DrawableLabel.cs 11 KB

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  1. #region copyright
  2. //-------------------------------------------------------
  3. // Copyright (C) Dmitriy Yukhanov [https://codestage.net]
  4. //-------------------------------------------------------
  5. #endregion
  6. namespace CodeStage.AdvancedFPSCounter.Labels
  7. {
  8. using System.Text;
  9. using UnityEngine;
  10. using UnityEngine.UI;
  11. internal class DrawableLabel
  12. {
  13. // ----------------------------------------------------------------------------
  14. // internal fields
  15. // ----------------------------------------------------------------------------
  16. internal GameObject container;
  17. internal LabelAnchor anchor;
  18. internal StringBuilder newText;
  19. internal bool dirty;
  20. // ----------------------------------------------------------------------------
  21. // private fields
  22. // ----------------------------------------------------------------------------
  23. private GameObject labelGameObject;
  24. private RectTransform labelTransform;
  25. private ContentSizeFitter labelFitter;
  26. private HorizontalLayoutGroup labelGroup;
  27. private GameObject uiTextGameObject;
  28. private Text uiText;
  29. private Font font;
  30. private int fontSize;
  31. private float lineSpacing;
  32. private Vector2 pixelOffset;
  33. private readonly LabelEffect background;
  34. private Image backgroundImage;
  35. private readonly LabelEffect shadow;
  36. private Shadow shadowComponent;
  37. private readonly LabelEffect outline;
  38. private Outline outlineComponent;
  39. // ----------------------------------------------------------------------------
  40. // constructor
  41. // ----------------------------------------------------------------------------
  42. internal DrawableLabel(GameObject container, LabelAnchor anchor, LabelEffect background, LabelEffect shadow, LabelEffect outline, Font font, int fontSize, float lineSpacing, Vector2 pixelOffset)
  43. {
  44. this.container = container;
  45. this.anchor = anchor;
  46. this.background = background;
  47. this.shadow = shadow;
  48. this.outline = outline;
  49. this.font = font;
  50. this.fontSize = fontSize;
  51. this.lineSpacing = lineSpacing;
  52. this.pixelOffset = pixelOffset;
  53. NormalizeOffset();
  54. newText = new StringBuilder(1000);
  55. }
  56. // ----------------------------------------------------------------------------
  57. // internal methods
  58. // ----------------------------------------------------------------------------
  59. internal void CheckAndUpdate()
  60. {
  61. if (newText.Length > 0)
  62. {
  63. if (uiText == null)
  64. {
  65. /* create label game object and configure it */
  66. labelGameObject = new GameObject(anchor.ToString(), typeof(RectTransform));
  67. labelTransform = labelGameObject.GetComponent<RectTransform>();
  68. labelGameObject.layer = container.layer;
  69. labelGameObject.tag = container.tag;
  70. labelGameObject.transform.SetParent(container.transform, false);
  71. uiTextGameObject = new GameObject("Text", typeof(Text));
  72. uiTextGameObject.transform.SetParent(labelGameObject.transform, false);
  73. var textRectTransform = (RectTransform)uiTextGameObject.transform;
  74. textRectTransform.anchorMin = Vector2.zero;
  75. textRectTransform.anchorMax = Vector2.one;
  76. textRectTransform.sizeDelta = Vector2.zero;
  77. /* create UI Text component and apply settings */
  78. uiText = uiTextGameObject.GetComponent<Text>();
  79. uiText.horizontalOverflow = HorizontalWrapMode.Overflow;
  80. uiText.verticalOverflow = VerticalWrapMode.Overflow;
  81. ApplyShadow();
  82. ApplyOutline();
  83. ApplyFont();
  84. uiText.fontSize = fontSize;
  85. uiText.lineSpacing = lineSpacing;
  86. UpdateTextPosition();
  87. ApplyBackground();
  88. }
  89. if (dirty)
  90. {
  91. uiText.text = newText.ToString();
  92. ApplyBackground();
  93. dirty = false;
  94. }
  95. newText.Length = 0;
  96. }
  97. else if (uiText != null)
  98. {
  99. Clear();
  100. }
  101. }
  102. internal void Clear()
  103. {
  104. newText.Length = 0;
  105. if (labelGameObject != null)
  106. {
  107. Object.Destroy(labelGameObject);
  108. labelGameObject = null;
  109. labelTransform = null;
  110. uiText = null;
  111. }
  112. if (backgroundImage != null)
  113. {
  114. Object.Destroy(backgroundImage);
  115. backgroundImage = null;
  116. }
  117. }
  118. internal void Destroy()
  119. {
  120. Clear();
  121. newText = null;
  122. }
  123. internal void ChangeFont(Font labelsFont)
  124. {
  125. font = labelsFont;
  126. ApplyFont();
  127. ApplyBackground();
  128. }
  129. internal void ChangeFontSize(int newSize)
  130. {
  131. fontSize = newSize;
  132. if (uiText != null) uiText.fontSize = fontSize;
  133. ApplyBackground();
  134. }
  135. internal void ChangeOffset(Vector2 newPixelOffset)
  136. {
  137. pixelOffset = newPixelOffset;
  138. NormalizeOffset();
  139. if (labelTransform != null)
  140. {
  141. labelTransform.anchoredPosition = pixelOffset;
  142. }
  143. ApplyBackground();
  144. }
  145. internal void ChangeLineSpacing(float newValueLineSpacing)
  146. {
  147. lineSpacing = newValueLineSpacing;
  148. if (uiText != null)
  149. {
  150. uiText.lineSpacing = newValueLineSpacing;
  151. }
  152. ApplyBackground();
  153. }
  154. internal void ChangeBackground(bool enabled)
  155. {
  156. background.enabled = enabled;
  157. ApplyBackground();
  158. }
  159. internal void ChangeBackgroundColor(Color color)
  160. {
  161. background.color = color;
  162. ApplyBackground();
  163. }
  164. public void ChangeBackgroundPadding(int backgroundPadding)
  165. {
  166. background.padding = backgroundPadding;
  167. ApplyBackground();
  168. }
  169. internal void ChangeShadow(bool enabled)
  170. {
  171. shadow.enabled = enabled;
  172. ApplyShadow();
  173. }
  174. internal void ChangeShadowColor(Color color)
  175. {
  176. shadow.color = color;
  177. ApplyShadow();
  178. }
  179. internal void ChangeShadowDistance(Vector2 distance)
  180. {
  181. shadow.distance = distance;
  182. ApplyShadow();
  183. }
  184. internal void ChangeOutline(bool enabled)
  185. {
  186. outline.enabled = enabled;
  187. ApplyOutline();
  188. }
  189. internal void ChangeOutlineColor(Color color)
  190. {
  191. outline.color = color;
  192. ApplyOutline();
  193. }
  194. internal void ChangeOutlineDistance(Vector2 distance)
  195. {
  196. outline.distance = distance;
  197. ApplyOutline();
  198. }
  199. // ----------------------------------------------------------------------------
  200. // private methods
  201. // ----------------------------------------------------------------------------
  202. private void UpdateTextPosition()
  203. {
  204. labelTransform.localRotation = Quaternion.identity;
  205. labelTransform.sizeDelta = Vector2.zero;
  206. labelTransform.anchoredPosition = pixelOffset;
  207. switch (anchor)
  208. {
  209. case LabelAnchor.UpperLeft:
  210. uiText.alignment = TextAnchor.UpperLeft;
  211. labelTransform.anchorMin = Vector2.up;
  212. labelTransform.anchorMax = Vector2.up;
  213. labelTransform.pivot = new Vector2(0,1);
  214. break;
  215. case LabelAnchor.UpperRight:
  216. uiText.alignment = TextAnchor.UpperRight;
  217. labelTransform.anchorMin = Vector2.one;
  218. labelTransform.anchorMax = Vector2.one;
  219. labelTransform.pivot = new Vector2(1, 1);
  220. break;
  221. case LabelAnchor.LowerLeft:
  222. uiText.alignment = TextAnchor.LowerLeft;
  223. labelTransform.anchorMin = Vector2.zero;
  224. labelTransform.anchorMax = Vector2.zero;
  225. labelTransform.pivot = new Vector2(0, 0);
  226. break;
  227. case LabelAnchor.LowerRight:
  228. uiText.alignment = TextAnchor.LowerRight;
  229. labelTransform.anchorMin = Vector2.right;
  230. labelTransform.anchorMax = Vector2.right;
  231. labelTransform.pivot = new Vector2(1, 0);
  232. break;
  233. case LabelAnchor.UpperCenter:
  234. uiText.alignment = TextAnchor.UpperCenter;
  235. labelTransform.anchorMin = new Vector2(0.5f, 1f);
  236. labelTransform.anchorMax = new Vector2(0.5f, 1f);
  237. labelTransform.pivot = new Vector2(0.5f, 1);
  238. break;
  239. case LabelAnchor.LowerCenter:
  240. uiText.alignment = TextAnchor.LowerCenter;
  241. labelTransform.anchorMin = new Vector2(0.5f, 0f);
  242. labelTransform.anchorMax = new Vector2(0.5f, 0f);
  243. labelTransform.pivot = new Vector2(0.5f, 0);
  244. break;
  245. default:
  246. Debug.LogWarning(AFPSCounter.LogPrefix + "Unknown label anchor!", uiText);
  247. uiText.alignment = TextAnchor.UpperLeft;
  248. labelTransform.anchorMin = Vector2.up;
  249. labelTransform.anchorMax = Vector2.up;
  250. break;
  251. }
  252. }
  253. private void NormalizeOffset()
  254. {
  255. switch (anchor)
  256. {
  257. case LabelAnchor.UpperLeft:
  258. pixelOffset.y = -pixelOffset.y;
  259. break;
  260. case LabelAnchor.UpperRight:
  261. pixelOffset.x = -pixelOffset.x;
  262. pixelOffset.y = -pixelOffset.y;
  263. break;
  264. case LabelAnchor.LowerLeft:
  265. // it's fine
  266. break;
  267. case LabelAnchor.LowerRight:
  268. pixelOffset.x = -pixelOffset.x;
  269. break;
  270. case LabelAnchor.UpperCenter:
  271. pixelOffset.y = -pixelOffset.y;
  272. pixelOffset.x = 0;
  273. break;
  274. case LabelAnchor.LowerCenter:
  275. pixelOffset.x = 0;
  276. break;
  277. default:
  278. pixelOffset.y = -pixelOffset.y;
  279. break;
  280. }
  281. }
  282. private void ApplyBackground()
  283. {
  284. if (uiText == null) return;
  285. if (background.enabled && !backgroundImage)
  286. {
  287. backgroundImage = labelGameObject.AddComponent<Image>();
  288. labelFitter = labelGameObject.AddComponent<ContentSizeFitter>();
  289. labelFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
  290. labelFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
  291. labelGroup = labelGameObject.AddComponent<HorizontalLayoutGroup>();
  292. }
  293. if (!background.enabled && backgroundImage)
  294. {
  295. Object.Destroy(backgroundImage);
  296. Object.Destroy(labelFitter);
  297. Object.Destroy(labelGroup);
  298. backgroundImage = null;
  299. }
  300. if (backgroundImage != null)
  301. {
  302. if (backgroundImage.color != background.color)
  303. {
  304. backgroundImage.color = background.color;
  305. }
  306. if (labelGroup.padding.bottom != background.padding)
  307. {
  308. labelGroup.padding.top = background.padding;
  309. labelGroup.padding.left = background.padding;
  310. labelGroup.padding.right = background.padding;
  311. labelGroup.padding.bottom = background.padding;
  312. labelGroup.SetLayoutHorizontal();
  313. }
  314. }
  315. }
  316. private void ApplyShadow()
  317. {
  318. if (uiText == null) return;
  319. if (shadow.enabled && !shadowComponent)
  320. {
  321. shadowComponent = uiTextGameObject.AddComponent<Shadow>();
  322. }
  323. if (!shadow.enabled && shadowComponent)
  324. {
  325. Object.Destroy(shadowComponent);
  326. }
  327. if (shadowComponent != null)
  328. {
  329. shadowComponent.effectColor = shadow.color;
  330. shadowComponent.effectDistance = shadow.distance;
  331. }
  332. }
  333. private void ApplyOutline()
  334. {
  335. if (uiText == null) return;
  336. if (outline.enabled && !outlineComponent)
  337. {
  338. outlineComponent = uiTextGameObject.AddComponent<Outline>();
  339. }
  340. if (!outline.enabled && outlineComponent)
  341. {
  342. Object.Destroy(outlineComponent);
  343. }
  344. if (outlineComponent != null)
  345. {
  346. outlineComponent.effectColor = outline.color;
  347. outlineComponent.effectDistance = outline.distance;
  348. }
  349. }
  350. private void ApplyFont()
  351. {
  352. if (uiText == null) return;
  353. if (font == null) font = Resources.GetBuiltinResource<Font>("Arial.ttf");
  354. uiText.font = font;
  355. }
  356. }
  357. }