GlobalGameJame/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMPro_EventManager.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

150 lines
5.1 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace TMPro
{
public enum Compute_DistanceTransform_EventTypes { Processing, Completed };
public static class TMPro_EventManager
{
public static readonly FastAction<object, Compute_DT_EventArgs> COMPUTE_DT_EVENT = new FastAction<object, Compute_DT_EventArgs>();
// Event & Delegate used to notify TextMesh Pro objects that Material properties have been changed.
public static readonly FastAction<bool, Material> MATERIAL_PROPERTY_EVENT = new FastAction<bool, Material>();
public static readonly FastAction<bool, TMP_FontAsset> FONT_PROPERTY_EVENT = new FastAction<bool, TMP_FontAsset>();
public static readonly FastAction<bool, Object> SPRITE_ASSET_PROPERTY_EVENT = new FastAction<bool, Object>();
public static readonly FastAction<bool, TextMeshPro> TEXTMESHPRO_PROPERTY_EVENT = new FastAction<bool, TextMeshPro>();
public static readonly FastAction<GameObject, Material, Material> DRAG_AND_DROP_MATERIAL_EVENT = new FastAction<GameObject, Material, Material>();
public static readonly FastAction<bool> TEXT_STYLE_PROPERTY_EVENT = new FastAction<bool>();
public static readonly FastAction<TMP_ColorGradient> COLOR_GRADIENT_PROPERTY_EVENT = new FastAction<TMP_ColorGradient>();
public static readonly FastAction TMP_SETTINGS_PROPERTY_EVENT = new FastAction();
public static readonly FastAction RESOURCE_LOAD_EVENT = new FastAction();
public static readonly FastAction<bool, TextMeshProUGUI> TEXTMESHPRO_UGUI_PROPERTY_EVENT = new FastAction<bool, TextMeshProUGUI>();
public static readonly FastAction OnPreRenderObject_Event = new FastAction();
public static readonly FastAction<Object> TEXT_CHANGED_EVENT = new FastAction<Object>();
//public static readonly FastAction WILL_RENDER_CANVASES = new FastAction();
//static TMPro_EventManager()
//{
// // Register to the willRenderCanvases callback once
// // then the WILL_RENDER_CANVASES FastAction will handle the rest
// Canvas.willRenderCanvases += WILL_RENDER_CANVASES.Call;
//}
public static void ON_PRE_RENDER_OBJECT_CHANGED()
{
OnPreRenderObject_Event.Call();
}
public static void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
{
MATERIAL_PROPERTY_EVENT.Call(isChanged, mat);
}
public static void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
{
FONT_PROPERTY_EVENT.Call(isChanged, font);
}
public static void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, Object obj)
{
SPRITE_ASSET_PROPERTY_EVENT.Call(isChanged, obj);
}
public static void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
{
TEXTMESHPRO_PROPERTY_EVENT.Call(isChanged, obj);
}
public static void ON_DRAG_AND_DROP_MATERIAL_CHANGED(GameObject sender, Material currentMaterial, Material newMaterial)
{
DRAG_AND_DROP_MATERIAL_EVENT.Call(sender, currentMaterial, newMaterial);
}
public static void ON_TEXT_STYLE_PROPERTY_CHANGED(bool isChanged)
{
TEXT_STYLE_PROPERTY_EVENT.Call(isChanged);
}
public static void ON_COLOR_GRAIDENT_PROPERTY_CHANGED(TMP_ColorGradient gradient)
{
COLOR_GRADIENT_PROPERTY_EVENT.Call(gradient);
}
public static void ON_TEXT_CHANGED(Object obj)
{
TEXT_CHANGED_EVENT.Call(obj);
}
public static void ON_TMP_SETTINGS_CHANGED()
{
TMP_SETTINGS_PROPERTY_EVENT.Call();
}
public static void ON_RESOURCES_LOADED()
{
RESOURCE_LOAD_EVENT.Call();
}
public static void ON_TEXTMESHPRO_UGUI_PROPERTY_CHANGED(bool isChanged, TextMeshProUGUI obj)
{
TEXTMESHPRO_UGUI_PROPERTY_EVENT.Call(isChanged, obj);
}
//public static void ON_BASE_MATERIAL_CHANGED(Material mat)
//{
// BASE_MATERIAL_EVENT.Call(mat);
//}
//public static void ON_PROGRESSBAR_UPDATE(Progress_Bar_EventTypes event_type, Progress_Bar_EventArgs eventArgs)
//{
// if (PROGRESS_BAR_EVENT != null)
// PROGRESS_BAR_EVENT(event_type, eventArgs);
//}
public static void ON_COMPUTE_DT_EVENT(object Sender, Compute_DT_EventArgs e)
{
COMPUTE_DT_EVENT.Call(Sender, e);
}
}
public class Compute_DT_EventArgs
{
public Compute_DistanceTransform_EventTypes EventType;
public float ProgressPercentage;
public Color[] Colors;
public Compute_DT_EventArgs(Compute_DistanceTransform_EventTypes type, float progress)
{
EventType = type;
ProgressPercentage = progress;
}
public Compute_DT_EventArgs(Compute_DistanceTransform_EventTypes type, Color[] colors)
{
EventType = type;
Colors = colors;
}
}
}