using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using Object = UnityEngine.Object;
#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.
namespace TMPro
{
[ExecuteAlways]
[RequireComponent(typeof(CanvasRenderer))]
public class TMP_SubMeshUI : MaskableGraphic
{
///
/// The TMP Font Asset assigned to this sub text object.
///
public TMP_FontAsset fontAsset
{
get { return m_fontAsset; }
set { m_fontAsset = value; }
}
[SerializeField]
private TMP_FontAsset m_fontAsset;
///
/// The TMP Sprite Asset assigned to this sub text object.
///
public TMP_SpriteAsset spriteAsset
{
get { return m_spriteAsset; }
set { m_spriteAsset = value; }
}
[SerializeField]
private TMP_SpriteAsset m_spriteAsset;
///
///
///
public override Texture mainTexture
{
get
{
if (this.sharedMaterial != null)
return this.sharedMaterial.GetTexture(ShaderUtilities.ID_MainTex);
return null;
}
}
///
/// The material to be assigned to this object. Returns an instance of the material.
///
public override Material material
{
// Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
get { return GetMaterial(m_sharedMaterial); }
// Assign new font material
set
{
if (m_sharedMaterial != null && m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
return;
m_sharedMaterial = m_material = value;
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
}
}
[SerializeField]
private Material m_material;
///
/// The material to be assigned to this text object.
///
public Material sharedMaterial
{
get { return m_sharedMaterial; }
set { SetSharedMaterial(value); }
}
[SerializeField]
private Material m_sharedMaterial;
///
///
///
public Material fallbackMaterial
{
get { return m_fallbackMaterial; }
set
{
if (m_fallbackMaterial == value) return;
if (m_fallbackMaterial != null && m_fallbackMaterial != value)
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = value;
TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);
SetSharedMaterial(m_fallbackMaterial);
}
}
private Material m_fallbackMaterial;
///
/// The source material used by the fallback font
///
public Material fallbackSourceMaterial
{
get { return m_fallbackSourceMaterial; }
set { m_fallbackSourceMaterial = value; }
}
private Material m_fallbackSourceMaterial;
///
/// Get the material that will be used for rendering.
///
public override Material materialForRendering
{
get
{
return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial);
}
}
///
/// Is the text object using the default font asset material.
///
public bool isDefaultMaterial
{
get { return m_isDefaultMaterial; }
set { m_isDefaultMaterial = value; }
}
[SerializeField]
private bool m_isDefaultMaterial;
///
/// Padding value resulting for the property settings on the material.
///
public float padding
{
get { return m_padding; }
set { m_padding = value; }
}
[SerializeField]
private float m_padding;
///
/// The Mesh of this text sub object.
///
public Mesh mesh
{
get
{
if (m_mesh == null)
{
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
}
return m_mesh;
}
set { m_mesh = value; }
}
private Mesh m_mesh;
///
/// Reference to the parent Text Component.
///
public TMP_Text textComponent
{
get
{
if (m_TextComponent == null)
m_TextComponent = GetComponentInParent();
return m_TextComponent;
}
}
[SerializeField]
private TextMeshProUGUI m_TextComponent;
[System.NonSerialized]
private bool m_isRegisteredForEvents;
private bool m_materialDirty;
[SerializeField]
private int m_materialReferenceIndex;
///
/// Function to add a new sub text object.
///
///
///
///
public static TMP_SubMeshUI AddSubTextObject(TextMeshProUGUI textComponent, MaterialReference materialReference)
{
GameObject go = new GameObject();
go.hideFlags = TMP_Settings.hideSubTextObjects ? HideFlags.HideAndDontSave : HideFlags.DontSave;
go.transform.SetParent(textComponent.transform, false);
go.transform.SetAsFirstSibling();
go.layer = textComponent.gameObject.layer;
#if UNITY_EDITOR
go.name = materialReference.material == null ? "TMP SubMesh" : "TMP SubMesh [" + materialReference.material.name + "]";
#endif
RectTransform rectTransform = go.AddComponent();
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.sizeDelta = Vector2.zero;
rectTransform.pivot = textComponent.rectTransform.pivot;
LayoutElement layoutElement = go.AddComponent();
layoutElement.ignoreLayout = true;
TMP_SubMeshUI subMesh = go.AddComponent();
subMesh.m_TextComponent = textComponent;
subMesh.m_materialReferenceIndex = materialReference.index;
subMesh.m_fontAsset = materialReference.fontAsset;
subMesh.m_spriteAsset = materialReference.spriteAsset;
subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
subMesh.maskable = textComponent.maskable;
subMesh.SetSharedMaterial(materialReference.material);
return subMesh;
}
///
///
///
protected override void OnEnable()
{
//Debug.Log("*** SubObject OnEnable() ***");
// Register Callbacks for various events.
if (!m_isRegisteredForEvents)
{
#if UNITY_EDITOR
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = true;
}
// Update HideFlags on previously created sub text objects.
if (hideFlags != HideFlags.DontSave)
hideFlags = HideFlags.DontSave;
m_ShouldRecalculateStencil = true;
RecalculateClipping();
RecalculateMasking();
//SetAllDirty();
}
protected override void OnDisable()
{
//Debug.Log("*** SubObject OnDisable() ***");
base.OnDisable();
// if (m_MaskMaterial != null)
// {
// TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
// m_MaskMaterial = null;
// }
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
}
protected override void OnDestroy()
{
//Debug.Log("*** OnDestroy() ***");
// Destroy Mesh
if (m_mesh != null) DestroyImmediate(m_mesh);
if (m_MaskMaterial != null)
TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
#if UNITY_EDITOR
// Unregister the event this object was listening to
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = false;
RecalculateClipping();
// Notify parent text object
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetAllDirty();
}
}
#if UNITY_EDITOR
// Event received when custom material editor properties are changed.
void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
{
//Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");
if (m_sharedMaterial == null)
return;
int targetMaterialID = mat.GetInstanceID();
int sharedMaterialID = m_sharedMaterial.GetInstanceID();
int maskingMaterialID = m_MaskMaterial == null ? 0 : m_MaskMaterial.GetInstanceID();
int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();
// Sync culling with parent text object
bool hasCullModeProperty = m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode);
float cullMode = 0;
if (hasCullModeProperty)
{
cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
// Filter events and return if the affected material is not this object's material.
if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID && TMP_Settings.matchMaterialPreset)
{
TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);
// Re-sync culling with parent text object
m_fallbackMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
// Make sure material properties are synchronized between the assigned material and masking material.
if (m_MaskMaterial != null)
{
UnityEditor.Undo.RecordObject(m_MaskMaterial, "Material Property Changes");
UnityEditor.Undo.RecordObject(m_sharedMaterial, "Material Property Changes");
if (targetMaterialID == sharedMaterialID)
{
//Debug.Log("Copy base material properties to masking material if not null.");
float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
m_MaskMaterial.CopyPropertiesFromMaterial(mat);
m_MaskMaterial.shaderKeywords = mat.shaderKeywords;
m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
}
else if (targetMaterialID == maskingMaterialID)
{
// Update the padding
GetPaddingForMaterial(mat);
m_sharedMaterial.CopyPropertiesFromMaterial(mat);
m_sharedMaterial.shaderKeywords = mat.shaderKeywords;
m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilID, 0);
m_sharedMaterial.SetFloat(ShaderUtilities.ID_StencilComp, 8);
}
else if (fallbackSourceMaterialID == targetMaterialID)
{
float stencilID = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilID);
float stencilComp = m_MaskMaterial.GetFloat(ShaderUtilities.ID_StencilComp);
m_MaskMaterial.CopyPropertiesFromMaterial(m_fallbackMaterial);
m_MaskMaterial.shaderKeywords = m_fallbackMaterial.shaderKeywords;
m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilID, stencilID);
m_MaskMaterial.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
}
// Re-sync culling with parent text object
if (hasCullModeProperty)
m_MaskMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
m_ShouldRecalculateStencil = true;
RecalculateClipping();
RecalculateMasking();
}
// Event to Track Material Changed resulting from Drag-n-drop.
void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
{
// Check if event applies to this current object
if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
{
if (!m_isDefaultMaterial) return;
// Make sure we have a valid reference to the renderer.
//if (m_canvasRenderer == null) m_canvasRenderer = GetComponent();
UnityEditor.Undo.RecordObject(this, "Material Assignment");
UnityEditor.Undo.RecordObject(canvasRenderer, "Material Assignment");
SetSharedMaterial(newMaterial);
m_TextComponent.havePropertiesChanged = true;
}
}
// Event received when font asset properties are changed in Font Inspector
void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
{
//if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
//{
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
//m_TextComponent.SetVerticesDirty();
}
//}
}
// Event received when font asset properties are changed in Font Inspector
void ON_FONT_PROPERTY_CHANGED(bool isChanged, Object fontAsset)
{
if (m_fontAsset != null && fontAsset != null && fontAsset.GetInstanceID() == m_fontAsset.GetInstanceID())
{
// Copy Normal and Bold Weight
if (m_fallbackMaterial != null)
{
if (TMP_Settings.matchMaterialPreset)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
TMP_MaterialManager.CleanupFallbackMaterials();
}
}
}
}
///
/// Event received when the TMP Settings are changed.
///
void ON_TMP_SETTINGS_CHANGED()
{
//Debug.Log("TMP Setting have changed.");
//SetVerticesDirty();
//SetMaterialDirty();
}
#endif
///
///
///
protected override void OnTransformParentChanged()
{
if (!this.IsActive())
return;
m_ShouldRecalculateStencil = true;
RecalculateClipping();
RecalculateMasking();
}
///
/// Function returning the modified material for masking if necessary.
///
///
///
public override Material GetModifiedMaterial(Material baseMaterial)
{
Material mat = baseMaterial;
if (m_ShouldRecalculateStencil)
{
var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
m_ShouldRecalculateStencil = false;
}
if (m_StencilValue > 0)
{
var maskMat = StencilMaterial.Add(mat, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMat;
mat = m_MaskMaterial;
}
return mat;
}
///
/// Function called when the padding value for the material needs to be re-calculated.
///
///
public float GetPaddingForMaterial()
{
float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
return padding;
}
///
/// Function called when the padding value for the material needs to be re-calculated.
///
///
public float GetPaddingForMaterial(Material mat)
{
float padding = ShaderUtilities.GetPadding(mat, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
return padding;
}
///
///
///
///
///
public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
{
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
}
///
///
///
public override void SetAllDirty()
{
//SetLayoutDirty();
//SetVerticesDirty();
//SetMaterialDirty();
}
///
///
///
public override void SetVerticesDirty()
{
// Do nothing as updates of the text are driven by the parent text component
}
///
///
///
public override void SetLayoutDirty()
{
}
///
///
///
public override void SetMaterialDirty()
{
m_materialDirty = true;
UpdateMaterial();
if (m_OnDirtyMaterialCallback != null)
m_OnDirtyMaterialCallback();
}
///
///
///
public void SetPivotDirty()
{
if (!this.IsActive())
return;
this.rectTransform.pivot = m_TextComponent.rectTransform.pivot;
}
Transform GetRootCanvasTransform()
{
if (m_RootCanvasTransform == null)
m_RootCanvasTransform = m_TextComponent.canvas.rootCanvas.transform;
return m_RootCanvasTransform;
}
private Transform m_RootCanvasTransform;
///
/// Override Cull function as this is handled by the parent text object.
///
///
///
public override void Cull(Rect clipRect, bool validRect)
{
// Do nothing as this functionality is handled by the parent text object.
}
///
///
///
protected override void UpdateGeometry()
{
// Need to override to prevent Unity from changing the geometry of the object.
//Debug.Log("UpdateGeometry()");
}
///
///
///
///
public override void Rebuild(CanvasUpdate update)
{
if (update == CanvasUpdate.PreRender)
{
if (!m_materialDirty) return;
UpdateMaterial();
m_materialDirty = false;
}
}
///
/// Function to update the material from the parent text object.
///
public void RefreshMaterial()
{
UpdateMaterial();
}
///
///
///
protected override void UpdateMaterial()
{
//Debug.Log("*** STO-UI - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");
if (m_sharedMaterial == null)
return;
//if (canvasRenderer == null) m_canvasRenderer = this.canvasRenderer;
// Special handling to keep the Culling of the material in sync with parent text object
if (m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode) && textComponent.fontSharedMaterial != null)
{
float cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
canvasRenderer.materialCount = 1;
canvasRenderer.SetMaterial(materialForRendering, 0);
//canvasRenderer.SetTexture(materialForRendering.mainTexture);
#if UNITY_EDITOR
if (m_sharedMaterial != null && gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]")
gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]";
#endif
}
// IClippable implementation
///
/// Method called when the state of a parent changes.
///
public override void RecalculateClipping()
{
//Debug.Log("*** RecalculateClipping() ***");
base.RecalculateClipping();
}
///
///
///
// public override void RecalculateMasking()
// {
// //Debug.Log("RecalculateMasking()");
//
// this.m_ShouldRecalculateStencil = true;
// SetMaterialDirty();
// }
///
/// Method which returns an instance of the shared material
///
///
Material GetMaterial()
{
// Make sure we have a valid reference to the renderer.
//if (m_renderer == null) m_renderer = GetComponent();
//if (m_material == null || m_isNewSharedMaterial)
//{
// m_renderer.material = m_sharedMaterial;
// m_material = m_renderer.material;
// m_sharedMaterial = m_material;
// m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextMeshPro.extraPadding, false);
// m_isNewSharedMaterial = false;
//}
return m_sharedMaterial;
}
// Function called internally when a new material is assigned via the fontMaterial property.
Material GetMaterial(Material mat)
{
// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
// This can occur when the Duplicate Material Context menu is used on an inactive object.
//if (m_renderer == null)
// m_renderer = GetComponent();
// Create Instance Material only if the new material is not the same instance previously used.
if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
m_material = CreateMaterialInstance(mat);
m_sharedMaterial = m_material;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
return m_sharedMaterial;
}
///
/// Method used to create an instance of the material
///
///
///
Material CreateMaterialInstance(Material source)
{
Material mat = new Material(source);
mat.shaderKeywords = source.shaderKeywords;
mat.name += " (Instance)";
return mat;
}
///
/// Method returning the shared material assigned to the text object.
///
///
Material GetSharedMaterial()
{
//if (canvasRenderer == null)
// canvasRenderer = GetComponent();
return canvasRenderer.GetMaterial();
}
///
/// Method to set the shared material.
///
///
void SetSharedMaterial(Material mat)
{
//Debug.Log("*** SetSharedMaterial UI() *** FRAME (" + Time.frameCount + ")");
// Assign new material.
m_sharedMaterial = mat;
m_Material = m_sharedMaterial;
//m_isDefaultMaterial = false;
//if (mat.GetInstanceID() == m_fontAsset.material.GetInstanceID())
// m_isDefaultMaterial = true;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
//SetVerticesDirty();
SetMaterialDirty();
#if UNITY_EDITOR
//if (m_sharedMaterial != null)
// gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
}
}
}