bea2dce063
test
179 lines
5.8 KiB
C#
179 lines
5.8 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI.Collections;
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using System.Collections;
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using System.Collections.Generic;
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namespace TMPro
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{
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/// <summary>
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/// Class for handling and scheduling text object updates.
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/// </summary>
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public class TMP_UpdateRegistry
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{
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private static TMP_UpdateRegistry s_Instance;
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private readonly List<ICanvasElement> m_LayoutRebuildQueue = new List<ICanvasElement>();
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private Dictionary<int, int> m_LayoutQueueLookup = new Dictionary<int, int>();
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private readonly List<ICanvasElement> m_GraphicRebuildQueue = new List<ICanvasElement>();
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private Dictionary<int, int> m_GraphicQueueLookup = new Dictionary<int, int>();
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//private bool m_PerformingLayoutUpdate;
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//private bool m_PerformingGraphicUpdate;
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/// <summary>
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/// Get a singleton instance of the registry
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/// </summary>
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public static TMP_UpdateRegistry instance
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{
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get
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{
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if (TMP_UpdateRegistry.s_Instance == null)
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TMP_UpdateRegistry.s_Instance = new TMP_UpdateRegistry();
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return TMP_UpdateRegistry.s_Instance;
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}
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}
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/// <summary>
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/// Register to receive callback from the Canvas System.
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/// </summary>
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protected TMP_UpdateRegistry()
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{
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//Debug.Log("Adding WillRenderCanvases");
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Canvas.willRenderCanvases += PerformUpdateForCanvasRendererObjects;
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}
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/// <summary>
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/// Function to register elements which require a layout rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void RegisterCanvasElementForLayoutRebuild(ICanvasElement element)
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{
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TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForLayoutRebuild(element);
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}
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private bool InternalRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
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{
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int id = (element as Object).GetInstanceID();
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if (this.m_LayoutQueueLookup.ContainsKey(id))
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return false;
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m_LayoutQueueLookup[id] = id;
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this.m_LayoutRebuildQueue.Add(element);
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return true;
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}
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/// <summary>
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/// Function to register elements which require a graphic rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void RegisterCanvasElementForGraphicRebuild(ICanvasElement element)
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{
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TMP_UpdateRegistry.instance.InternalRegisterCanvasElementForGraphicRebuild(element);
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}
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private bool InternalRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
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{
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int id = (element as Object).GetInstanceID();
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if (this.m_GraphicQueueLookup.ContainsKey(id))
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return false;
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m_GraphicQueueLookup[id] = id;
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this.m_GraphicRebuildQueue.Add(element);
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return true;
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}
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/// <summary>
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/// Method to handle objects that need updating.
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/// </summary>
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private void PerformUpdateForCanvasRendererObjects()
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{
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//Debug.Log("Performing update of CanvasRenderer objects at Frame: " + Time.frameCount);
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// Processing elements that require a layout rebuild.
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//this.m_PerformingLayoutUpdate = true;
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for (int index = 0; index < m_LayoutRebuildQueue.Count; index++)
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{
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ICanvasElement element = TMP_UpdateRegistry.instance.m_LayoutRebuildQueue[index];
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element.Rebuild(CanvasUpdate.Prelayout);
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}
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if (m_LayoutRebuildQueue.Count > 0)
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{
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m_LayoutRebuildQueue.Clear();
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m_LayoutQueueLookup.Clear();
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}
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// Update font assets before graphic rebuild
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// Processing elements that require a graphic rebuild.
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for (int index = 0; index < m_GraphicRebuildQueue.Count; index++)
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{
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ICanvasElement element = TMP_UpdateRegistry.instance.m_GraphicRebuildQueue[index];
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element.Rebuild(CanvasUpdate.PreRender);
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}
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// If there are no objects in the queue, we don't need to clear the lists again.
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if (m_GraphicRebuildQueue.Count > 0)
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{
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m_GraphicRebuildQueue.Clear();
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m_GraphicQueueLookup.Clear();
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}
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}
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/// <summary>
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/// Method to handle objects that need updating.
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/// </summary>
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private void PerformUpdateForMeshRendererObjects()
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{
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Debug.Log("Perform update of MeshRenderer objects.");
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}
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/// <summary>
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/// Function to unregister elements which no longer require a rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void UnRegisterCanvasElementForRebuild(ICanvasElement element)
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{
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TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForLayoutRebuild(element);
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TMP_UpdateRegistry.instance.InternalUnRegisterCanvasElementForGraphicRebuild(element);
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}
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private void InternalUnRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
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{
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int id = (element as Object).GetInstanceID();
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//element.LayoutComplete();
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TMP_UpdateRegistry.instance.m_LayoutRebuildQueue.Remove(element);
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m_GraphicQueueLookup.Remove(id);
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}
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private void InternalUnRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
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{
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int id = (element as Object).GetInstanceID();
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//element.GraphicUpdateComplete();
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TMP_UpdateRegistry.instance.m_GraphicRebuildQueue.Remove(element);
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m_LayoutQueueLookup.Remove(id);
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}
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}
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}
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