mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-17 17:34:35 +08:00
feat: improved text-gizmos API.
+ Can change font size. + Can change text alignment (TextAnchor). + Can set background color. + Can set world scaling.
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@ -222,58 +222,6 @@ namespace DCFApixels
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}
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#endregion
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#region Text
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text) => Gizmo(new TextGizmo(position, text));
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private readonly struct TextGizmo : IGizmo<TextGizmo>
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{
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public readonly Vector3 Position;
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public readonly string Text;
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[IN(LINE)]
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public TextGizmo(Vector3 position, object text)
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{
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Position = position;
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Text = text.ToString();
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}
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public IGizmoRenderer<TextGizmo> RegisterNewRenderer() { return new Renderer(); }
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#region Renderer
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private class Renderer : IGizmoRenderer_UnityGizmos<TextGizmo>
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{
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private static GUIStyle _labelStyle;
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private static GUIContent _labelDummy;
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public int ExecuteOrder => default(UnlitMat).GetExecuteOrder();
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public bool IsStaticRender => false;
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public void Prepare(Camera camera, GizmosList<TextGizmo> list) { }
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public void Render(Camera camera, GizmosList<TextGizmo> list, CommandBuffer cb) { }
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public void Render_UnityGizmos(Camera camera, GizmosList<TextGizmo> list)
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{
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#if UNITY_EDITOR
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Color defaultColor = GUI.color;
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if (_labelStyle == null || _labelDummy == null)
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{
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_labelStyle = GUI.skin.label;
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_labelStyle.richText = false;
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_labelDummy = new GUIContent();
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}
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Handles.BeginGUI();
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foreach (ref readonly var item in list)
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{
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GUI.color = item.Color * GlobalColor;
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_labelDummy.text = item.Value.Text;
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if (!(HandleUtility.WorldToGUIPointWithDepth(item.Value.Position).z < 0f))
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{
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GUI.Label(HandleUtility.WorldPointToSizedRect(item.Value.Position, _labelDummy, _labelStyle), _labelDummy, _labelStyle);
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}
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}
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Handles.EndGUI();
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GUI.color = defaultColor;
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#endif
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}
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}
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#endregion
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}
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#endregion
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// Base Renderers
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#region MeshRendererBase
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253
Runtime/Gizmos/DebugX.text.cs
Normal file
253
Runtime/Gizmos/DebugX.text.cs
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@ -0,0 +1,253 @@
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using DCFApixels.DebugXCore;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace DCFApixels {
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using IN = System.Runtime.CompilerServices.MethodImplAttribute;
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public static partial class DebugX {
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public readonly partial struct DrawHandler {
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#region Text
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/// <summary>
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/// Draw text at the world position.
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/// Can pass any object where ToString() will be called.
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/// </summary>
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/// <param name="position">World position.</param>
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/// <param name="text">String or any other object.</param>
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text) => Gizmo(new TextGizmo(new TextBuilder(position, text)));
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/// <summary>
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/// Draw text at the world position.
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/// Can pass any object where ToString() will be called.
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/// </summary>
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/// <param name="position">World position.</param>
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/// <param name="text">String or any other object.</param>
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/// <param name="fontSize">Text font size.</param>
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text, int fontSize) => Gizmo(new TextGizmo(new TextBuilder(position, text, fontSize)));
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/// <summary>
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/// Draw text at the world position.
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/// Can pass any object where ToString() will be called.
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/// </summary>
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/// <param name="position">World position.</param>
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/// <param name="text">String or any other object.</param>
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/// <param name="fontSize">Text font size.</param>
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/// <param name="textAnchor">Text alignment.</param>
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[IN(LINE)] public DrawHandler Text(Vector3 position, object text, int fontSize, TextAnchor textAnchor) => Gizmo(new TextGizmo(new TextBuilder(position, text, fontSize, textAnchor)));
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/// <summary>
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/// Use text builder to pass more details about how text-gizmo should be drawn.
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/// </summary>
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/// <param name="textBuilder">Settings with a builder pattern.</param>
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[IN(LINE)] public DrawHandler Text(TextBuilder textBuilder) => Gizmo(new TextGizmo(textBuilder));
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private readonly struct TextGizmo : IGizmo<TextGizmo> {
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private const int BACKGROUND_TEXTURE_WIDTH = 2;
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private const int BACKGROUND_TEXTURE_HEIGHT = 2;
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private const int BACKGROUND_TEXTURE_PIXELS_COUNT = BACKGROUND_TEXTURE_WIDTH * BACKGROUND_TEXTURE_HEIGHT;
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// TODO: Normally Texture2D should be destroyed when not needed anymore. Though it will live through entire app lifetime. What about editor?
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private static Texture2D _backgroundTexture;
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private static Color32[] _backgroundTexturePixels;
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public readonly TextBuilder TextBuilderInstance;
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[IN(LINE)]
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public TextGizmo(TextBuilder textBuilder) {
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TextBuilderInstance = textBuilder;
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CheckTextureInstance();
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}
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/// <summary>
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/// Should be called once after the app domain is cleared.
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/// </summary>
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private void CheckTextureInstance() {
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if (_backgroundTexture != null) {
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return;
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}
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_backgroundTexture = new Texture2D(BACKGROUND_TEXTURE_WIDTH, BACKGROUND_TEXTURE_HEIGHT);
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_backgroundTexturePixels = new Color32[BACKGROUND_TEXTURE_PIXELS_COUNT];
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_backgroundTexture.SetPixels32(_backgroundTexturePixels);
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_backgroundTexture.Apply();
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}
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public IGizmoRenderer<TextGizmo> RegisterNewRenderer() { return new Renderer(); }
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#region Renderer
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private class Renderer : IGizmoRenderer_UnityGizmos<TextGizmo>
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{
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private static GUIStyle _labelStyle;
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private static GUIContent _labelDummy;
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public int ExecuteOrder => default(UnlitMat).GetExecuteOrder();
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public bool IsStaticRender => false;
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public void Prepare(Camera camera, GizmosList<TextGizmo> list) { }
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public void Render(Camera camera, GizmosList<TextGizmo> list, CommandBuffer cb) { }
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public void Render_UnityGizmos(Camera camera, GizmosList<TextGizmo> list)
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{
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#if UNITY_EDITOR
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Color defaultColor = GUI.color;
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if (_labelStyle == null || _labelDummy == null)
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{
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_labelStyle = GUI.skin.label;
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_labelStyle.richText = false;
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_labelDummy = new GUIContent();
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}
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Handles.BeginGUI();
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foreach (ref readonly var item in list)
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{
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GUI.color = item.Color * GlobalColor;
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_labelDummy.text = item.Value.TextBuilderInstance.Text.ToString();
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if (item.Value.TextBuilderInstance.UseWorldScale) {
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var zoom = 1f;
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var cam = GetCurrentCamera();
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if (cam != null) {
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zoom = cam.orthographicSize;
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} else {
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var currentDrawingSceneView = SceneView.currentDrawingSceneView;
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if (currentDrawingSceneView != null
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&& SceneView.currentDrawingSceneView.camera != null) {
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cam = currentDrawingSceneView.camera;
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if (camera != null) {
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zoom = cam.orthographicSize;
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}
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}
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}
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_labelStyle.fontSize = Mathf.FloorToInt(item.Value.TextBuilderInstance.FontSize / zoom);
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} else {
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_labelStyle.fontSize = item.Value.TextBuilderInstance.FontSize;
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}
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_labelStyle.alignment = item.Value.TextBuilderInstance.TextAnchor;
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_labelStyle.normal = new GUIStyleState {
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textColor = item.Color * GlobalColor,
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};
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if (item.Value.TextBuilderInstance.UseBackground) {
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for (int i = 0; i < BACKGROUND_TEXTURE_PIXELS_COUNT; i++) {
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_backgroundTexturePixels[i] = item.Value.TextBuilderInstance.BackgroundColor;
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}
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_backgroundTexture.SetPixels32(_backgroundTexturePixels);
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_backgroundTexture.Apply();
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_labelStyle.normal.background = _backgroundTexture;
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}
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if (!(HandleUtility.WorldToGUIPointWithDepth(item.Value.TextBuilderInstance.Position).z < 0f))
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{
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GUI.Label(HandleUtility.WorldPointToSizedRect(item.Value.TextBuilderInstance.Position, _labelDummy, _labelStyle), _labelDummy, _labelStyle);
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}
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}
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Handles.EndGUI();
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GUI.color = defaultColor;
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#endif
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}
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}
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#endregion
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}
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#endregion
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#region TextBuilder
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/// <summary>
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/// Set text gizmos instance settings using a builder pattern.
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/// </summary>
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public struct TextBuilder {
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private const TextAnchor DEFAULT_TEXT_ANCHOR = TextAnchor.MiddleLeft;
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private const int DEFAULT_FONT_SIZE = 16;
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/// <summary>
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/// Text world position.
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/// </summary>
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public Vector3 Position { get; set; }
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/// <summary>
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/// Text. Uses ToString() of the passed object.
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/// </summary>
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public object Text { get; set; }
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/// <summary>
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/// Font size. Default is <see cref="DEFAULT_FONT_SIZE" />.
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/// </summary>
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public int FontSize { get; set; }
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/// <summary>
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/// Text alignment. Default is <see cref="DEFAULT_TEXT_ANCHOR" />.
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/// </summary>
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public TextAnchor TextAnchor { get; set; }
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/// <summary>
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/// Background texture color.
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/// </summary>
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public Color BackgroundColor { get; set; }
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/// <summary>
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/// Flag to use background texture and background color when rendering text gizmo instance.
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/// </summary>
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public bool UseBackground { get; set; }
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/// <summary>
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/// If set true - camera zooming will affect text scale to keep same size in the world.
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/// </summary>
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public bool UseWorldScale { get; set; }
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public TextBuilder(Vector3 position, object text, int fontSize = DEFAULT_FONT_SIZE, TextAnchor textAnchor = DEFAULT_TEXT_ANCHOR) : this() {
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Position = position;
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Text = text;
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FontSize = fontSize;
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TextAnchor = textAnchor;
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}
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public TextBuilder SetPosition(Vector3 position) {
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Position = position;
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return this;
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}
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public TextBuilder SetText(object text) {
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Text = text;
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return this;
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}
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public TextBuilder SetFontSize(int fontSize) {
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FontSize = fontSize;
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return this;
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}
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public TextBuilder SetTextAnchor(TextAnchor textAnchor) {
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TextAnchor = textAnchor;
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return this;
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}
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public TextBuilder SetBackground(Color backgroundColor) {
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UseBackground = true;
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BackgroundColor = backgroundColor;
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return this;
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}
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public TextBuilder RemoveBackground() {
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UseBackground = false;
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return this;
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}
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public TextBuilder SetWorldScaling() {
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UseWorldScale = true;
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return this;
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}
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public TextBuilder RemoveWorldScaling() {
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UseWorldScale = false;
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return this;
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}
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}
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#endregion
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}
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}
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}
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