diff options
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs | 360 |
1 files changed, 0 insertions, 360 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs deleted file mode 100644 index 4fb9200..0000000 --- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs +++ /dev/null @@ -1,360 +0,0 @@ -using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.TextCore;
-using UnityEngine.TextCore.LowLevel;
-
-
-namespace TMPro
-{
- public class TMP_FontAssetUtilities
- {
- private static readonly TMP_FontAssetUtilities s_Instance = new TMP_FontAssetUtilities();
-
- /// <summary>
- /// Default constructor
- /// </summary>
- static TMP_FontAssetUtilities() { }
-
-
- /// <summary>
- /// Get a singleton instance of the Font Asset Utilities class.
- /// </summary>
- public static TMP_FontAssetUtilities instance
- {
- get { return s_Instance; }
- }
-
-
- /// <summary>
- /// List containing instance ID of font assets already searched.
- /// </summary>
- private static List<int> k_SearchedFontAssets;
-
-
- /// <summary>
- /// Returns the text element (character) for the given unicode value taking into consideration the requested font style and weight.
- /// Function searches the source font asset, its list of font assets assigned as alternative typefaces and potentially its fallbacks.
- /// The font asset out parameter contains a reference to the font asset containing the character.
- /// The typeface type indicates whether the returned font asset is the source font asset, an alternative typeface or fallback font asset.
- /// </summary>
- /// <param name="unicode">The unicode value of the requested character</param>
- /// <param name="sourceFontAsset">The font asset to be searched</param>
- /// <param name="includeFallbacks">Include the fallback font assets in the search</param>
- /// <param name="fontStyle">The font style</param>
- /// <param name="fontWeight">The font weight</param>
- /// <param name="type">Indicates if the OUT font asset is an alternative typeface or fallback font asset</param>
- /// <param name="fontAsset">The font asset that contains the requested character</param>
- /// <returns></returns>
- public static TMP_Character GetCharacterFromFontAsset(uint unicode, TMP_FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface, out TMP_FontAsset fontAsset)
- {
- if (includeFallbacks)
- {
- if (k_SearchedFontAssets == null)
- k_SearchedFontAssets = new List<int>();
- else
- k_SearchedFontAssets.Clear();
- }
-
- return GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface, out fontAsset);
- }
-
-
- /// <summary>
- /// Internal function returning the text element character for the given unicode value taking into consideration the font style and weight.
- /// Function searches the source font asset, list of font assets assigned as alternative typefaces and list of fallback font assets.
- /// </summary>
- private static TMP_Character GetCharacterFromFontAsset_Internal(uint unicode, TMP_FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface, out TMP_FontAsset fontAsset)
- {
- fontAsset = null;
- isAlternativeTypeface = false;
- TMP_Character characterData = null;
-
- #region FONT WEIGHT AND FONT STYLE HANDLING
- // Determine if a font weight or style is used. If so check if an alternative typeface is assigned for the given weight and / or style.
- bool isItalic = (fontStyle & FontStyles.Italic) == FontStyles.Italic;
-
- if (isItalic || fontWeight != FontWeight.Regular)
- {
- // Get reference to the font weight pairs of the given font asset.
- TMP_FontWeightPair[] fontWeights = sourceFontAsset.fontWeightTable;
-
- int fontWeightIndex = 4;
- switch (fontWeight)
- {
- case FontWeight.Thin:
- fontWeightIndex = 1;
- break;
- case FontWeight.ExtraLight:
- fontWeightIndex = 2;
- break;
- case FontWeight.Light:
- fontWeightIndex = 3;
- break;
- case FontWeight.Regular:
- fontWeightIndex = 4;
- break;
- case FontWeight.Medium:
- fontWeightIndex = 5;
- break;
- case FontWeight.SemiBold:
- fontWeightIndex = 6;
- break;
- case FontWeight.Bold:
- fontWeightIndex = 7;
- break;
- case FontWeight.Heavy:
- fontWeightIndex = 8;
- break;
- case FontWeight.Black:
- fontWeightIndex = 9;
- break;
- }
-
- fontAsset = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface;
-
- if (fontAsset != null)
- {
- if (fontAsset.characterLookupTable.TryGetValue(unicode, out characterData))
- {
- isAlternativeTypeface = true;
-
- return characterData;
- }
- else if (fontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
- {
- if (fontAsset.TryAddCharacterInternal(unicode, out characterData))
- {
- isAlternativeTypeface = true;
-
- return characterData;
- }
-
- // Check if the source font file contains the requested character.
- //if (TryGetCharacterFromFontFile(unicode, fontAsset, out characterData))
- //{
- // isAlternativeTypeface = true;
-
- // return characterData;
- //}
-
- // If we find the requested character, we add it to the font asset character table
- // and return its character data.
- // We also add this character to the list of characters we will need to add to the font atlas.
- // We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
- // Alternatively, we could also add multiple pages of font atlas textures (feature consideration).
- }
-
- // At this point, we were not able to find the requested character in the alternative typeface
- // so we check the source font asset and its potential fallbacks.
- }
-
- }
- #endregion
-
- // Search the source font asset for the requested character.
- if (sourceFontAsset.characterLookupTable.TryGetValue(unicode, out characterData))
- {
- // We were able to locate the requested character in the given font asset.
- fontAsset = sourceFontAsset;
-
- return characterData;
- }
- else if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
- {
- if (sourceFontAsset.TryAddCharacterInternal(unicode, out characterData))
- {
- fontAsset = sourceFontAsset;
-
- return characterData;
- }
-
- //// Check if the source font file contains the requested character.
- //if (TryGetCharacterFromFontFile(unicode, sourceFontAsset, out characterData))
- //{
- // fontAsset = sourceFontAsset;
-
- // //fontAsset.AddCharacterToRasterList(unicode);
-
- // return characterData;
- //}
-
- // If we find the requested character, we add it to the font asset character table
- // and return its character data.
- // We also add this character to the list of characters we will need to add to the font atlas.
- // We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
- // Alternatively, we could also add multiple pages of font atlas textures (feature consideration)
- }
-
- // Search fallback font assets if we still don't have a valid character and include fallback is set to true.
- if (characterData == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null)
- {
- // Get reference to the list of fallback font assets.
- List<TMP_FontAsset> fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable;
- int fallbackCount = fallbackFontAssets.Count;
-
- if (fallbackFontAssets != null && fallbackCount > 0)
- {
- for (int i = 0; i < fallbackCount && characterData == null; i++)
- {
- TMP_FontAsset temp = fallbackFontAssets[i];
-
- if (temp == null) continue;
-
- int id = temp.GetInstanceID();
-
- // Skip over the fallback font asset in the event it is null or if already searched.
- if (k_SearchedFontAssets.Contains(id))
- continue;
-
- // Add to list of font assets already searched.
- k_SearchedFontAssets.Add(id);
-
- characterData = GetCharacterFromFontAsset_Internal(unicode, temp, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface, out fontAsset);
-
- if (characterData != null)
- {
- return characterData;
- }
- }
- }
-
- }
-
- return null;
- }
-
-
- /// <summary>
- /// Returns the text element (character) for the given unicode value taking into consideration the requested font style and weight.
- /// Function searches the provided list of font assets, the list of font assets assigned as alternative typefaces to them as well as their fallbacks.
- /// The font asset out parameter contains a reference to the font asset containing the character.
- /// The typeface type indicates whether the returned font asset is the source font asset, an alternative typeface or fallback font asset.
- /// </summary>
- /// <param name="unicode">The unicode value of the requested character</param>
- /// <param name="fontAssets">The list of font assets to search</param>
- /// <param name="includeFallbacks">Determines if the fallback of each font assets on the list will be searched</param>
- /// <param name="fontStyle">The font style</param>
- /// <param name="fontWeight">The font weight</param>
- /// <param name="type">Determines if the OUT font asset is an alternative typeface or fallback font asset</param>
- /// <param name="fontAsset">The font asset that contains the requested character</param>
- /// <returns></returns>
- public static TMP_Character GetCharacterFromFontAssets(uint unicode, List<TMP_FontAsset> fontAssets, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface, out TMP_FontAsset fontAsset)
- {
- isAlternativeTypeface = false;
-
- // Make sure font asset list is valid
- if (fontAssets == null || fontAssets.Count == 0)
- {
- fontAsset = null;
- return null;
- }
-
- if (includeFallbacks)
- {
- if (k_SearchedFontAssets == null)
- k_SearchedFontAssets = new List<int>();
- else
- k_SearchedFontAssets.Clear();
- }
-
- int fontAssetCount = fontAssets.Count;
-
- for (int i = 0; i < fontAssetCount; i++)
- {
- if (fontAssets[i] == null) continue;
-
- TMP_Character characterData = GetCharacterFromFontAsset_Internal(unicode, fontAssets[i], includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface, out fontAsset);
-
- if (characterData != null)
- return characterData;
- }
-
- fontAsset = null;
-
- return null;
- }
-
-
- // =====================================================================
- // FONT ENGINE & FONT FILE MANAGEMENT - Fields, Properties and Functions
- // =====================================================================
-
- private static bool k_IsFontEngineInitialized;
-
-
- private static bool TryGetCharacterFromFontFile(uint unicode, TMP_FontAsset fontAsset, out TMP_Character character)
- {
- character = null;
-
- // Initialize Font Engine library if not already initialized
- if (k_IsFontEngineInitialized == false)
- {
- FontEngineError error = FontEngine.InitializeFontEngine();
-
- if (error == 0)
- k_IsFontEngineInitialized = true;
- }
-
- // Load the font face for the given font asset.
- // TODO: Add manager to keep track of which font faces are currently loaded.
- FontEngine.LoadFontFace(fontAsset.sourceFontFile, fontAsset.faceInfo.pointSize);
-
- Glyph glyph = null;
- uint glyphIndex = FontEngine.GetGlyphIndex(unicode);
-
- // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple character.
- if (fontAsset.glyphLookupTable.TryGetValue(glyphIndex, out glyph))
- {
- character = fontAsset.AddCharacter_Internal(unicode, glyph);
-
- return true;
- }
-
- GlyphLoadFlags glyphLoadFlags = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_HINTED) == GlyphRasterModes.RASTER_MODE_HINTED ? GlyphLoadFlags.LOAD_RENDER : GlyphLoadFlags.LOAD_RENDER | GlyphLoadFlags.LOAD_NO_HINTING;
-
- if (FontEngine.TryGetGlyphWithUnicodeValue(unicode, glyphLoadFlags, out glyph))
- {
- // Add new character to font asset (if needed)
- character = fontAsset.AddCharacter_Internal(unicode, glyph);
-
- return true;
- }
-
- return false;
- }
-
-
- public static bool TryGetGlyphFromFontFile(uint glyphIndex, TMP_FontAsset fontAsset, out Glyph glyph)
- {
- glyph = null;
-
- // Initialize Font Engine library if not already initialized
- if (k_IsFontEngineInitialized == false)
- {
- FontEngineError error = FontEngine.InitializeFontEngine();
-
- if (error == 0)
- k_IsFontEngineInitialized = true;
- }
-
- // Load the font face for the given font asset.
- // TODO: Add manager to keep track of which font faces are currently loaded.
- FontEngine.LoadFontFace(fontAsset.sourceFontFile, fontAsset.faceInfo.pointSize);
-
- GlyphLoadFlags glyphLoadFlags = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_HINTED) == GlyphRasterModes.RASTER_MODE_HINTED ? GlyphLoadFlags.LOAD_RENDER : GlyphLoadFlags.LOAD_RENDER | GlyphLoadFlags.LOAD_NO_HINTING;
-
- if (FontEngine.TryGetGlyphWithIndexValue(glyphIndex, glyphLoadFlags, out glyph))
- {
- // Add new glyph to font asset (if needed)
- //fontAsset.AddGlyph_Internal(glyph);
-
- return true;
- }
-
- return false;
- }
-
- }
-}
|
