File size: 6,223 Bytes
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using UnityEngine;
namespace TMPro
{
public struct TMP_Vertex
{
public Vector3 position;
public Vector2 uv;
public Vector2 uv2;
public Vector2 uv4;
public Color32 color;
public static TMP_Vertex zero { get { return k_Zero; } }
//public Vector3 normal;
//public Vector4 tangent;
static readonly TMP_Vertex k_Zero = new TMP_Vertex();
}
/// <summary>
///
/// </summary>
public struct TMP_Offset
{
public float left { get { return m_Left; } set { m_Left = value; } }
public float right { get { return m_Right; } set { m_Right = value; } }
public float top { get { return m_Top; } set { m_Top = value; } }
public float bottom { get { return m_Bottom; } set { m_Bottom = value; } }
public float horizontal { get { return m_Left; } set { m_Left = value; m_Right = value; } }
public float vertical { get { return m_Top; } set { m_Top = value; m_Bottom = value; } }
/// <summary>
///
/// </summary>
public static TMP_Offset zero { get { return k_ZeroOffset; } }
// =============================================
// Private backing fields for public properties.
// =============================================
float m_Left;
float m_Right;
float m_Top;
float m_Bottom;
static readonly TMP_Offset k_ZeroOffset = new TMP_Offset(0F, 0F, 0F, 0F);
/// <summary>
///
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <param name="top"></param>
/// <param name="bottom"></param>
public TMP_Offset(float left, float right, float top, float bottom)
{
m_Left = left;
m_Right = right;
m_Top = top;
m_Bottom = bottom;
}
/// <summary>
///
/// </summary>
/// <param name="horizontal"></param>
/// <param name="vertical"></param>
public TMP_Offset(float horizontal, float vertical)
{
m_Left = horizontal;
m_Right = horizontal;
m_Top = vertical;
m_Bottom = vertical;
}
public static bool operator ==(TMP_Offset lhs, TMP_Offset rhs)
{
return lhs.m_Left == rhs.m_Left &&
lhs.m_Right == rhs.m_Right &&
lhs.m_Top == rhs.m_Top &&
lhs.m_Bottom == rhs.m_Bottom;
}
public static bool operator !=(TMP_Offset lhs, TMP_Offset rhs)
{
return !(lhs == rhs);
}
public static TMP_Offset operator *(TMP_Offset a, float b)
{
return new TMP_Offset(a.m_Left * b, a.m_Right * b, a.m_Top * b, a.m_Bottom * b);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public bool Equals(TMP_Offset other)
{
return base.Equals(other);
}
}
/// <summary>
///
/// </summary>
public struct HighlightState
{
public Color32 color;
public TMP_Offset padding;
public HighlightState(Color32 color, TMP_Offset padding)
{
this.color = color;
this.padding = padding;
}
public static bool operator ==(HighlightState lhs, HighlightState rhs)
{
return lhs.color.Compare(rhs.color) && lhs.padding == rhs.padding;
}
public static bool operator !=(HighlightState lhs, HighlightState rhs)
{
return !(lhs == rhs);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public bool Equals(HighlightState other)
{
return base.Equals(other);
}
}
/// <summary>
/// Structure containing information about individual text elements (character or sprites).
/// </summary>
[DebuggerDisplay("Unicode '{character}' ({((uint)character).ToString(\"X\")})")]
public struct TMP_CharacterInfo
{
public char character; // Should be changed to an uint to handle UTF32
/// <summary>
/// Index of the character in the raw string.
/// </summary>
public int index; // Index of the character in the input string.
public int stringLength;
public TMP_TextElementType elementType;
public TMP_TextElement textElement;
public TMP_FontAsset fontAsset;
public TMP_SpriteAsset spriteAsset;
public int spriteIndex;
public Material material;
public int materialReferenceIndex;
public bool isUsingAlternateTypeface;
public float pointSize;
//public short wordNumber;
public int lineNumber;
//public short charNumber;
public int pageNumber;
public int vertexIndex;
public TMP_Vertex vertex_BL;
public TMP_Vertex vertex_TL;
public TMP_Vertex vertex_TR;
public TMP_Vertex vertex_BR;
public Vector3 topLeft;
public Vector3 bottomLeft;
public Vector3 topRight;
public Vector3 bottomRight;
public float origin;
public float xAdvance;
public float ascender;
public float baseLine;
public float descender;
internal float adjustedAscender;
internal float adjustedDescender;
public float aspectRatio;
public float scale;
public Color32 color;
public Color32 underlineColor;
public int underlineVertexIndex;
public Color32 strikethroughColor;
public int strikethroughVertexIndex;
public Color32 highlightColor;
public HighlightState highlightState;
public FontStyles style;
public bool isVisible;
//public bool isIgnoringAlignment;
}
}
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