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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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220 lines
6.1 KiB
C#
220 lines
6.1 KiB
C#
using System.Diagnostics;
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using UnityEngine;
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namespace TMPro
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{
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public struct TMP_Vertex
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{
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public Vector3 position;
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public Vector2 uv;
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public Vector2 uv2;
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public Vector2 uv4;
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public Color32 color;
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public static TMP_Vertex zero { get { return k_Zero; } }
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//public Vector3 normal;
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//public Vector4 tangent;
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static readonly TMP_Vertex k_Zero = new TMP_Vertex();
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}
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/// <summary>
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///
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/// </summary>
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public struct TMP_Offset
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{
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public float left { get { return m_Left; } set { m_Left = value; } }
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public float right { get { return m_Right; } set { m_Right = value; } }
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public float top { get { return m_Top; } set { m_Top = value; } }
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public float bottom { get { return m_Bottom; } set { m_Bottom = value; } }
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public float horizontal { get { return m_Left; } set { m_Left = value; m_Right = value; } }
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public float vertical { get { return m_Top; } set { m_Top = value; m_Bottom = value; } }
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/// <summary>
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///
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/// </summary>
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public static TMP_Offset zero { get { return k_ZeroOffset; } }
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// =============================================
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// Private backing fields for public properties.
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// =============================================
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float m_Left;
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float m_Right;
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float m_Top;
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float m_Bottom;
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static readonly TMP_Offset k_ZeroOffset = new TMP_Offset(0F, 0F, 0F, 0F);
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/// <summary>
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///
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/// </summary>
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/// <param name="left"></param>
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/// <param name="right"></param>
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/// <param name="top"></param>
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/// <param name="bottom"></param>
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public TMP_Offset(float left, float right, float top, float bottom)
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{
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m_Left = left;
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m_Right = right;
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m_Top = top;
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m_Bottom = bottom;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="horizontal"></param>
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/// <param name="vertical"></param>
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public TMP_Offset(float horizontal, float vertical)
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{
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m_Left = horizontal;
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m_Right = horizontal;
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m_Top = vertical;
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m_Bottom = vertical;
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}
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public static bool operator ==(TMP_Offset lhs, TMP_Offset rhs)
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{
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return lhs.m_Left == rhs.m_Left &&
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lhs.m_Right == rhs.m_Right &&
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lhs.m_Top == rhs.m_Top &&
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lhs.m_Bottom == rhs.m_Bottom;
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}
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public static bool operator !=(TMP_Offset lhs, TMP_Offset rhs)
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{
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return !(lhs == rhs);
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}
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public static TMP_Offset operator *(TMP_Offset a, float b)
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{
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return new TMP_Offset(a.m_Left * b, a.m_Right * b, a.m_Top * b, a.m_Bottom * b);
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}
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public override int GetHashCode()
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{
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return base.GetHashCode();
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}
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public override bool Equals(object obj)
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{
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return base.Equals(obj);
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}
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public bool Equals(TMP_Offset other)
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{
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return base.Equals(other);
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}
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}
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/// <summary>
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///
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/// </summary>
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public struct HighlightState
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{
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public Color32 color;
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public TMP_Offset padding;
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public HighlightState(Color32 color, TMP_Offset padding)
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{
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this.color = color;
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this.padding = padding;
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}
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public static bool operator ==(HighlightState lhs, HighlightState rhs)
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{
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return lhs.color.Compare(rhs.color) && lhs.padding == rhs.padding;
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}
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public static bool operator !=(HighlightState lhs, HighlightState rhs)
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{
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return !(lhs == rhs);
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}
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public override int GetHashCode()
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{
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return base.GetHashCode();
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}
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public override bool Equals(object obj)
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{
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return base.Equals(obj);
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}
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public bool Equals(HighlightState other)
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{
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return base.Equals(other);
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}
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}
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/// <summary>
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/// Structure containing information about individual text elements (character or sprites).
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/// </summary>
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[DebuggerDisplay("Unicode '{character}' ({((uint)character).ToString(\"X\")})")]
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public struct TMP_CharacterInfo
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{
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public char character; // Should be changed to an uint to handle UTF32
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/// <summary>
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/// Index of the character in the raw string.
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/// </summary>
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public int index; // Index of the character in the input string.
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public int stringLength;
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public TMP_TextElementType elementType;
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public TMP_TextElement textElement;
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public TMP_FontAsset fontAsset;
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public TMP_SpriteAsset spriteAsset;
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public int spriteIndex;
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public Material material;
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public int materialReferenceIndex;
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public bool isUsingAlternateTypeface;
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public float pointSize;
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//public short wordNumber;
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public int lineNumber;
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//public short charNumber;
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public int pageNumber;
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public int vertexIndex;
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public TMP_Vertex vertex_BL;
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public TMP_Vertex vertex_TL;
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public TMP_Vertex vertex_TR;
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public TMP_Vertex vertex_BR;
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public Vector3 topLeft;
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public Vector3 bottomLeft;
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public Vector3 topRight;
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public Vector3 bottomRight;
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public float origin;
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public float xAdvance;
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public float ascender;
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public float baseLine;
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public float descender;
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internal float adjustedAscender;
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internal float adjustedDescender;
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public float aspectRatio;
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public float scale;
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public Color32 color;
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public Color32 underlineColor;
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public int underlineVertexIndex;
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public Color32 strikethroughColor;
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public int strikethroughVertexIndex;
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public Color32 highlightColor;
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public HighlightState highlightState;
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public FontStyles style;
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public bool isVisible;
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//public bool isIgnoringAlignment;
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}
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}
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