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label processing string & remove shared label info #16292
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Interface Check Report! WARNING this pull request has changed these public interfaces:
@@ -60083,8 +60083,59 @@
* @param {Number} y
*/
drawTextureAt(image: ImageAsset, x: number, y: number): void;
}
+ export interface _cocos_2d_assembler_label_font_utils__ILabelInfo {
+ fontSize: number;
+ fontFamily: string;
+ fontDesc: string;
+ color: math.Color;
+ isOutlined: boolean;
+ out: math.Color;
+ margin: number;
+ fontScale: number;
+ }
+ export class _cocos_2d_assembler_label_font_utils__LetterTexture {
+ image: ImageAsset | null;
+ labelInfo: _cocos_2d_assembler_label_font_utils__ILabelInfo;
+ char: string;
+ data: _cocos_2d_assembler_label_font_utils__ISharedLabelData | null;
+ canvas: HTMLCanvasElement | null;
+ context: CanvasRenderingContext2D | null;
+ width: number;
+ height: number;
+ offsetY: number;
+ hash: string;
+ constructor(char: string, labelInfo: _cocos_2d_assembler_label_font_utils__ILabelInfo, hash: string);
+ updateRenderData(): void;
+ destroy(): void;
+ }
+ export class _cocos_2d_assembler_label_font_utils__FontLetterDefinition {
+ u: number;
+ v: number;
+ w: number;
+ h: number;
+ texture: _cocos_2d_assembler_label_font_utils__LetterRenderTexture | null;
+ offsetX: number;
+ offsetY: number;
+ valid: boolean;
+ xAdvance: number;
+ }
+ export class _cocos_2d_assembler_label_font_utils__LetterAtlas {
+ get width(): number;
+ get height(): number;
+ fontDefDictionary: _cocos_2d_assets_bitmap_font__FontAtlas;
+ constructor(width: number, height: number);
+ insertLetterTexture(letterTexture: _cocos_2d_assembler_label_font_utils__LetterTexture): _cocos_2d_assembler_label_font_utils__FontLetterDefinition | null;
+ update(): void;
+ reset(): void;
+ destroy(): void;
+ getTexture(): any;
+ beforeSceneLoad(): void;
+ clearAllCache(): void;
+ getLetter(key: string): any;
+ getLetterDefinitionForChar(char: string, style: _cocos_2d_assembler_label_text_style__TextStyle, fontScale: number): any;
+ }
export class _cocos_2d_assembler_label_text_style__TextStyle {
isBold: boolean;
isItalic: boolean;
isUnderline: boolean;
@@ -60106,8 +60157,10 @@
fontFamily: string;
fontDesc: string;
fntConfig: _cocos_2d_assets_bitmap_font__IConfig | null;
spriteFrame: SpriteFrame | null;
+ hash: string;
+ fontAtlas: _cocos_2d_assets_bitmap_font__FontAtlas | _cocos_2d_assembler_label_font_utils__LetterAtlas | null;
fontScale: number;
reset(): void;
}
export class _cocos_2d_assembler_label_text_layout__TextLayout {
@@ -60146,15 +60199,24 @@
uiTransAnchorX: number;
uiTransAnchorY: number;
reset(): void;
}
+ export class _cocos_2d_assembler_label_text_processing__LetterInfo {
+ char: string;
+ valid: boolean;
+ x: number;
+ y: number;
+ line: number;
+ hash: string;
+ }
export class _cocos_2d_assembler_label_text_output_data__TextOutputLayoutData {
parsedString: string[];
nodeContentSize: math.Size;
canvasSize: math.Size;
canvasPadding: math.Rect;
contentSizeExtend: math.Size;
startPosition: math.Vec2;
+ lettersInfo: _cocos_2d_assembler_label_text_processing__LetterInfo[];
reset(): void;
}
export class _cocos_2d_renderer_native_2d__NativeBatcher2d {
syncMeshBuffersToNative(accId: number, buffers: _cocos_2d_renderer_native_2d__NativeUIMeshBuffer[]): any;
|
@cocos-robot run test cases |
@cocos-robot run test cases |
@@ -50,68 +50,6 @@ export const bmfont: IAssembler = { | |||
// Fill All | |||
fillMeshVertices3D(node, renderer, comp.renderData!, tempColor); | |||
}, | |||
|
|||
appendQuad (comp: Label, spriteFrame: SpriteFrame, rect: Rect, rotated: boolean, x: number, y: number, scale: number) { | |||
const renderData = comp.renderData; |
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这里没用了么?
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重复函数
outputRenderData.uiTransAnchorX = trans.anchorX; | ||
outputRenderData.uiTransAnchorY = trans.anchorY; | ||
const fontAsset = comp.font as BitmapFont; | ||
style.fntConfig = fontAsset.fntConfig; // layout only |
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应该直接把 font 传下来,不应该拆成多个传递
|
||
style.color.set(comp.color); | ||
comp.actualFontSize = style.actualFontSize; |
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组件上为什么要缓存这个变量
if (comp.renderData.vertDirty) { | ||
_comp = comp; | ||
_uiTrans = _comp.node._uiProps.uiTransformComp!; | ||
this.updateLayoutData(comp);// Todo: move to layout manager |
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更新渲染时,需要先更新布局?
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不需要,只是在此PR中未进行流程分离,在流程分离 PR 中移除了此步
outputLayoutData, | ||
outputRenderData, | ||
comp.string, | ||
this.generateVertexData, |
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为什么会需要回调?
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由于在两种类型中,顶点处理方式无法统一,所以使用回调函数
Re: #15890
#15693
https://github.com/cocos/3d-tasks/issues/17388
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