = mText.Substring(wordStart, len);
|
|
return NGUIText.StripSymbols(word);
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
#if UNITY_FLASH
|
|
/// <summary>
|
|
/// Flash is fail IRL: http://www.tasharen.com/forum/index.php?topic=11390.0
|
|
/// </summary>
|
|
|
|
int LastIndexOfAny (string input, char[] any, int start)
|
|
{
|
|
if (start >= 0 && input.Length > 0 && any.Length > 0 && start < input.Length)
|
|
{
|
|
for (int w = start; w >= 0; w--)
|
|
{
|
|
for (int r = 0; r < any.Length; r++)
|
|
{
|
|
if (any[r] == input[w])
|
|
{
|
|
return w;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flash is fail IRL: http://www.tasharen.com/forum/index.php?topic=11390.0
|
|
/// </summary>
|
|
|
|
int IndexOfAny (string input, char[] any, int start)
|
|
{
|
|
if (start >= 0 && input.Length > 0 && any.Length > 0 && start < input.Length)
|
|
{
|
|
for (int w = start; w < input.Length; w++)
|
|
{
|
|
for (int r = 0; r < any.Length; r++)
|
|
{
|
|
if (any[r] == input[w])
|
|
{
|
|
return w;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Retrieve the URL directly below the specified world-space position.
|
|
/// </summary>
|
|
|
|
public string GetUrlAtPosition (Vector3 worldPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(worldPos, true)); }
|
|
|
|
/// <summary>
|
|
/// Retrieve the URL directly below the specified relative-to-label position.
|
|
/// </summary>
|
|
|
|
public string GetUrlAtPosition (Vector2 localPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(localPos, true)); }
|
|
|
|
/// <summary>
|
|
/// Retrieve the URL right under the specified character index.
|
|
/// </summary>
|
|
|
|
public string GetUrlAtCharacterIndex (int characterIndex)
|
|
{
|
|
if (characterIndex != -1 && characterIndex < mText.Length - 6)
|
|
{
|
|
int linkStart;
|
|
|
|
// LastIndexOf() fails if the string happens to begin with the expected text
|
|
if (mText[characterIndex] == '[' &&
|
|
mText[characterIndex + 1] == 'u' &&
|
|
mText[characterIndex + 2] == 'r' &&
|
|
mText[characterIndex + 3] == 'l' &&
|
|
mText[characterIndex + 4] == '=')
|
|
{
|
|
linkStart = characterIndex;
|
|
}
|
|
else linkStart = mText.LastIndexOf("[url=", characterIndex);
|
|
|
|
if (linkStart == -1) return null;
|
|
|
|
linkStart += 5;
|
|
int linkEnd = mText.IndexOf("]", linkStart);
|
|
if (linkEnd == -1) return null;
|
|
|
|
int urlEnd = mText.IndexOf("[/url]", linkEnd);
|
|
if (urlEnd == -1 || characterIndex <= urlEnd)
|
|
return mText.Substring(linkStart, linkEnd - linkStart);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the index of the character on the line directly above or below the current index.
|
|
/// </summary>
|
|
|
|
public int GetCharacterIndex (int currentIndex, KeyCode key)
|
|
{
|
|
if (isValid)
|
|
{
|
|
string text = processedText;
|
|
if (string.IsNullOrEmpty(text)) return 0;
|
|
|
|
int def = defaultFontSize;
|
|
UpdateNGUIText();
|
|
|
|
NGUIText.PrintApproximateCharacterPositions(text, mTempVerts, mTempIndices);
|
|
|
|
if (mTempVerts.size > 0)
|
|
{
|
|
ApplyOffset(mTempVerts, 0);
|
|
|
|
for (int i = 0; i < mTempIndices.size; ++i)
|
|
{
|
|
if (mTempIndices[i] == currentIndex)
|
|
{
|
|
// Determine position on the line above or below this character
|
|
Vector2 localPos = mTempVerts[i];
|
|
|
|
if (key == KeyCode.UpArrow) localPos.y += def + effectiveSpacingY;
|
|
else if (key == KeyCode.DownArrow) localPos.y -= def + effectiveSpacingY;
|
|
else if (key == KeyCode.Home) localPos.x -= 1000f;
|
|
else if (key == KeyCode.End) localPos.x += 1000f;
|
|
|
|
// Find the closest character to this position
|
|
int retVal = NGUIText.GetApproximateCharacterIndex(mTempVerts, mTempIndices, localPos);
|
|
if (retVal == currentIndex) break;
|
|
|
|
mTempVerts.Clear();
|
|
mTempIndices.Clear();
|
|
return retVal;
|
|
}
|
|
}
|
|
mTempVerts.Clear();
|
|
mTempIndices.Clear();
|
|
}
|
|
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
// If the selection doesn't move, then we're at the top or bottom-most line
|
|
if (key == KeyCode.UpArrow || key == KeyCode.Home) return 0;
|
|
if (key == KeyCode.DownArrow || key == KeyCode.End) return text.Length;
|
|
}
|
|
return currentIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fill the specified geometry buffer with vertices that would highlight the current selection.
|
|
/// </summary>
|
|
|
|
public void PrintOverlay (int start, int end, UIGeometry caret, UIGeometry highlight, Color caretColor, Color highlightColor)
|
|
{
|
|
if (caret != null) caret.Clear();
|
|
if (highlight != null) highlight.Clear();
|
|
if (!isValid) return;
|
|
|
|
string text = processedText;
|
|
UpdateNGUIText();
|
|
|
|
int startingCaretVerts = caret.verts.size;
|
|
Vector2 center = new Vector2(0.5f, 0.5f);
|
|
float alpha = finalAlpha;
|
|
|
|
// If we have a highlight to work with, fill the buffer
|
|
if (highlight != null && start != end)
|
|
{
|
|
int startingVertices = highlight.verts.size;
|
|
NGUIText.PrintCaretAndSelection(text, start, end, caret.verts, highlight.verts);
|
|
|
|
if (highlight.verts.size > startingVertices)
|
|
{
|
|
ApplyOffset(highlight.verts, startingVertices);
|
|
|
|
Color32 c = new Color(highlightColor.r, highlightColor.g, highlightColor.b, highlightColor.a * alpha);
|
|
|
|
for (int i = startingVertices; i < highlight.verts.size; ++i)
|
|
{
|
|
highlight.uvs.Add(center);
|
|
highlight.cols.Add(c);
|
|
}
|
|
}
|
|
}
|
|
else NGUIText.PrintCaretAndSelection(text, start, end, caret.verts, null);
|
|
|
|
// Fill the caret UVs and colors
|
|
ApplyOffset(caret.verts, startingCaretVerts);
|
|
Color32 cc = new Color(caretColor.r, caretColor.g, caretColor.b, caretColor.a * alpha);
|
|
|
|
for (int i = startingCaretVerts; i < caret.verts.size; ++i)
|
|
{
|
|
caret.uvs.Add(center);
|
|
caret.cols.Add(cc);
|
|
}
|
|
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw the label.
|
|
/// </summary>
|
|
|
|
public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
|
|
{
|
|
if (!isValid) return;
|
|
|
|
int offset = verts.size;
|
|
Color col = color;
|
|
col.a = finalAlpha;
|
|
|
|
if (mFont != null && mFont.premultipliedAlphaShader) col = NGUITools.ApplyPMA(col);
|
|
|
|
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
|
|
{
|
|
col.r = Mathf.GammaToLinearSpace(col.r);
|
|
col.g = Mathf.GammaToLinearSpace(col.g);
|
|
col.b = Mathf.GammaToLinearSpace(col.b);
|
|
}
|
|
|
|
string text = processedText;
|
|
int start = verts.size;
|
|
|
|
UpdateNGUIText();
|
|
|
|
NGUIText.tint = col;
|
|
NGUIText.Print(text, verts, uvs, cols);
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
// Center the content within the label vertically
|
|
Vector2 pos = ApplyOffset(verts, start);
|
|
|
|
// Effects don't work with packed fonts
|
|
if (mFont != null && mFont.packedFontShader) return;
|
|
|
|
// Apply an effect if one was requested
|
|
if (effectStyle != Effect.None)
|
|
{
|
|
int end = verts.size;
|
|
pos.x = mEffectDistance.x;
|
|
pos.y = mEffectDistance.y;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y);
|
|
|
|
if ((effectStyle == Effect.Outline) || (effectStyle == Effect.Outline8))
|
|
{
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y);
|
|
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y);
|
|
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y);
|
|
|
|
if (effectStyle == Effect.Outline8)
|
|
{
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, -pos.x, 0);
|
|
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, pos.x, 0);
|
|
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, 0, pos.y);
|
|
|
|
offset = end;
|
|
end = verts.size;
|
|
|
|
ApplyShadow(verts, uvs, cols, offset, end, 0, -pos.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (onPostFill != null)
|
|
onPostFill(this, offset, verts, uvs, cols);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Align the vertices, making the label positioned correctly based on the pivot.
|
|
/// Returns the offset that was applied.
|
|
/// </summary>
|
|
|
|
public Vector2 ApplyOffset (BetterList<Vector3> verts, int start)
|
|
{
|
|
Vector2 po = pivotOffset;
|
|
|
|
float fx = Mathf.Lerp(0f, -mWidth, po.x);
|
|
float fy = Mathf.Lerp(mHeight, 0f, po.y) + Mathf.Lerp((mCalculatedSize.y - mHeight), 0f, po.y);
|
|
|
|
fx = Mathf.Round(fx);
|
|
fy = Mathf.Round(fy);
|
|
|
|
#if UNITY_FLASH
|
|
for (int i = start; i < verts.size; ++i)
|
|
{
|
|
Vector3 buff = verts.buffer[i];
|
|
buff.x += fx;
|
|
buff.y += fy;
|
|
verts.buffer[i] = buff;
|
|
}
|
|
#else
|
|
for (int i = start; i < verts.size; ++i)
|
|
{
|
|
verts.buffer[i].x += fx;
|
|
verts.buffer[i].y += fy;
|
|
}
|
|
#endif
|
|
return new Vector2(fx, fy);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply a shadow effect to the buffer.
|
|
/// </summary>
|
|
|
|
public void ApplyShadow (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
|
|
{
|
|
Color c = mEffectColor;
|
|
c.a *= finalAlpha;
|
|
Color32 col = (bitmapFont != null && bitmapFont.premultipliedAlphaShader) ? NGUITools.ApplyPMA(c) : c;
|
|
|
|
for (int i = start; i < end; ++i)
|
|
{
|
|
verts.Add(verts.buffer[i]);
|
|
uvs.Add(uvs.buffer[i]);
|
|
cols.Add(cols.buffer[i]);
|
|
|
|
Vector3 v = verts.buffer[i];
|
|
v.x += x;
|
|
v.y += y;
|
|
verts.buffer[i] = v;
|
|
|
|
Color32 uc = cols.buffer[i];
|
|
|
|
if (uc.a == 255)
|
|
{
|
|
cols.buffer[i] = col;
|
|
}
|
|
else
|
|
{
|
|
Color fc = c;
|
|
fc.a = (uc.a / 255f * c.a);
|
|
cols.buffer[i] = (bitmapFont != null && bitmapFont.premultipliedAlphaShader) ? NGUITools.ApplyPMA(fc) : fc;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the character index offset necessary in order to print the end of the specified text.
|
|
/// </summary>
|
|
|
|
public int CalculateOffsetToFit (string text)
|
|
{
|
|
UpdateNGUIText();
|
|
NGUIText.encoding = false;
|
|
NGUIText.symbolStyle = NGUIText.SymbolStyle.None;
|
|
int offset = NGUIText.CalculateOffsetToFit(text);
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
return offset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's
|
|
/// OnValueChanged function in inspector with a label.
|
|
/// </summary>
|
|
|
|
public void SetCurrentProgress ()
|
|
{
|
|
if (UIProgressBar.current != null)
|
|
text = UIProgressBar.current.value.ToString("F");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's
|
|
/// OnValueChanged function in inspector with a label.
|
|
/// </summary>
|
|
|
|
public void SetCurrentPercent (GameObject go = null) // modify by chenbin
|
|
{
|
|
if (UIProgressBar.current != null)
|
|
text = Mathf.RoundToInt(UIProgressBar.current.value * 100f) + "%";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function, in case you wanted to automatically set some label's text
|
|
/// by selecting a value in the UIPopupList.
|
|
/// </summary>
|
|
|
|
public void SetCurrentSelection (GameObject go = null) // modify by chenbin
|
|
{
|
|
if (UIPopupList.current != null)
|
|
{
|
|
text = UIPopupList.current.isLocalized ?
|
|
Localization.Get(UIPopupList.current.selectedItem) :// modify by chenbin
|
|
UIPopupList.current.selectedItem;// modify by chenbin
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function -- wrap the current text given the label's settings and unlimited height.
|
|
/// </summary>
|
|
|
|
public bool Wrap (string text, out string final) { return Wrap(text, out final, 1000000); }
|
|
|
|
/// <summary>
|
|
/// Convenience function -- wrap the current text given the label's settings and the given height.
|
|
/// </summary>
|
|
|
|
public bool Wrap (string text, out string final, int height)
|
|
{
|
|
UpdateNGUIText();
|
|
NGUIText.rectHeight = height;
|
|
NGUIText.regionHeight = height;
|
|
bool retVal = NGUIText.WrapText(text, out final);
|
|
NGUIText.bitmapFont = null;
|
|
#if DYNAMIC_FONT
|
|
NGUIText.dynamicFont = null;
|
|
#endif
|
|
return retVal;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update NGUIText.current with all the properties from this label.
|
|
/// </summary>
|
|
|
|
public void UpdateNGUIText ()
|
|
{
|
|
Font ttf = trueTypeFont;
|
|
bool isDynamic = (ttf != null);
|
|
|
|
NGUIText.fontSize = mPrintedSize;
|
|
NGUIText.fontStyle = mFontStyle;
|
|
NGUIText.rectWidth = mWidth;
|
|
NGUIText.rectHeight = mHeight;
|
|
NGUIText.regionWidth = Mathf.RoundToInt(mWidth * (mDrawRegion.z - mDrawRegion.x));
|
|
NGUIText.regionHeight = Mathf.RoundToInt(mHeight * (mDrawRegion.w - mDrawRegion.y));
|
|
NGUIText.gradient = mApplyGradient && (mFont == null || !mFont.packedFontShader);
|
|
NGUIText.gradientTop = mGradientTop;
|
|
NGUIText.gradientBottom = mGradientBottom;
|
|
NGUIText.encoding = mEncoding;
|
|
NGUIText.premultiply = mPremultiply;
|
|
NGUIText.symbolStyle = mSymbols;
|
|
NGUIText.maxLines = mMaxLineCount;
|
|
NGUIText.spacingX = effectiveSpacingX;
|
|
NGUIText.spacingY = effectiveSpacingY;
|
|
//NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale;
|
|
NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / defaultFontSize) * mScale;
|
|
|
|
if (mFont != null)
|
|
{
|
|
NGUIText.bitmapFont = mFont;
|
|
|
|
for (; ; )
|
|
{
|
|
UIFont fnt = NGUIText.bitmapFont.replacement;
|
|
if (fnt == null) break;
|
|
NGUIText.bitmapFont = fnt;
|
|
}
|
|
|
|
#if DYNAMIC_FONT
|
|
if (NGUIText.bitmapFont.isDynamic)
|
|
{
|
|
NGUIText.dynamicFont = NGUIText.bitmapFont.dynamicFont;
|
|
NGUIText.bitmapFont = null;
|
|
}
|
|
else NGUIText.dynamicFont = null;
|
|
#endif
|
|
}
|
|
#if DYNAMIC_FONT
|
|
else
|
|
{
|
|
NGUIText.dynamicFont = ttf;
|
|
NGUIText.bitmapFont = null;
|
|
}
|
|
|
|
if (isDynamic && keepCrisp)
|
|
{
|
|
UIRoot rt = root;
|
|
if (rt != null) NGUIText.pixelDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f;
|
|
}
|
|
else NGUIText.pixelDensity = 1f;
|
|
|
|
if (mDensity != NGUIText.pixelDensity)
|
|
{
|
|
ProcessText(false, false);
|
|
NGUIText.rectWidth = mWidth;
|
|
NGUIText.rectHeight = mHeight;
|
|
NGUIText.regionWidth = Mathf.RoundToInt(mWidth * (mDrawRegion.z - mDrawRegion.x));
|
|
NGUIText.regionHeight = Mathf.RoundToInt(mHeight * (mDrawRegion.w - mDrawRegion.y));
|
|
}
|
|
#endif
|
|
|
|
if (alignment == Alignment.Automatic)
|
|
{
|
|
Pivot p = pivot;
|
|
|
|
if (p == Pivot.Left || p == Pivot.TopLeft || p == Pivot.BottomLeft)
|
|
{
|
|
NGUIText.alignment = Alignment.Left;
|
|
}
|
|
else if (p == Pivot.Right || p == Pivot.TopRight || p == Pivot.BottomRight)
|
|
{
|
|
NGUIText.alignment = Alignment.Right;
|
|
}
|
|
else NGUIText.alignment = Alignment.Center;
|
|
}
|
|
else NGUIText.alignment = alignment;
|
|
|
|
NGUIText.Update();
|
|
}
|
|
}
|