diff options
| author | Andrew Lee <alee14498@protonmail.com> | 2020-04-19 17:19:32 -0400 |
|---|---|---|
| committer | Andrew Lee <alee14498@protonmail.com> | 2020-04-19 17:19:32 -0400 |
| commit | c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch) | |
| tree | ee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs | |
| download | Project-Sandbox-c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78.tar.gz Project-Sandbox-c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78.tar.bz2 Project-Sandbox-c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78.zip | |
Inital commit
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs | 1948 |
1 files changed, 1948 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs new file mode 100644 index 0000000..faa5796 --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs @@ -0,0 +1,1948 @@ +using System; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.TextCore; +using UnityEngine.TextCore.LowLevel; +using UnityEngine.Profiling; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + + +namespace TMPro +{ + public enum AtlasPopulationMode + { + Static = 0x0, + Dynamic = 0x1, + } + + + [Serializable] + public class TMP_FontAsset : TMP_Asset + { + /// <summary> + /// The version of the font asset class. + /// Version 1.1.0 adds support for the new TextCore.FontEngine and Dynamic SDF system. + /// </summary> + public string version + { + get { return m_Version; } + internal set { m_Version = value; } + } + [SerializeField] + private string m_Version; + + /// <summary> + /// This field is set when the font asset is first created. + /// </summary> + [SerializeField] + internal string m_SourceFontFileGUID; + + #if UNITY_EDITOR + /// <summary> + /// Persistent reference to the source font file maintained in the editor. + /// </summary> + [SerializeField] + internal Font m_SourceFontFile_EditorRef; + #endif + + /// <summary> + /// Source font file when atlas population mode is set to dynamic. Null when the atlas population mode is set to static. + /// </summary> + public Font sourceFontFile + { + get { return m_SourceFontFile; } + internal set { m_SourceFontFile = value; } + } + [SerializeField] + private Font m_SourceFontFile; + + public AtlasPopulationMode atlasPopulationMode + { + get { return m_AtlasPopulationMode; } + + set + { + m_AtlasPopulationMode = value; + + #if UNITY_EDITOR + if (m_AtlasPopulationMode == AtlasPopulationMode.Static) + m_SourceFontFile = null; + else if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) + m_SourceFontFile = m_SourceFontFile_EditorRef; + #endif + } + } + [SerializeField] + private AtlasPopulationMode m_AtlasPopulationMode; + + + /// <summary> + /// Information about the font face. + /// </summary> + public FaceInfo faceInfo + { + get { return m_FaceInfo; } + internal set { m_FaceInfo = value; } + } + [SerializeField] + private FaceInfo m_FaceInfo; + + + /// <summary> + /// List of glyphs contained in the font asset. + /// </summary> + public List<Glyph> glyphTable + { + get { return m_GlyphTable; } + internal set { m_GlyphTable = value; } + } + [SerializeField] + private List<Glyph> m_GlyphTable = new List<Glyph>(); + + /// <summary> + /// Dictionary used to lookup glyphs contained in the font asset by their index. + /// </summary> + public Dictionary<uint, Glyph> glyphLookupTable + { + get + { + if (m_GlyphLookupDictionary == null) + ReadFontAssetDefinition(); + + return m_GlyphLookupDictionary; + } + } + private Dictionary<uint, Glyph> m_GlyphLookupDictionary; + + + /// <summary> + /// List containing the characters of the given font asset. + /// </summary> + public List<TMP_Character> characterTable + { + get { return m_CharacterTable; } + internal set { m_CharacterTable = value; } + } + [SerializeField] + private List<TMP_Character> m_CharacterTable = new List<TMP_Character>(); + + /// <summary> + /// Dictionary used to lookup characters contained in the font asset by their unicode values. + /// </summary> + public Dictionary<uint, TMP_Character> characterLookupTable + { + get + { + if (m_CharacterLookupDictionary == null) + ReadFontAssetDefinition(); + + + return m_CharacterLookupDictionary; + } + } + private Dictionary<uint, TMP_Character> m_CharacterLookupDictionary; + + + /// <summary> + /// The font atlas used by this font asset. + /// This is always the texture at index [0] of the fontAtlasTextures. + /// </summary> + public Texture2D atlasTexture + { + get + { + if (m_AtlasTexture == null) + { + m_AtlasTexture = atlasTextures[0]; + } + + return m_AtlasTexture; + } + } + private Texture2D m_AtlasTexture; + + /// <summary> + /// Array of atlas textures that contain the glyphs used by this font asset. + /// </summary> + public Texture2D[] atlasTextures + { + get + { + if (m_AtlasTextures == null) + { + // + } + + return m_AtlasTextures; + } + + set + { + m_AtlasTextures = value; + } + } + [SerializeField] + private Texture2D[] m_AtlasTextures; + + /// <summary> + /// Index of the font atlas texture that still has available space to add new glyphs. + /// </summary> + [SerializeField] + internal int m_AtlasTextureIndex; + + /// <summary> + /// List of spaces occupied by glyphs in a given texture. + /// </summary> + internal List<GlyphRect> usedGlyphRects + { + get { return m_UsedGlyphRects; } + set { m_UsedGlyphRects = value; } + } + [SerializeField] + private List<GlyphRect> m_UsedGlyphRects; + + /// <summary> + /// List of spaces available in a given texture to add new glyphs. + /// </summary> + internal List<GlyphRect> freeGlyphRects + { + get { return m_FreeGlyphRects; } + set { m_FreeGlyphRects = value; } + } + [SerializeField] + private List<GlyphRect> m_FreeGlyphRects; + + /// <summary> + /// The general information about the font. + /// This property and FaceInfo_Legacy type are not longer used in version 1.1.0 of the font asset. + /// </summary> + [Obsolete("The fontInfo property and underlying type is now obsolete. Please use the faceInfo property and FaceInfo type instead.")] + public FaceInfo_Legacy fontInfo + { + get { return m_fontInfo; } + } + + [SerializeField] + private FaceInfo_Legacy m_fontInfo = null; + + /// <summary> + /// + /// </summary> + [SerializeField] + public Texture2D atlas; // Should add a property to make this read-only. + + /// <summary> + /// The width of the atlas texture(s) used by this font asset. + /// </summary> + public int atlasWidth + { + get { return m_AtlasWidth; } + internal set { m_AtlasWidth = value; } + } + [SerializeField] + private int m_AtlasWidth; + + /// <summary> + /// The height of the atlas texture(s) used by this font asset. + /// </summary> + public int atlasHeight + { + get { return m_AtlasHeight; } + internal set { m_AtlasHeight = value; } + } + [SerializeField] + private int m_AtlasHeight; + + /// <summary> + /// The padding used between glyphs contained in the atlas texture(s) used by this font asset. + /// </summary> + public int atlasPadding + { + get { return m_AtlasPadding; } + internal set { m_AtlasPadding = value; } + } + [SerializeField] + private int m_AtlasPadding; + + public GlyphRenderMode atlasRenderMode + { + get { return m_AtlasRenderMode; } + internal set { m_AtlasRenderMode = value; } + } + [SerializeField] + private GlyphRenderMode m_AtlasRenderMode; + + // Legacy field that will eventually be removed. + [SerializeField] + internal List<TMP_Glyph> m_glyphInfoList; + + [SerializeField] + [FormerlySerializedAs("m_kerningInfo")] + internal KerningTable m_KerningTable = new KerningTable(); + + /// <summary> + /// Table containing the various font features of this font asset. + /// </summary> + public TMP_FontFeatureTable fontFeatureTable + { + get { return m_FontFeatureTable; } + internal set { m_FontFeatureTable = value; } + } + [SerializeField] + private TMP_FontFeatureTable m_FontFeatureTable = new TMP_FontFeatureTable(); + + // Legacy field that will eventually be removed + [SerializeField] + #pragma warning disable 0649 + private List<TMP_FontAsset> fallbackFontAssets; + + /// <summary> + /// List containing the Fallback font assets for this font. + /// </summary> + public List<TMP_FontAsset> fallbackFontAssetTable + { + get { return m_FallbackFontAssetTable; } + set { m_FallbackFontAssetTable = value; } + } + [SerializeField] + public List<TMP_FontAsset> m_FallbackFontAssetTable; + + /// <summary> + /// The settings used in the Font Asset Creator when this font asset was created or edited. + /// </summary> + public FontAssetCreationSettings creationSettings + { + get { return m_CreationSettings; } + set { m_CreationSettings = value; } + } + [SerializeField] + internal FontAssetCreationSettings m_CreationSettings; + + /// <summary> + /// Array containing font assets to be used as alternative typefaces for the various potential font weights of this font asset. + /// </summary> + public TMP_FontWeightPair[] fontWeightTable + { + get { return m_FontWeightTable; } + internal set { m_FontWeightTable = value; } + } + [SerializeField] + private TMP_FontWeightPair[] m_FontWeightTable = new TMP_FontWeightPair[10]; + + // FONT WEIGHTS + /// <summary> + /// Font weights used by font asset prior to version 1.1.0. + /// This is legacy and will be removed at some point in the future. + /// </summary> + [SerializeField] + private TMP_FontWeightPair[] fontWeights = null; + + //private int[] m_characterSet; // Array containing all the characters in this font asset. + + /// <summary> + /// Defines the dilation of the text when using regular style. + /// </summary> + public float normalStyle = 0; + + /// <summary> + /// The spacing between characters when using regular style. + /// </summary> + public float normalSpacingOffset = 0; + + /// <summary> + /// Defines the dilation of the text when using bold style. + /// </summary> + public float boldStyle = 0.75f; + + /// <summary> + /// The spacing between characters when using regular style. + /// </summary> + public float boldSpacing = 7f; + + /// <summary> + /// Defines the slant of the text when using italic style. + /// </summary> + public byte italicStyle = 35; + + public byte tabSize = 10; + + private byte m_oldTabSize; + internal bool m_IsFontAssetLookupTablesDirty = false; + + /// <summary> + /// Create new instance of a font asset using default settings. + /// </summary> + /// <param name="font"></param> + /// <returns></returns> + public static TMP_FontAsset CreateFontAsset(Font font) + { + return CreateFontAsset(font, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024, AtlasPopulationMode.Dynamic); + } + + /// <summary> + /// Create new instance of a font asset. + /// </summary> + /// <param name="font">The source font file.</param> + /// <param name="samplingPointSize">The sampling point size.</param> + /// <param name="atlasPadding">The padding / spread between individual glyphs in the font asset.</param> + /// <param name="renderMode"></param> + /// <param name="atlasWidth">The atlas texture width.</param> + /// <param name="atlasHeight">The atlas texture height.</param> + /// <param name="atlasPopulationMode"></param> + /// <returns></returns> + public static TMP_FontAsset CreateFontAsset(Font font, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic) + { + TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>(); + + fontAsset.m_Version = "1.1.0"; + + // Set face information + FontEngine.InitializeFontEngine(); + FontEngine.LoadFontFace(font, samplingPointSize); + + fontAsset.faceInfo = FontEngine.GetFaceInfo(); + + // Set font reference and GUID + if (atlasPopulationMode == AtlasPopulationMode.Dynamic) + fontAsset.sourceFontFile = font; + + // Set persistent reference to source font file in the Editor only. + #if UNITY_EDITOR + UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(font, out string guid, out long localID); + fontAsset.m_SourceFontFileGUID = guid; + fontAsset.m_SourceFontFile_EditorRef = font; + #endif + + fontAsset.atlasPopulationMode = atlasPopulationMode; + + fontAsset.atlasWidth = atlasWidth; + fontAsset.atlasHeight = atlasHeight; + fontAsset.atlasPadding = atlasPadding; + fontAsset.atlasRenderMode = renderMode; + + // Initialize array for the font atlas textures. + fontAsset.atlasTextures = new Texture2D[1]; + + // Create and add font atlas texture. + Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false); + + //texture.name = assetName + " Atlas"; + fontAsset.atlasTextures[0] = texture; + + // Add free rectangle of the size of the texture. + int packingModifier; + if (((GlyphRasterModes)renderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP) + { + packingModifier = 0; + + // Optimize by adding static ref to shader. + Material tmp_material = new Material(ShaderUtilities.ShaderRef_MobileBitmap); + + //tmp_material.name = texture.name + " Material"; + tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); + tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); + tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); + + fontAsset.material = tmp_material; + } + else + { + packingModifier = 1; + + // Optimize by adding static ref to shader. + Material tmp_material = new Material(ShaderUtilities.ShaderRef_MobileSDF); + + //tmp_material.name = texture.name + " Material"; + tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); + tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); + tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); + + tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); + + tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); + tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); + + fontAsset.material = tmp_material; + } + + fontAsset.freeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; + fontAsset.usedGlyphRects = new List<GlyphRect>(); + + // TODO: Consider adding support for extracting glyph positioning data + + fontAsset.ReadFontAssetDefinition(); + + return fontAsset; + } + + + void Awake() + { + //Debug.Log("TMP Font Asset [" + this.name + "] with Version #" + m_Version + " has been enabled!"); + + // Check version number of font asset to see if it needs to be upgraded. + if (this.material != null && string.IsNullOrEmpty(m_Version)) + UpgradeFontAsset(); + } + + + #if UNITY_EDITOR + void OnValidate() + { + //if (m_oldTabSize != tabSize) + //{ + // m_oldTabSize = tabSize; + // ReadFontAssetDefinition(); + //} + + // Handle changes to atlas population mode + //if (m_AtlasPopulationMode == AtlasPopulationMode.Static) + // m_SourceFontFile = null; + //else + //{ + // string path = UnityEditor.AssetDatabase.GUIDToAssetPath(m_SourceFontFileGUID); + + // if (path != string.Empty) + // m_SourceFontFile = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path); + //} + } + #endif + + /// <summary> + /// Read the various data tables of the font asset to populate its different dictionaries to allow for faster lookup of related font asset data. + /// </summary> + internal void InitializeDictionaryLookupTables() + { + // Create new instance of the glyph lookup dictionary or clear the existing one. + if (m_GlyphLookupDictionary == null) + m_GlyphLookupDictionary = new Dictionary<uint, Glyph>(); + else + m_GlyphLookupDictionary.Clear(); + + int glyphCount = m_GlyphTable.Count; + + // Initialize glyph index array or clear the existing one. + if (m_GlyphIndexList == null) + m_GlyphIndexList = new List<uint>(); + else + m_GlyphIndexList.Clear(); + + // Add the characters contained in the character table into the dictionary for faster lookup. + for (int i = 0; i < glyphCount; i++) + { + Glyph glyph = m_GlyphTable[i]; + + uint index = glyph.index; + + // TODO: Not sure it is necessary to check here. + if (m_GlyphLookupDictionary.ContainsKey(index) == false) + { + m_GlyphLookupDictionary.Add(index, glyph); + m_GlyphIndexList.Add(index); + } + } + + // Create new instance of the character lookup dictionary or clear the existing one. + if (m_CharacterLookupDictionary == null) + m_CharacterLookupDictionary = new Dictionary<uint, TMP_Character>(); + else + m_CharacterLookupDictionary.Clear(); + + // Add the characters contained in the character table into the dictionary for faster lookup. + for (int i = 0; i < m_CharacterTable.Count; i++) + { + TMP_Character character = m_CharacterTable[i]; + + uint unicode = character.unicode; + uint glyphIndex = character.glyphIndex; + + if (m_CharacterLookupDictionary.ContainsKey(unicode) == false) + m_CharacterLookupDictionary.Add(unicode, character); + + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) + { + character.glyph = m_GlyphLookupDictionary[glyphIndex]; + } + } + + // Upgrade Glyph Adjustment Table to the new Font Feature table and Glyph Pair Adjustment Records + if (m_KerningTable != null && m_KerningTable.kerningPairs != null && m_KerningTable.kerningPairs.Count > 0) + UpgradeGlyphAdjustmentTableToFontFeatureTable(); + + // Read Font Features which will include kerning data. + if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary == null) + m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary = new Dictionary<long, TMP_GlyphPairAdjustmentRecord>(); + else + m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Clear(); + + List<TMP_GlyphPairAdjustmentRecord> glyphPairAdjustmentRecords = m_FontFeatureTable.m_GlyphPairAdjustmentRecords; + if (glyphPairAdjustmentRecords != null) + { + for (int i = 0; i < glyphPairAdjustmentRecords.Count; i++) + { + TMP_GlyphPairAdjustmentRecord record = glyphPairAdjustmentRecords[i]; + + long key = new GlyphPairKey(record).key; + + m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(key, record); + } + } + } + + + /// <summary> + /// + /// </summary> + public void ReadFontAssetDefinition() + { + //Debug.Log("Reading Font Definition for " + this.name + "."); + + // Check version number of font asset to see if it needs to be upgraded. + if (this.material != null && string.IsNullOrEmpty(m_Version)) + UpgradeFontAsset(); + + // Initialize lookup tables for characters and glyphs. + InitializeDictionaryLookupTables(); + + // Add Tab char(9) to Dictionary. + if (m_CharacterLookupDictionary.ContainsKey(9) == false) + { + Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, m_FaceInfo.tabWidth * tabSize), GlyphRect.zero, 1.0f, 0); + m_CharacterLookupDictionary.Add(9, new TMP_Character(9, glyph)); + } + + // Add Linefeed LF char(10) and Carriage Return CR char(13) + if (m_CharacterLookupDictionary.ContainsKey(10) == false) + { + Glyph glyph = new Glyph(0, new GlyphMetrics(10, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); + m_CharacterLookupDictionary.Add(10, new TMP_Character(10, glyph)); + + if (!m_CharacterLookupDictionary.ContainsKey(13)) + m_CharacterLookupDictionary.Add(13, new TMP_Character(13, glyph)); + } + + // Add Zero Width Space 8203 (0x200B) + if (m_CharacterLookupDictionary.ContainsKey(8203) == false) + { + Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); + m_CharacterLookupDictionary.Add(8203, new TMP_Character(8203, glyph)); + } + + // Add Zero Width Non-Breaking Space 8288 (0x2060) + if (m_CharacterLookupDictionary.ContainsKey(8288) == false) + { + Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); + m_CharacterLookupDictionary.Add(8288, new TMP_Character(8288, glyph)); + } + + // Add Non-Breaking Hyphen 8209 (0x2011) + if (m_CharacterLookupDictionary.ContainsKey(8209) == false) + { + if (m_CharacterLookupDictionary.TryGetValue(45, out TMP_Character character)) + m_CharacterLookupDictionary.Add(8209, new TMP_Character(8209, character.glyph)); + } + + + // Set Cap Height + if (m_FaceInfo.capLine == 0 && m_CharacterLookupDictionary.ContainsKey(72)) + { + uint glyphIndex = m_CharacterLookupDictionary[72].glyphIndex; + m_FaceInfo.capLine = m_GlyphLookupDictionary[glyphIndex].metrics.horizontalBearingY; + } + + // Adjust Font Scale for compatibility reasons + if (m_FaceInfo.scale == 0) + m_FaceInfo.scale = 1.0f; + + // Set Strikethrough Offset (if needed) + if (m_FaceInfo.strikethroughOffset == 0) + m_FaceInfo.strikethroughOffset = m_FaceInfo.capLine / 2.5f; + + // Set Padding value for legacy font assets. + if (m_AtlasPadding == 0) + { + if (material.HasProperty(ShaderUtilities.ID_GradientScale)) + m_AtlasPadding = (int)material.GetFloat(ShaderUtilities.ID_GradientScale) - 1; + } + + // Compute Hashcode for the font asset name + hashCode = TMP_TextUtilities.GetSimpleHashCode(this.name); + + // Compute Hashcode for the material name + materialHashCode = TMP_TextUtilities.GetSimpleHashCode(material.name); + + m_IsFontAssetLookupTablesDirty = false; + } + + + /// <summary> + /// Sort the Character table by Unicode values. + /// </summary> + internal void SortCharacterTable() + { + if (m_CharacterTable != null && m_CharacterTable.Count > 0) + m_CharacterTable = m_CharacterTable.OrderBy(c => c.unicode).ToList(); + } + + /// <summary> + /// Sort the Glyph table by index values. + /// </summary> + internal void SortGlyphTable() + { + if (m_GlyphTable != null && m_GlyphTable.Count > 0) + m_GlyphTable = m_GlyphTable.OrderBy(c => c.index).ToList(); + } + + /// <summary> + /// Sort both glyph and character tables. + /// </summary> + internal void SortGlyphAndCharacterTables() + { + SortGlyphTable(); + SortCharacterTable(); + } + + + /// <summary> + /// Function to check if a certain character exists in the font asset. + /// </summary> + /// <param name="character"></param> + /// <returns></returns> + public bool HasCharacter(int character) + { + if (m_CharacterLookupDictionary == null) + return false; + + if (m_CharacterLookupDictionary.ContainsKey((uint)character)) + return true; + + return false; + } + + + /// <summary> + /// Function to check if a certain character exists in the font asset. + /// </summary> + /// <param name="character"></param> + /// <returns></returns> + public bool HasCharacter(char character) + { + if (m_CharacterLookupDictionary == null) + return false; + + if (m_CharacterLookupDictionary.ContainsKey(character)) + return true; + + return false; + } + + + /// <summary> + /// Function to check if a character is contained in the font asset with the option to also check through fallback font assets. + /// </summary> + /// <param name="character"></param> + /// <param name="searchFallbacks"></param> + /// <returns></returns> + public bool HasCharacter(char character, bool searchFallbacks) + { + // Read font asset definition if it hasn't already been done. + if (m_CharacterLookupDictionary == null) + { + ReadFontAssetDefinition(); + + if (m_CharacterLookupDictionary == null) + return false; + } + + // Check font asset + if (m_CharacterLookupDictionary.ContainsKey(character)) + return true; + + // Check if font asset is dynamic and if so try to add the requested character to it. + if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) + { + if (TryAddCharacterInternal(character, out TMP_Character temp)) + return true; + } + + if (searchFallbacks) + { + // Check font asset fallbacks + if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) + { + for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) + { + if (fallbackFontAssetTable[i].HasCharacter_Internal(character, searchFallbacks)) + return true; + } + } + + // Check general fallback font assets. + if (TMP_Settings.fallbackFontAssets != null && TMP_Settings.fallbackFontAssets.Count > 0) + { + for (int i = 0; i < TMP_Settings.fallbackFontAssets.Count && TMP_Settings.fallbackFontAssets[i] != null; i++) + { + if (TMP_Settings.fallbackFontAssets[i].m_CharacterLookupDictionary == null) + TMP_Settings.fallbackFontAssets[i].ReadFontAssetDefinition(); + + if (TMP_Settings.fallbackFontAssets[i].m_CharacterLookupDictionary != null && TMP_Settings.fallbackFontAssets[i].HasCharacter_Internal(character, searchFallbacks)) + return true; + } + } + + // Check TMP Settings Default Font Asset + if (TMP_Settings.defaultFontAsset != null) + { + if (TMP_Settings.defaultFontAsset.m_CharacterLookupDictionary == null) + TMP_Settings.defaultFontAsset.ReadFontAssetDefinition(); + + if (TMP_Settings.defaultFontAsset.m_CharacterLookupDictionary != null && TMP_Settings.defaultFontAsset.HasCharacter_Internal(character, searchFallbacks)) + return true; + } + } + + return false; + } + + + /// <summary> + /// Function to check if a character is contained in a font asset with the option to also check through fallback font assets. + /// This private implementation does not search the fallback font asset in the TMP Settings file. + /// </summary> + /// <param name="character"></param> + /// <param name="searchFallbacks"></param> + /// <returns></returns> + bool HasCharacter_Internal(char character, bool searchFallbacks) + { + // Read font asset definition if it hasn't already been done. + if (m_CharacterLookupDictionary == null) + { + ReadFontAssetDefinition(); + + if (m_CharacterLookupDictionary == null) + return false; + } + + // Check font asset + if (m_CharacterLookupDictionary.ContainsKey(character)) + return true; + + if (searchFallbacks) + { + // Check Font Asset Fallback fonts. + if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) + { + for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) + { + if (fallbackFontAssetTable[i].HasCharacter_Internal(character, searchFallbacks)) + return true; + } + } + } + + return false; + } + + + /// <summary> + /// Function to check if certain characters exists in the font asset. Function returns a list of missing characters. + /// </summary> + /// <param name="character"></param> + /// <returns></returns> + public bool HasCharacters(string text, out List<char> missingCharacters) + { + if (m_CharacterLookupDictionary == null) + { + missingCharacters = null; + return false; + } + + missingCharacters = new List<char>(); + + for (int i = 0; i < text.Length; i++) + { + if (!m_CharacterLookupDictionary.ContainsKey(text[i])) + missingCharacters.Add(text[i]); + } + + if (missingCharacters.Count == 0) + return true; + + return false; + } + + + /// <summary> + /// Function to check if certain characters exists in the font asset. Function returns false if any characters are missing. + /// </summary> + /// <param name="text">String containing the characters to check</param> + /// <returns></returns> + public bool HasCharacters(string text) + { + if (m_CharacterLookupDictionary == null) + return false; + + for (int i = 0; i < text.Length; i++) + { + if (!m_CharacterLookupDictionary.ContainsKey(text[i])) + return false; + } + + return true; + } + + + /// <summary> + /// Function to extract all the characters from a font asset. + /// </summary> + /// <param name="fontAsset"></param> + /// <returns></returns> + public static string GetCharacters(TMP_FontAsset fontAsset) + { + string characters = string.Empty; + + for (int i = 0; i < fontAsset.characterTable.Count; i++) + { + characters += (char)fontAsset.characterTable[i].unicode; + } + + return characters; + } + + + /// <summary> + /// Function which returns an array that contains all the characters from a font asset. + /// </summary> + /// <param name="fontAsset"></param> + /// <returns></returns> + public static int[] GetCharactersArray(TMP_FontAsset fontAsset) + { + int[] characters = new int[fontAsset.characterTable.Count]; + + for (int i = 0; i < fontAsset.characterTable.Count; i++) + { + characters[i] = (int)fontAsset.characterTable[i].unicode; + } + + return characters; + } + + + // ================================================================================ + // Properties and functions related to character and glyph additions as well as + // tacking glyphs that need to be added to various font asset atlas textures. + // ================================================================================ + + /// <summary> + /// Determines if the font asset is already registered to be updated. + /// </summary> + //private bool m_IsAlreadyRegisteredForUpdate; + + /// <summary> + /// List of glyphs that need to be added / packed in atlas texture. + /// </summary> + private List<Glyph> m_GlyphsToPack = new List<Glyph>(); + + /// <summary> + /// List of glyphs that have been packed in the atlas texture and ready to be rendered. + /// </summary> + private List<Glyph> m_GlyphsPacked = new List<Glyph>(); + + /// <summary> + /// + /// </summary> + private List<Glyph> m_GlyphsToRender = new List<Glyph>(); + + /// <summary> + /// List used in the process of adding new glyphs to the atlas texture. + /// </summary> + private List<uint> m_GlyphIndexList = new List<uint>(); + private List<TMP_Character> m_CharactersToAdd = new List<TMP_Character>(); + + /// <summary> + /// Internal static array used to avoid allocations when using the GetGlyphPairAdjustmentTable(). + /// </summary> + internal static uint[] s_GlyphIndexArray = new uint[16]; + + /// <summary> + /// Internal static list used to track characters that could not be added to the font asset. + /// </summary> + internal static List<uint> s_MissingCharacterList = new List<uint>(16); + + /// <summary> + /// Try adding the characters from the provided string to the font asset. + /// </summary> + /// <param name="unicodes">Array that contains the characters to add to the font asset.</param> + /// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns> + public bool TryAddCharacters(uint[] unicodes) + { + return TryAddCharacters(unicodes, out uint[] missingUnicodes); + } + + /// <summary> + /// Try adding the characters from the provided string to the font asset. + /// </summary> + /// <param name="unicodes">Array that contains the characters to add to the font asset.</param> + /// <param name="missingUnicodes">Array containing the characters that could not be added to the font asset.</param> + /// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns> + public bool TryAddCharacters(uint[] unicodes, out uint[] missingUnicodes) + { + s_MissingCharacterList.Clear(); + + // Make sure font asset is set to dynamic and that we have a valid list of characters. + if (unicodes == null || unicodes.Length == 0 || m_AtlasPopulationMode == AtlasPopulationMode.Static) + { + if (m_AtlasPopulationMode == AtlasPopulationMode.Static) + Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because its AtlasPopulationMode is set to Static.", this); + else + { + Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because the provided Unicode list is Null or Empty.", this); + } + + missingUnicodes = unicodes.ToArray(); + return false; + } + + Profiler.BeginSample("TMP.TryAddCharacter"); + + // Load font face. + if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) + { + Profiler.EndSample(); + + missingUnicodes = unicodes.ToArray(); + return false; + } + + // Clear data structures used to track which glyph needs to be added to atlas texture. + m_GlyphIndexList.Clear(); + m_CharactersToAdd.Clear(); + + bool isMissingCharacters = false; + int unicodeCount = unicodes.Length; + + for (int i = 0; i < unicodeCount; i++) + { + uint unicode = unicodes[i]; + + // Check if character is already contained in the character table. + if (m_CharacterLookupDictionary.ContainsKey(unicode)) + continue; + + // Get the index of the glyph for this unicode value. + uint glyphIndex = FontEngine.GetGlyphIndex(unicode); + + if (glyphIndex == 0) + { + isMissingCharacters = true; + continue; + } + + TMP_Character character = new TMP_Character(unicode, glyphIndex); + + // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) + { + character.glyph = m_GlyphLookupDictionary[glyphIndex]; + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + continue; + } + + m_GlyphIndexList.Add(glyphIndex); + m_CharactersToAdd.Add(character); + } + + if (m_GlyphIndexList.Count == 0) + { + //Debug.LogWarning("No characters will be added to font asset [" + this.name + "] either because they are already present in the font asset or missing from the font file."); + Profiler.EndSample(); + + missingUnicodes = unicodes.ToArray(); + return false; + } + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + bool allCharactersAdded = FontEngine.TryAddGlyphsToTexture(m_GlyphIndexList, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph[] glyphs); + + // Add new glyphs to relevant data structures. + for (int i = 0; i < glyphs.Length; i++) + { + Glyph glyph = glyphs[i]; + uint glyphIndex = glyph.index; + + // Add new glyph to glyph table. + m_GlyphTable.Add(glyph); + m_GlyphLookupDictionary.Add(glyphIndex, glyph); + } + + // Add new characters to relevant data structures. + for (int i = 0; i < m_CharactersToAdd.Count; i++) + { + TMP_Character character = m_CharactersToAdd[i]; + if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out Glyph glyph) == false) + { + s_MissingCharacterList.Add(character.unicode); + continue; + } + + character.glyph = glyph; + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(character.unicode, character); + } + + #if UNITY_EDITOR + // Makes the changes to the font asset persistent. + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + + Profiler.EndSample(); + + missingUnicodes = null; + + if (s_MissingCharacterList.Count > 0) + missingUnicodes = s_MissingCharacterList.ToArray(); + + return allCharactersAdded && !isMissingCharacters; + } + + /// <summary> + /// Try adding the characters from the provided string to the font asset. + /// </summary> + /// <param name="characters">String containing the characters to add to the font asset.</param> + /// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns> + public bool TryAddCharacters(string characters) + { + return TryAddCharacters(characters, out string missingCharacters); + } + + + /// <summary> + /// Try adding the characters from the provided string to the font asset. + /// </summary> + /// <param name="characters">String containing the characters to add to the font asset.</param> + /// <param name="missingCharacters">String containing the characters that could not be added to the font asset.</param> + /// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns> + public bool TryAddCharacters(string characters, out string missingCharacters) + { + // Make sure font asset is set to dynamic and that we have a valid list of characters. + if (string.IsNullOrEmpty(characters) || m_AtlasPopulationMode == AtlasPopulationMode.Static) + { + if (m_AtlasPopulationMode == AtlasPopulationMode.Static) + Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because its AtlasPopulationMode is set to Static.", this); + else + { + Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because the provided character list is Null or Empty.", this); + } + + missingCharacters = characters; + return false; + } + + // Load font face. + if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) + { + missingCharacters = characters; + return false; + } + + // Clear data structures used to track which glyph needs to be added to atlas texture. + m_GlyphIndexList.Clear(); + m_CharactersToAdd.Clear(); + + bool isMissingCharacters = false; + int characterCount = characters.Length; + + // Iterate over each of the requested characters. + for (int i = 0; i < characterCount; i++) + { + uint unicode = characters[i]; + + // Check if character is already contained in the character table. + if (m_CharacterLookupDictionary.ContainsKey(unicode)) + continue; + + // Get the index of the glyph for this unicode value. + uint glyphIndex = FontEngine.GetGlyphIndex(unicode); + + // Skip missing glyphs + if (glyphIndex == 0) + { + // Might want to keep track and report the missing characters. + isMissingCharacters = true; + continue; + } + + TMP_Character character = new TMP_Character(unicode, glyphIndex); + + // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) + { + character.glyph = m_GlyphLookupDictionary[glyphIndex]; + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + continue; + } + + // Add glyph to list of glyphs to add and glyph lookup map. + m_GlyphIndexList.Add(glyphIndex); + m_CharactersToAdd.Add(character); + } + + if (m_GlyphIndexList.Count == 0) + { + missingCharacters = characters; + return false; + } + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + bool allCharactersAdded = FontEngine.TryAddGlyphsToTexture(m_GlyphIndexList, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph[] glyphs); + + for (int i = 0; i < glyphs.Length; i++) + { + Glyph glyph = glyphs[i]; + uint glyphIndex = glyph.index; + + // Add new glyph to glyph table. + m_GlyphTable.Add(glyph); + m_GlyphLookupDictionary.Add(glyphIndex, glyph); + } + + missingCharacters = string.Empty; + + // Add new characters to relevant data structures. + for (int i = 0; i < m_CharactersToAdd.Count; i++) + { + TMP_Character character = m_CharactersToAdd[i]; + + if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out Glyph glyph) == false) + { + // TODO: Revise to avoid string concatenation. + missingCharacters += (char)character.unicode; + continue; + } + + character.glyph = glyph; + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(character.unicode, character); + } + + #if UNITY_EDITOR + // Makes the changes to the font asset persistent. + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + + return allCharactersAdded && !isMissingCharacters; + } + + + /// <summary> + /// NOT USED CURRENTLY - Try adding character using Unicode value to font asset. + /// </summary> + /// <param name="unicode">The Unicode value of the character.</param> + /// <param name="character">The character data if successfully added to the font asset. Null otherwise.</param> + /// <returns>Returns true if the character has been added. False otherwise.</returns> + internal bool TryAddCharacter_Internal(uint unicode) + { + TMP_Character character = null; + + // Check if character is already contained in the character table. + if (m_CharacterLookupDictionary.ContainsKey(unicode)) + return true; + + uint glyphIndex = FontEngine.GetGlyphIndex(unicode); + if (glyphIndex == 0) + return false; + + // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) + { + character = new TMP_Character(unicode, m_GlyphLookupDictionary[glyphIndex]); + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + //#if UNITY_EDITOR + // Makes the changes to the font asset persistent. + // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. + // Could also add some update registry to handle this. + //SortGlyphTable(); + //UnityEditor.EditorUtility.SetDirty(this); + //#endif + + return true; + } + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph glyph)) + { + // Add new glyph to glyph table. + m_GlyphTable.Add(glyph); + m_GlyphLookupDictionary.Add(glyphIndex, glyph); + + // Add new character + character = new TMP_Character(unicode, glyph); + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + //#if UNITY_EDITOR + // Makes the changes to the font asset persistent. + // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. + // Could also add some update registry to handle this. + //SortGlyphTable(); + //UnityEditor.EditorUtility.SetDirty(this); + //#endif + + return true; + } + + return false; + } + + + /// <summary> + /// To be removed. + /// </summary> + /// <param name="unicode"></param> + /// <param name="glyph"></param> + internal TMP_Character AddCharacter_Internal(uint unicode, Glyph glyph) + { + // Check if character is already contained in the character table. + if (m_CharacterLookupDictionary.ContainsKey(unicode)) + return m_CharacterLookupDictionary[unicode]; + + uint glyphIndex = glyph.index; + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + // Check if glyph is already contained in the glyph table. + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex) == false) + { + if (glyph.glyphRect.width == 0 || glyph.glyphRect.width == 0) + { + // Glyphs with zero width and / or height can be automatically added to font asset. + m_GlyphTable.Add(glyph); + } + else + { + // Try packing new glyph + if (FontEngine.TryPackGlyphInAtlas(glyph, m_AtlasPadding, GlyphPackingMode.ContactPointRule, m_AtlasRenderMode, m_AtlasWidth, m_AtlasHeight, m_FreeGlyphRects, m_UsedGlyphRects) == false) + { + // TODO: Add handling to create new atlas texture to fit glyph. + + return null; + } + + m_GlyphsToRender.Add(glyph); + } + } + + // Add character to font asset. + TMP_Character character = new TMP_Character(unicode, glyph); + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + //Debug.Log("Adding character [" + (char)unicode + "] with Unicode (" + unicode + ") to [" + this.name + "] font asset."); + + // Schedule glyph to be added to the font atlas texture + //TM_FontAssetUpdateManager.RegisterFontAssetForUpdate(this); + UpdateAtlasTexture(); // Temporary until callback system is revised. + + //#if UNITY_EDITOR + // Makes the changes to the font asset persistent. + // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. + // Could also add some update registry to handle this. + //SortGlyphTable(); + //UnityEditor.EditorUtility.SetDirty(this); + //#endif + + return character; + } + + + /// <summary> + /// Try adding character using Unicode value to font asset. + /// Function assumes internal user has already checked to make sure the character is not already contained in the font asset. + /// </summary> + /// <param name="unicode">The Unicode value of the character.</param> + /// <param name="character">The character data if successfully added to the font asset. Null otherwise.</param> + /// <returns>Returns true if the character has been added. False otherwise.</returns> + internal bool TryAddCharacterInternal(uint unicode, out TMP_Character character) + { + character = null; + + // Load font face. + if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) + return false; + + uint glyphIndex = FontEngine.GetGlyphIndex(unicode); + if (glyphIndex == 0) + return false; + + Profiler.BeginSample("TMP.TryAddCharacter"); + + // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. + if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) + { + character = new TMP_Character(unicode, m_GlyphLookupDictionary[glyphIndex]); + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + if (TMP_Settings.getFontFeaturesAtRuntime) + UpdateGlyphAdjustmentRecords(unicode, glyphIndex); + + #if UNITY_EDITOR + // Makes the changes to the font asset persistent. + // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. + // Could also add some update registry to handle this. + //SortGlyphTable(); + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + + Profiler.EndSample(); + + return true; + } + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + // TODO: Need texture to be readable. + if (m_AtlasTextures[m_AtlasTextureIndex].isReadable == false) + { + Debug.LogWarning("Unable to add the requested character to font asset [" + this.name + "]'s atlas texture. Please make the texture [" + m_AtlasTextures[m_AtlasTextureIndex].name + "] readable.", m_AtlasTextures[m_AtlasTextureIndex]); + + Profiler.EndSample(); + return false; + } + + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph glyph)) + { + // Add new glyph to glyph table. + m_GlyphTable.Add(glyph); + m_GlyphLookupDictionary.Add(glyphIndex, glyph); + + // Add new character + character = new TMP_Character(unicode, glyph); + m_CharacterTable.Add(character); + m_CharacterLookupDictionary.Add(unicode, character); + + m_GlyphIndexList.Add(glyphIndex); + + if (TMP_Settings.getFontFeaturesAtRuntime) + UpdateGlyphAdjustmentRecords(unicode, glyphIndex); + + #if UNITY_EDITOR + // Makes the changes to the font asset persistent. + // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. + // Could also add some update registry to handle this. + //SortGlyphTable(); + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + + Profiler.EndSample(); + + return true; + } + + Profiler.EndSample(); + + return false; + } + + + /// <summary> + /// Internal function used to get the glyph index for the given unicode. + /// </summary> + /// <param name="unicode"></param> + /// <returns></returns> + internal uint GetGlyphIndex(uint unicode) + { + // Load font face. + if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) + return 0; + + return FontEngine.GetGlyphIndex(unicode); + } + + + internal void UpdateAtlasTexture() + { + // Return if we don't have any glyphs to add to atlas texture. + // This is possible if UpdateAtlasTexture() was called manually. + //if (m_GlyphsToPack.Count == 0) + // return; + + if (m_GlyphsToRender.Count == 0) + return; + + //Debug.Log("Updating [" + this.name + "]'s atlas texture."); + + // Pack glyphs in the given atlas texture size. + // TODO: Packing and glyph render modes should be defined in the font asset. + //FontEngine.PackGlyphsInAtlas(m_GlyphsToPack, m_GlyphsPacked, m_AtlasPadding, GlyphPackingMode.ContactPointRule, GlyphRenderMode.SDFAA, m_AtlasWidth, m_AtlasHeight, m_FreeGlyphRects, m_UsedGlyphRects); + //FontEngine.RenderGlyphsToTexture(m_GlyphsPacked, m_AtlasPadding, GlyphRenderMode.SDFAA, m_AtlasTextures[m_AtlasTextureIndex]); + + // Resize the Atlas Texture to the appropriate size + if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) + { + //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); + m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); + FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); + } + + FontEngine.RenderGlyphsToTexture(m_GlyphsToRender, m_AtlasPadding, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex]); + + // Apply changes to atlas texture + m_AtlasTextures[m_AtlasTextureIndex].Apply(false, false); + + // Add glyphs that were successfully packed to the glyph table. + for (int i = 0; i < m_GlyphsToRender.Count /* m_GlyphsPacked.Count */; i++) + { + Glyph glyph = m_GlyphsToRender[i]; // m_GlyphsPacked[i]; + + // Update atlas texture index + glyph.atlasIndex = m_AtlasTextureIndex; + + m_GlyphTable.Add(glyph); + m_GlyphLookupDictionary.Add(glyph.index, glyph); + } + + // Clear list of glyphs + m_GlyphsPacked.Clear(); + m_GlyphsToRender.Clear(); + + // Add any remaining glyphs into new atlas texture if multi texture support if enabled. + if (m_GlyphsToPack.Count > 0) + { + /* + // Create new atlas texture + Texture2D tex = new Texture2D(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false, true); + tex.SetPixels32(new Color32[m_AtlasWidth * m_AtlasHeight]); + tex.Apply(); + + m_AtlasTextureIndex++; + + if (m_AtlasTextures.Length == m_AtlasTextureIndex) + Array.Resize(ref m_AtlasTextures, Mathf.NextPowerOfTwo(m_AtlasTextureIndex + 1)); + + m_AtlasTextures[m_AtlasTextureIndex] = tex; + */ + } + + #if UNITY_EDITOR + // Makes the changes to the font asset persistent. + SortGlyphAndCharacterTables(); + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + #endif + } + + + internal void UpdateGlyphAdjustmentRecords(uint unicode, uint glyphIndex) + { + Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); + + int glyphCount = m_GlyphIndexList.Count; + + if (s_GlyphIndexArray.Length <= glyphCount) + s_GlyphIndexArray = new uint[Mathf.NextPowerOfTwo(glyphCount + 1)]; + + for (int i = 0; i < glyphCount; i++) + s_GlyphIndexArray[i] = m_GlyphIndexList[i]; + + // Clear unused array elements + Array.Clear(s_GlyphIndexArray, glyphCount, s_GlyphIndexArray.Length - glyphCount); + + // Get glyph pair adjustment records from font file. + // TODO: Revise FontEngine bindings to use a more efficient function where only the new glyph index is passed. + GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentTable(s_GlyphIndexArray); + + if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) + { + Profiler.EndSample(); + return; + } + + if (m_FontFeatureTable == null) + m_FontFeatureTable = new TMP_FontFeatureTable(); + + for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) + { + long pairKey = (long)pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 32 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; + + // Check if table already contains a pair adjustment record for this key. + if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) + continue; + + TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); + + m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); + m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); + } + + #if UNITY_EDITOR + m_FontFeatureTable.SortGlyphPairAdjustmentRecords(); + #endif + + Profiler.EndSample(); + } + + + /// <summary> + /// Clears font asset data including the glyph and character tables and textures. + /// Function might be changed to Internal and only used in tests. + /// </summary> + /// <param name="setAtlasSizeToZero">Will set the atlas texture size to zero width and height if true.</param> + public void ClearFontAssetData(bool setAtlasSizeToZero = false) + { + #if UNITY_EDITOR + // Record full object undo in the Editor. + //UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, this.atlasTexture }, "Resetting Font Asset"); + #endif + + // Clear glyph and character tables + if (m_GlyphTable != null) + m_GlyphTable.Clear(); + + if (m_CharacterTable != null) + m_CharacterTable.Clear(); + + // Clear glyph rectangles + if (m_UsedGlyphRects != null) + m_UsedGlyphRects.Clear(); + + if (m_FreeGlyphRects != null) + { + int packingModifier = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; + m_FreeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, m_AtlasWidth - packingModifier, m_AtlasHeight - packingModifier) }; + } + + if (m_GlyphsToPack != null) + m_GlyphsToPack.Clear(); + + if (m_GlyphsPacked != null) + m_GlyphsPacked.Clear(); + + // Clear Glyph Adjustment Table + if (m_FontFeatureTable != null && m_FontFeatureTable.m_GlyphPairAdjustmentRecords != null) + m_FontFeatureTable.glyphPairAdjustmentRecords.Clear(); + + m_AtlasTextureIndex = 0; + + // Clear atlas textures + if (m_AtlasTextures != null) + { + for (int i = 0; i < m_AtlasTextures.Length; i++) + { + Texture2D texture = m_AtlasTextures[i]; + + if (i > 0) + DestroyImmediate(texture, true); + + if (texture == null) + continue; + + // TODO: Need texture to be readable. + if (m_AtlasTextures[i].isReadable == false) + { + Debug.LogWarning("Unable to reset font asset [" + this.name + "]'s atlas texture. Please make the texture [" + m_AtlasTextures[i].name + "] readable.", m_AtlasTextures[i]); + continue; + } + + if (setAtlasSizeToZero) + { + texture.Resize(0, 0, TextureFormat.Alpha8, false); + } + else if (texture.width != m_AtlasWidth || texture.height != m_AtlasHeight) + { + texture.Resize(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false); + } + + // Clear texture atlas + FontEngine.ResetAtlasTexture(texture); + texture.Apply(); + + if (i == 0) + m_AtlasTexture = texture; + + m_AtlasTextures[i] = texture; + } + } + + #if UNITY_EDITOR + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForReimport(this); + } + #endif + + ReadFontAssetDefinition(); + } + + + + /// <summary> + /// Internal method used to upgrade font asset to support Dynamic SDF. + /// </summary> + private void UpgradeFontAsset() + { + m_Version = "1.1.0"; + + Debug.Log("Upgrading font asset [" + this.name + "] to version " + m_Version + ".", this); + + m_FaceInfo.familyName = m_fontInfo.Name; + m_FaceInfo.styleName = string.Empty; + + m_FaceInfo.pointSize = (int)m_fontInfo.PointSize; + m_FaceInfo.scale = m_fontInfo.Scale; + + m_FaceInfo.lineHeight = m_fontInfo.LineHeight; + m_FaceInfo.ascentLine = m_fontInfo.Ascender; + m_FaceInfo.capLine = m_fontInfo.CapHeight; + m_FaceInfo.meanLine = m_fontInfo.CenterLine; + m_FaceInfo.baseline = m_fontInfo.Baseline; + m_FaceInfo.descentLine = m_fontInfo.Descender; + + m_FaceInfo.superscriptOffset = m_fontInfo.SuperscriptOffset; + m_FaceInfo.superscriptSize = m_fontInfo.SubSize; + m_FaceInfo.subscriptOffset = m_fontInfo.SubscriptOffset; + m_FaceInfo.subscriptSize = m_fontInfo.SubSize; + + m_FaceInfo.underlineOffset = m_fontInfo.Underline; + m_FaceInfo.underlineThickness = m_fontInfo.UnderlineThickness; + m_FaceInfo.strikethroughOffset = m_fontInfo.strikethrough; + m_FaceInfo.strikethroughThickness = m_fontInfo.strikethroughThickness; + + m_FaceInfo.tabWidth = m_fontInfo.TabWidth; + + if (m_AtlasTextures == null || m_AtlasTextures.Length == 0) + m_AtlasTextures = new Texture2D[1]; + + m_AtlasTextures[0] = atlas; + + //atlas = null; + + m_AtlasWidth = (int)m_fontInfo.AtlasWidth; + m_AtlasHeight = (int)m_fontInfo.AtlasHeight; + m_AtlasPadding = (int)m_fontInfo.Padding; + + switch(m_CreationSettings.renderMode) + { + case 0: + m_AtlasRenderMode = GlyphRenderMode.SMOOTH_HINTED; + break; + case 1: + m_AtlasRenderMode = GlyphRenderMode.SMOOTH; + break; + case 2: + m_AtlasRenderMode = GlyphRenderMode.RASTER_HINTED; + break; + case 3: + m_AtlasRenderMode = GlyphRenderMode.RASTER; + break; + case 6: + m_AtlasRenderMode = GlyphRenderMode.SDF16; + break; + case 7: + m_AtlasRenderMode = GlyphRenderMode.SDF32; + break; + } + + //m_fontInfo = null; + + // Convert font weight table + if (fontWeights != null) + { + m_FontWeightTable[4] = fontWeights[4]; + m_FontWeightTable[7] = fontWeights[7]; + + // Clear old fontWeight + //fontWeights = null; + } + + // Convert font fallbacks + if (fallbackFontAssets != null && fallbackFontAssets.Count > 0) + { + if (m_FallbackFontAssetTable == null) + m_FallbackFontAssetTable = new List<TMP_FontAsset>(fallbackFontAssets.Count); + + for (int i = 0; i < fallbackFontAssets.Count; i++) + m_FallbackFontAssetTable.Add(fallbackFontAssets[i]); + + // Clear old fallbackFontAssets list + //fallbackFontAssets = null; + } + + // Check if font asset creation settings contains a reference to the source font file GUID + if (m_CreationSettings.sourceFontFileGUID != null || m_CreationSettings.sourceFontFileGUID != string.Empty) + { + m_SourceFontFileGUID = m_CreationSettings.sourceFontFileGUID; + } + else + { + Debug.LogWarning("Font asset [" + this.name + "] doesn't have a reference to its source font file. Please assign the appropriate source font file for this asset in the Font Atlas & Material section of font asset inspector.", this); + } + + // Convert legacy glyph and character tables to new format + m_GlyphTable.Clear(); + m_CharacterTable.Clear(); + + //#if UNITY_EDITOR + // TODO: This is causing a crash in Unity and related to AssetDatabase.LoadAssetAtPath and Resources.Load() + // Load font to allow us to get the glyph index. + //string path = UnityEditor.AssetDatabase.GUIDToAssetPath(m_SourceFontFileGUID); + + //if (path != string.Empty) + //{ + //m_SourceFontFile_EditorRef = UnityEditor.AssetDatabase.LoadAssetAtPath<Font>(path); + //FontEngine.LoadFontFace(m_SourceFontFile_EditorRef); + //} + //#endif + + bool isSpaceCharacterPresent = false; + for (int i = 0; i < m_glyphInfoList.Count; i++) + { + TMP_Glyph oldGlyph = m_glyphInfoList[i]; + + Glyph glyph = new Glyph(); + + uint glyphIndex = (uint)i + 1; + + //#if UNITY_EDITOR + //if (m_SourceFontFile_EditorRef != null) + // glyphIndex = FontEngine.GetGlyphIndex((uint)oldGlyph.id); + //#endif + + glyph.index = glyphIndex; + glyph.glyphRect = new GlyphRect((int)oldGlyph.x, m_AtlasHeight - (int)(oldGlyph.y + oldGlyph.height + 0.5f), (int)(oldGlyph.width + 0.5f), (int)(oldGlyph.height + 0.5f)); + glyph.metrics = new GlyphMetrics(oldGlyph.width, oldGlyph.height, oldGlyph.xOffset, oldGlyph.yOffset, oldGlyph.xAdvance); + glyph.scale = oldGlyph.scale; + glyph.atlasIndex = 0; + + m_GlyphTable.Add(glyph); + + TMP_Character character = new TMP_Character((uint)oldGlyph.id, glyph); + + if (oldGlyph.id == 32) + isSpaceCharacterPresent = true; + + m_CharacterTable.Add(character); + } + + // Special handling for the synthesized space character + if (!isSpaceCharacterPresent) + { + Debug.Log("Synthesizing Space for [" + this.name + "]"); + Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, m_FaceInfo.ascentLine / 5), GlyphRect.zero, 1.0f, 0); + m_GlyphTable.Add(glyph); + m_CharacterTable.Add(new TMP_Character(32, glyph)); + } + + // Clear legacy glyph info list. + //m_glyphInfoList.Clear(); + + ReadFontAssetDefinition(); + + // Convert atlas textures data to new format + // TODO + #if UNITY_EDITOR + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + } + + /// <summary> + /// + /// </summary> + void UpgradeGlyphAdjustmentTableToFontFeatureTable() + { + Debug.Log("Upgrading font asset [" + this.name + "] Glyph Adjustment Table.", this); + + if (m_FontFeatureTable == null) + m_FontFeatureTable = new TMP_FontFeatureTable(); + + int pairCount = m_KerningTable.kerningPairs.Count; + + m_FontFeatureTable.m_GlyphPairAdjustmentRecords = new List<TMP_GlyphPairAdjustmentRecord>(pairCount); + + for (int i = 0; i < pairCount; i++) + { + KerningPair pair = m_KerningTable.kerningPairs[i]; + + uint firstGlyphIndex = 0; + if (m_CharacterLookupDictionary.TryGetValue(pair.firstGlyph, out TMP_Character firstCharacter)) + firstGlyphIndex = firstCharacter.glyphIndex; + + uint secondGlyphIndex = 0; + if (m_CharacterLookupDictionary.TryGetValue(pair.secondGlyph, out TMP_Character secondCharacter)) + secondGlyphIndex = secondCharacter.glyphIndex; + + TMP_GlyphAdjustmentRecord firstAdjustmentRecord = new TMP_GlyphAdjustmentRecord(firstGlyphIndex, new TMP_GlyphValueRecord(pair.firstGlyphAdjustments.xPlacement, pair.firstGlyphAdjustments.yPlacement, pair.firstGlyphAdjustments.xAdvance, pair.firstGlyphAdjustments.yAdvance)); + TMP_GlyphAdjustmentRecord secondAdjustmentRecord = new TMP_GlyphAdjustmentRecord(secondGlyphIndex, new TMP_GlyphValueRecord(pair.secondGlyphAdjustments.xPlacement, pair.secondGlyphAdjustments.yPlacement, pair.secondGlyphAdjustments.xAdvance, pair.secondGlyphAdjustments.yAdvance)); + TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(firstAdjustmentRecord, secondAdjustmentRecord); + + m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); + } + + // TODO: Should clear legacy kerning table. + m_KerningTable.kerningPairs = null; + m_KerningTable = null; + + #if UNITY_EDITOR + if (UnityEditor.EditorUtility.IsPersistent(this)) + { + TMP_EditorResourceManager.RegisterResourceForUpdate(this); + } + #endif + } + + } +}
\ No newline at end of file |
