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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, 360 insertions, 0 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 new file mode 100644 index 0000000..4fb9200 --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs @@ -0,0 +1,360 @@ +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;
+ }
+
+ }
+}
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