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label processing string & remove shared label info #16292

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Re: #15890
#15693
https://github.com/cocos/3d-tasks/issues/17388

Changelog


Continuous Integration

This pull request:

  • needs automatic test cases check.

    Manual trigger with @cocos-robot run test cases afterward.

  • does not change any runtime related code or build configuration

    If any reviewer thinks the CI checks are needed, please uncheck this option, then close and reopen the issue.


Compatibility Check

This pull request:

  • changes public API, and have ensured backward compatibility with deprecated features.
  • affects platform compatibility, e.g. system version, browser version, platform sdk version, platform toolchain, language version, hardware compatibility etc.
  • affects file structure of the build package or build configuration which requires user project upgrade.
  • introduces breaking changes, please list all changes, affected features and the scope of violation.

@LinYunMo
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@cocos-robot run test cases

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github-actions bot commented Sep 20, 2023

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;

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@cocos-robot run test cases

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@cocos-robot run test cases

@LinYunMo LinYunMo mentioned this pull request Sep 25, 2023
6 tasks
@@ -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

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