Коммит
15f6d6e5ac
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
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assetBundleName:
|
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assetBundleVariant:
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@ -1,142 +0,0 @@
|
|||
// port of stb_easy_font.h into Unity/C# - public domain
|
||||
// Aras Pranckevicius, 2015 November
|
||||
// https://github.com/aras-p/UnityStbEasyFont
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
public class EasyFontUtilities
|
||||
{
|
||||
public const float kScaleFactor = 0.12f;
|
||||
|
||||
public static void UpdateMesh(ref Mesh mesh, string text, Color32 color)
|
||||
{
|
||||
if (mesh != null)
|
||||
mesh.Clear();
|
||||
if (mesh == null)
|
||||
{
|
||||
mesh = new Mesh();
|
||||
mesh.hideFlags = HideFlags.HideAndDontSave;
|
||||
}
|
||||
List<Vector3> vertices = new List<Vector3>();
|
||||
List<Color32> colors = new List<Color32>();
|
||||
StbEasyFont.GenerateMesh(0, 0, text, color, vertices, colors);
|
||||
mesh.vertices = vertices.ToArray();
|
||||
mesh.colors32 = colors.ToArray();
|
||||
mesh.subMeshCount = 1;
|
||||
var indices = new int[vertices.Count];
|
||||
for (var i = 0; i < indices.Length; ++i)
|
||||
indices[i] = i;
|
||||
mesh.SetIndices(indices, MeshTopology.Quads, 0);
|
||||
}
|
||||
|
||||
public static Material CreateFontMaterial()
|
||||
{
|
||||
var shader = Shader.Find("Hidden/Internal-Colored");
|
||||
var mat = new Material(shader);
|
||||
mat.hideFlags = HideFlags.HideAndDontSave;
|
||||
// Turn on alpha blending
|
||||
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
// Turn backface culling off
|
||||
mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
|
||||
// Turn off depth writes and depth testing
|
||||
mat.SetInt("_ZWrite", 0);
|
||||
mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always);
|
||||
return mat;
|
||||
}
|
||||
|
||||
public static Vector3 CalcAnchorOffset(Mesh mesh, TextAnchor anchor)
|
||||
{
|
||||
var bounds = mesh.bounds;
|
||||
var dx = bounds.extents.x;
|
||||
var dy = bounds.extents.y + 1;
|
||||
var offset = Vector3.zero;
|
||||
// horizontal
|
||||
switch (anchor)
|
||||
{
|
||||
case TextAnchor.LowerCenter:
|
||||
case TextAnchor.MiddleCenter:
|
||||
case TextAnchor.UpperCenter:
|
||||
offset.x -= dx;
|
||||
break;
|
||||
case TextAnchor.LowerRight:
|
||||
case TextAnchor.MiddleRight:
|
||||
case TextAnchor.UpperRight:
|
||||
offset.x -= dx * 2f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// vertical
|
||||
switch (anchor)
|
||||
{
|
||||
case TextAnchor.MiddleLeft:
|
||||
case TextAnchor.MiddleRight:
|
||||
case TextAnchor.MiddleCenter:
|
||||
offset.y += dy;
|
||||
break;
|
||||
case TextAnchor.LowerLeft:
|
||||
case TextAnchor.LowerRight:
|
||||
case TextAnchor.LowerCenter:
|
||||
offset.y += dy * 2f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return offset;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public static void SelectAndMoveToView(GameObject go)
|
||||
{
|
||||
var view = SceneView.lastActiveSceneView;
|
||||
if (view != null)
|
||||
view.MoveToView(go.transform);
|
||||
Selection.activeGameObject = go;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[MenuItem("Tools/Replace with simple text")]
|
||||
public static void ReplaceBuiltinWithSimple()
|
||||
{
|
||||
Undo.SetCurrentGroupName("Replaced texts");
|
||||
var textMeshes = Object.FindObjectsOfType<TextMesh>();
|
||||
foreach (var t in textMeshes)
|
||||
{
|
||||
var nt = Undo.AddComponent<SimpleTextMesh>(t.gameObject);
|
||||
nt.text = t.text;
|
||||
nt.anchor = t.anchor;
|
||||
nt.characterSize = t.characterSize;
|
||||
if (t.fontSize != 0)
|
||||
nt.characterSize *= t.fontSize / 12.0f;
|
||||
nt.color = t.color;
|
||||
|
||||
var renderer = t.gameObject.GetComponent<MeshRenderer>();
|
||||
if (renderer)
|
||||
Undo.DestroyObjectImmediate(renderer);
|
||||
Undo.DestroyObjectImmediate(t);
|
||||
}
|
||||
var guiTexts = Object.FindObjectsOfType<GUIText>();
|
||||
foreach (var t in guiTexts)
|
||||
{
|
||||
var nt = Undo.AddComponent<SimpleGUIText>(t.gameObject);
|
||||
nt.text = t.text;
|
||||
nt.anchor = t.anchor;
|
||||
nt.characterSize = 1.0f;
|
||||
if (t.fontSize != 0)
|
||||
nt.characterSize *= t.fontSize / 12.0f;
|
||||
nt.color = t.color;
|
||||
nt.pixelOffset = t.pixelOffset;
|
||||
Undo.DestroyObjectImmediate(t);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
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@ -1,12 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e454493047a594303a82fb2fe3d800d9
|
||||
timeCreated: 1446458742
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,109 +0,0 @@
|
|||
// port of stb_easy_font.h into Unity/C# - public domain
|
||||
// Aras Pranckevicius, 2015 November
|
||||
// https://github.com/aras-p/UnityStbEasyFont
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SimpleGUIText : MonoBehaviour
|
||||
{
|
||||
[Multiline]
|
||||
public string text = "ABC";
|
||||
public TextAnchor anchor = TextAnchor.LowerLeft;
|
||||
public Vector2 pixelOffset = Vector2.zero;
|
||||
public Color32 color = new Color32(255, 255, 255, 255);
|
||||
public float characterSize = 1.0f;
|
||||
|
||||
private string prevText = null;
|
||||
private Color32 prevColor = new Color32(0, 0, 0, 0);
|
||||
private Mesh mesh;
|
||||
private Material mat;
|
||||
|
||||
void Start()
|
||||
{
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
Camera.onPostRender += RenderText;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
Camera.onPostRender -= RenderText;
|
||||
DestroyImmediate(mesh);
|
||||
DestroyImmediate(mat);
|
||||
}
|
||||
|
||||
void RenderText(Camera cam)
|
||||
{
|
||||
// don't render if not game view
|
||||
if (cam.cameraType != CameraType.Game)
|
||||
return;
|
||||
if (cam.tag != "MainCamera" && cam.tag != "UI")
|
||||
return;
|
||||
|
||||
// our layer is culled
|
||||
if ((cam.cullingMask & (1 << gameObject.layer)) == 0)
|
||||
return;
|
||||
|
||||
UpdateMesh();
|
||||
if (mesh == null)
|
||||
return;
|
||||
UpdateMaterial();
|
||||
|
||||
GL.PushMatrix();
|
||||
GL.LoadPixelMatrix();
|
||||
mat.SetPass(0);
|
||||
|
||||
var camRect = cam.pixelRect;
|
||||
var pos = transform.position;
|
||||
pos.x = camRect.x + pos.x * camRect.width + pixelOffset.x;
|
||||
pos.y = camRect.y + pos.y * camRect.height + pixelOffset.y;
|
||||
pos.z = 0;
|
||||
pos += EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
|
||||
pos.x = Mathf.Round(pos.x);
|
||||
pos.y = Mathf.Round(pos.y);
|
||||
|
||||
var scale = characterSize;
|
||||
var mtx = Matrix4x4.TRS(pos, Quaternion.identity, new Vector3(scale, -scale, scale));
|
||||
|
||||
// Note: DrawMeshNow sets up current camera's view matrix;
|
||||
// so make sure that's identity and reset it afterwards
|
||||
cam.worldToCameraMatrix = Matrix4x4.identity;
|
||||
Graphics.DrawMeshNow(mesh, mtx);
|
||||
cam.ResetWorldToCameraMatrix();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
|
||||
void UpdateMaterial()
|
||||
{
|
||||
if (mat != null)
|
||||
return;
|
||||
mat = EasyFontUtilities.CreateFontMaterial();
|
||||
}
|
||||
|
||||
void UpdateMesh()
|
||||
{
|
||||
if (text == prevText && color.Equals(prevColor) && mesh != null)
|
||||
return;
|
||||
prevText = text;
|
||||
prevColor = color;
|
||||
|
||||
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("GameObject/3D Object/Simple GUI Text")]
|
||||
public static void CreateText()
|
||||
{
|
||||
var go = new GameObject("New GUI Text", typeof(SimpleGUIText));
|
||||
go.GetComponent<SimpleGUIText>().text = "Hello World";
|
||||
UnityEditor.Selection.activeGameObject = go;
|
||||
go.transform.position = new Vector3(0.5f, 0.5f, 0.0f);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 82b3052f63b2e413787418161fe3e192
|
||||
timeCreated: 1446459180
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,113 +0,0 @@
|
|||
// port of stb_easy_font.h into Unity/C# - public domain
|
||||
// Aras Pranckevicius, 2015 November
|
||||
// https://github.com/aras-p/UnityStbEasyFont
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SimpleGUITextForCamera : MonoBehaviour
|
||||
{
|
||||
[Multiline]
|
||||
public string text = "ABC";
|
||||
public TextAnchor anchor = TextAnchor.LowerLeft;
|
||||
public Vector2 pixelOffset = Vector2.zero;
|
||||
public Color32 color = new Color32(255, 255, 255, 255);
|
||||
public float characterSize = 1.0f;
|
||||
public new Camera camera = null;
|
||||
|
||||
private string prevText = null;
|
||||
private Color32 prevColor = new Color32(0, 0, 0, 0);
|
||||
private Mesh mesh;
|
||||
private Material mat;
|
||||
|
||||
void Start()
|
||||
{
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
Camera.onPostRender += RenderText;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
Camera.onPostRender -= RenderText;
|
||||
DestroyImmediate(mesh);
|
||||
DestroyImmediate(mat);
|
||||
}
|
||||
|
||||
void RenderText(Camera cam)
|
||||
{
|
||||
if (cam != camera)
|
||||
return;
|
||||
|
||||
// don't render if not game view
|
||||
if (cam.cameraType != CameraType.Game)
|
||||
return;
|
||||
if (cam.tag != "MainCamera" && cam.tag != "UI")
|
||||
return;
|
||||
|
||||
// our layer is culled
|
||||
if ((cam.cullingMask & (1 << gameObject.layer)) == 0)
|
||||
return;
|
||||
|
||||
UpdateMesh();
|
||||
if (mesh == null)
|
||||
return;
|
||||
UpdateMaterial();
|
||||
|
||||
GL.PushMatrix();
|
||||
GL.LoadPixelMatrix();
|
||||
mat.SetPass(0);
|
||||
|
||||
var camRect = cam.pixelRect;
|
||||
var pos = transform.position;
|
||||
pos.x = camRect.x + pos.x * camRect.width + pixelOffset.x;
|
||||
pos.y = camRect.y + pos.y * camRect.height + pixelOffset.y;
|
||||
pos.z = 0;
|
||||
pos += EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
|
||||
pos.x = Mathf.Round(pos.x);
|
||||
pos.y = Mathf.Round(pos.y);
|
||||
|
||||
var scale = characterSize;
|
||||
var mtx = Matrix4x4.TRS(pos, Quaternion.identity, new Vector3(scale, -scale, scale));
|
||||
|
||||
// Note: DrawMeshNow sets up current camera's view matrix;
|
||||
// so make sure that's identity and reset it afterwards
|
||||
cam.worldToCameraMatrix = Matrix4x4.identity;
|
||||
Graphics.DrawMeshNow(mesh, mtx);
|
||||
cam.ResetWorldToCameraMatrix();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
|
||||
void UpdateMaterial()
|
||||
{
|
||||
if (mat != null)
|
||||
return;
|
||||
mat = EasyFontUtilities.CreateFontMaterial();
|
||||
}
|
||||
|
||||
void UpdateMesh()
|
||||
{
|
||||
if (text == prevText && color.Equals(prevColor) && mesh != null)
|
||||
return;
|
||||
prevText = text;
|
||||
prevColor = color;
|
||||
|
||||
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("GameObject/3D Object/Simple GUI Text")]
|
||||
public static void CreateText()
|
||||
{
|
||||
var go = new GameObject("New GUI Text", typeof(SimpleGUIText));
|
||||
go.GetComponent<SimpleGUIText>().text = "Hello World";
|
||||
UnityEditor.Selection.activeGameObject = go;
|
||||
go.transform.position = new Vector3(0.5f, 0.5f, 0.0f);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 201e42976388e2c45ae03255bf2b65a8
|
||||
timeCreated: 1493918447
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,78 +0,0 @@
|
|||
// port of stb_easy_font.h into Unity/C# - public domain
|
||||
// Aras Pranckevicius, 2015 November
|
||||
// https://github.com/aras-p/UnityStbEasyFont
|
||||
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SimpleTextMesh : MonoBehaviour
|
||||
{
|
||||
[Multiline]
|
||||
public string text = "ABC";
|
||||
public Color32 color = new Color32(255, 255, 255, 255);
|
||||
public float characterSize = 1.0f;
|
||||
public TextAnchor anchor = TextAnchor.UpperLeft;
|
||||
|
||||
private string prevText = null;
|
||||
private Color32 prevColor = new Color32(0, 0, 0, 0);
|
||||
private Mesh mesh;
|
||||
private Material mat;
|
||||
|
||||
void Start()
|
||||
{
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
DestroyImmediate(mat);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateMesh();
|
||||
|
||||
if (mesh != null)
|
||||
{
|
||||
UpdateMaterial();
|
||||
var mtx = transform.localToWorldMatrix;
|
||||
var scale = EasyFontUtilities.kScaleFactor * characterSize;
|
||||
var offset = EasyFontUtilities.CalcAnchorOffset(mesh, anchor);
|
||||
offset.y = -offset.y;
|
||||
var offsetMat = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
|
||||
var scaleMat = Matrix4x4.Scale(new Vector3(scale, -scale, scale));
|
||||
Graphics.DrawMesh(mesh, mtx * scaleMat * offsetMat, mat, gameObject.layer);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMaterial()
|
||||
{
|
||||
if (mat != null)
|
||||
return;
|
||||
mat = EasyFontUtilities.CreateFontMaterial();
|
||||
}
|
||||
|
||||
void UpdateMesh()
|
||||
{
|
||||
if (text == prevText && color.Equals(prevColor) && mesh != null)
|
||||
return;
|
||||
prevText = text;
|
||||
prevColor = color;
|
||||
|
||||
EasyFontUtilities.UpdateMesh(ref mesh, text, color);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("GameObject/3D Object/Simple 3D Text")]
|
||||
public static void CreateText()
|
||||
{
|
||||
var go = new GameObject("New 3D Text", typeof(SimpleTextMesh));
|
||||
go.GetComponent<SimpleTextMesh>().text = "Hello World";
|
||||
EasyFontUtilities.SelectAndMoveToView(go);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d59b82de9b82e4521bf213e9af60a90d
|
||||
timeCreated: 1446454710
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,141 +0,0 @@
|
|||
// port of stb_easy_font.h into Unity/C# - public domain
|
||||
// Aras Pranckevicius, 2015 November
|
||||
// https://github.com/aras-p/UnityStbEasyFont
|
||||
//
|
||||
// Original one: https://github.com/nothings/stb/blob/master/stb_easy_font.h
|
||||
// stb_easy_font.h - v0.6 - bitmap font for 3D rendering - public domain
|
||||
// Sean Barrett, Feb 2015
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class StbEasyFont
|
||||
{
|
||||
struct CharInfo
|
||||
{
|
||||
public CharInfo(byte a, byte h, byte v)
|
||||
{
|
||||
advance = a;
|
||||
h_seg = h;
|
||||
v_seg = v;
|
||||
}
|
||||
|
||||
public byte advance;
|
||||
public byte h_seg;
|
||||
public byte v_seg;
|
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};
|
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static CharInfo[] kCharInfo = new CharInfo[96]
|
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{
|
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new CharInfo(5, 0, 0), new CharInfo(3, 0, 0), new CharInfo(5, 1, 1), new CharInfo(7, 1, 4),
|
||||
new CharInfo(7, 3, 7), new CharInfo(7, 6, 12), new CharInfo(7, 8, 19), new CharInfo(4, 16, 21),
|
||||
new CharInfo(4, 17, 22), new CharInfo(4, 19, 23), new CharInfo(23, 21, 24), new CharInfo(23, 22, 31),
|
||||
new CharInfo(20, 23, 34), new CharInfo(22, 23, 36), new CharInfo(19, 24, 36), new CharInfo(21, 25, 36),
|
||||
new CharInfo(6, 25, 39), new CharInfo(6, 27, 43), new CharInfo(6, 28, 45), new CharInfo(6, 30, 49),
|
||||
new CharInfo(6, 33, 53), new CharInfo(6, 34, 57), new CharInfo(6, 40, 58), new CharInfo(6, 46, 59),
|
||||
new CharInfo(6, 47, 62), new CharInfo(6, 55, 64), new CharInfo(19, 57, 68), new CharInfo(20, 59, 68),
|
||||
new CharInfo(21, 61, 69), new CharInfo(22, 66, 69), new CharInfo(21, 68, 69), new CharInfo(7, 73, 69),
|
||||
new CharInfo(9, 75, 74), new CharInfo(6, 78, 81), new CharInfo(6, 80, 85), new CharInfo(6, 83, 90),
|
||||
new CharInfo(6, 85, 91), new CharInfo(6, 87, 95), new CharInfo(6, 90, 96), new CharInfo(7, 92, 97),
|
||||
new CharInfo(6, 96, 102), new CharInfo(5, 97, 106), new CharInfo(6, 99, 107), new CharInfo(6, 100, 110),
|
||||
new CharInfo(6, 100, 115), new CharInfo(7, 101, 116), new CharInfo(6, 101, 121), new CharInfo(6, 101, 125),
|
||||
new CharInfo(6, 102, 129), new CharInfo(7, 103, 133), new CharInfo(6, 104, 140), new CharInfo(6, 105, 145),
|
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new CharInfo(7, 107, 149), new CharInfo(6, 108, 151), new CharInfo(7, 109, 155), new CharInfo(7, 109, 160),
|
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new CharInfo(7, 109, 165), new CharInfo(7, 118, 167), new CharInfo(6, 118, 172), new CharInfo(4, 120, 176),
|
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new CharInfo(6, 122, 177), new CharInfo(4, 122, 181), new CharInfo(23, 124, 182), new CharInfo(22, 129, 182),
|
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new CharInfo(4, 130, 182), new CharInfo(22, 131, 183), new CharInfo(6, 133, 187), new CharInfo(22, 135, 191),
|
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new CharInfo(6, 137, 192), new CharInfo(22, 139, 196), new CharInfo(5, 144, 197), new CharInfo(22, 147, 198),
|
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new CharInfo(6, 150, 202), new CharInfo(19, 151, 206), new CharInfo(21, 152, 207), new CharInfo(6, 155, 209),
|
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new CharInfo(3, 160, 210), new CharInfo(23, 160, 211), new CharInfo(22, 164, 216), new CharInfo(22, 165, 220),
|
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new CharInfo(22, 167, 224), new CharInfo(22, 169, 228), new CharInfo(21, 171, 232), new CharInfo(21, 173, 233),
|
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new CharInfo(5, 178, 233), new CharInfo(22, 179, 234), new CharInfo(23, 180, 238), new CharInfo(23, 180, 243),
|
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new CharInfo(23, 180, 248), new CharInfo(22, 189, 248), new CharInfo(22, 191, 252), new CharInfo(5, 196, 252),
|
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new CharInfo(3, 203, 252), new CharInfo(5, 203, 253), new CharInfo(22, 210, 253), new CharInfo(0, 214, 253),
|
||||
};
|
||||
static byte[] kHSegs = new byte[214]
|
||||
{
|
||||
97, 37, 69, 84, 28, 51, 2, 18, 10, 49, 98, 41, 65, 25, 81, 105, 33, 9, 97, 1, 97, 37, 37, 36,
|
||||
81, 10, 98, 107, 3, 100, 3, 99, 58, 51, 4, 99, 58, 8, 73, 81, 10, 50, 98, 8, 73, 81, 4, 10, 50,
|
||||
98, 8, 25, 33, 65, 81, 10, 50, 17, 65, 97, 25, 33, 25, 49, 9, 65, 20, 68, 1, 65, 25, 49, 41,
|
||||
11, 105, 13, 101, 76, 10, 50, 10, 50, 98, 11, 99, 10, 98, 11, 50, 99, 11, 50, 11, 99, 8, 57,
|
||||
58, 3, 99, 99, 107, 10, 10, 11, 10, 99, 11, 5, 100, 41, 65, 57, 41, 65, 9, 17, 81, 97, 3, 107,
|
||||
9, 97, 1, 97, 33, 25, 9, 25, 41, 100, 41, 26, 82, 42, 98, 27, 83, 42, 98, 26, 51, 82, 8, 41,
|
||||
35, 8, 10, 26, 82, 114, 42, 1, 114, 8, 9, 73, 57, 81, 41, 97, 18, 8, 8, 25, 26, 26, 82, 26, 82,
|
||||
26, 82, 41, 25, 33, 82, 26, 49, 73, 35, 90, 17, 81, 41, 65, 57, 41, 65, 25, 81, 90, 114, 20,
|
||||
84, 73, 57, 41, 49, 25, 33, 65, 81, 9, 97, 1, 97, 25, 33, 65, 81, 57, 33, 25, 41, 25,
|
||||
};
|
||||
static byte[] kVSegs = new byte[253]
|
||||
{
|
||||
4, 2, 8, 10, 15, 8, 15, 33, 8, 15, 8, 73, 82, 73, 57, 41, 82, 10, 82, 18, 66, 10, 21, 29, 1, 65,
|
||||
27, 8, 27, 9, 65, 8, 10, 50, 97, 74, 66, 42, 10, 21, 57, 41, 29, 25, 14, 81, 73, 57, 26, 8, 8,
|
||||
26, 66, 3, 8, 8, 15, 19, 21, 90, 58, 26, 18, 66, 18, 105, 89, 28, 74, 17, 8, 73, 57, 26, 21,
|
||||
8, 42, 41, 42, 8, 28, 22, 8, 8, 30, 7, 8, 8, 26, 66, 21, 7, 8, 8, 29, 7, 7, 21, 8, 8, 8, 59, 7, 8,
|
||||
8, 15, 29, 8, 8, 14, 7, 57, 43, 10, 82, 7, 7, 25, 42, 25, 15, 7, 25, 41, 15, 21, 105, 105, 29,
|
||||
7, 57, 57, 26, 21, 105, 73, 97, 89, 28, 97, 7, 57, 58, 26, 82, 18, 57, 57, 74, 8, 30, 6, 8, 8,
|
||||
14, 3, 58, 90, 58, 11, 7, 74, 43, 74, 15, 2, 82, 2, 42, 75, 42, 10, 67, 57, 41, 10, 7, 2, 42,
|
||||
74, 106, 15, 2, 35, 8, 8, 29, 7, 8, 8, 59, 35, 51, 8, 8, 15, 35, 30, 35, 8, 8, 30, 7, 8, 8, 60,
|
||||
36, 8, 45, 7, 7, 36, 8, 43, 8, 44, 21, 8, 8, 44, 35, 8, 8, 43, 23, 8, 8, 43, 35, 8, 8, 31, 21, 15,
|
||||
20, 8, 8, 28, 18, 58, 89, 58, 26, 21, 89, 73, 89, 29, 20, 8, 8, 30, 7,
|
||||
};
|
||||
|
||||
static void GenerateSegs(float x, float y, byte[] segs, int segs_start, int num_segs, bool vertical, Color32 c, List<Vector3> vbuf, List<Color32> cbuf)
|
||||
{
|
||||
for (int i = segs_start; i < segs_start + num_segs; ++i)
|
||||
{
|
||||
int len = segs[i] & 7;
|
||||
x += (float)((segs[i] >> 3) & 1);
|
||||
if (len != 0)
|
||||
{
|
||||
float y0 = y + (float)(segs[i] >> 4);
|
||||
for (int j = 0; j < 4; ++j)
|
||||
{
|
||||
Vector3 pos = new Vector3(
|
||||
x + (j == 1 || j == 2 ? (vertical ? 1 : len) : 0),
|
||||
y0 + (j >= 2 ? (vertical ? len : 1) : 0),
|
||||
0.0f
|
||||
);
|
||||
vbuf.Add(pos);
|
||||
if (cbuf != null)
|
||||
cbuf.Add(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static public void GenerateMesh(float x, float y, string text, Color32 color, List<Vector3> vertexBuffer, List<Color32> colorBuffer)
|
||||
{
|
||||
float start_x = x;
|
||||
int max_verts = 64000 / 4;
|
||||
|
||||
int textIndex = 0;
|
||||
int textLength = text.Length;
|
||||
while (textIndex < textLength && vertexBuffer.Count < max_verts)
|
||||
{
|
||||
char textChar = text[textIndex];
|
||||
if (textChar == '\n' || textChar == '\t')
|
||||
{
|
||||
y += 12;
|
||||
x = start_x;
|
||||
}
|
||||
else if (textChar < ' ')
|
||||
{
|
||||
// just skip various other control chars
|
||||
}
|
||||
else
|
||||
{
|
||||
int charIndex = (int)textChar - 32;
|
||||
if (charIndex < 0 || charIndex >= kCharInfo.Length)
|
||||
charIndex = (int)'?' - 32;
|
||||
byte advance = kCharInfo[charIndex].advance;
|
||||
float y_ch = (advance & 16) != 0 ? y + 1 : y;
|
||||
int h_seg = kCharInfo[charIndex].h_seg;
|
||||
int v_seg = kCharInfo[charIndex].v_seg;
|
||||
int num_h = kCharInfo[charIndex + 1].h_seg - h_seg;
|
||||
int num_v = kCharInfo[charIndex + 1].v_seg - v_seg;
|
||||
GenerateSegs(x, y_ch, kHSegs, h_seg, num_h, false, color, vertexBuffer, colorBuffer);
|
||||
GenerateSegs(x, y_ch, kVSegs, v_seg, num_v, true, color, vertexBuffer, colorBuffer);
|
||||
x += advance & 15;
|
||||
}
|
||||
++textIndex;
|
||||
}
|
||||
}
|
||||
}
|
|
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