summaryrefslogtreecommitdiff
path: root/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs
diff options
context:
space:
mode:
authorAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
commitc55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch)
treeee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs
downloadProject-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.cs1948
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