From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Scripts/Editor/TMP_SpriteAssetMenu.cs | 329 +++++++++++++++++++++ 1 file changed, 329 insertions(+) create mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs') diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs new file mode 100644 index 0000000..34dff5d --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs @@ -0,0 +1,329 @@ +using UnityEngine; +using UnityEngine.TextCore; +using UnityEditor; +using System.Linq; +using System.IO; +using System.Collections; +using System.Collections.Generic; + + +namespace TMPro.EditorUtilities +{ + + public static class TMP_SpriteAssetMenu + { + // Add a Context Menu to the Sprite Asset Editor Panel to Create and Add a Default Material. + [MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2200)] + static void CopyTexture(MenuCommand command) + { + TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context; + + // Make sure the sprite asset already contains a default material + if (spriteAsset != null && spriteAsset.material == null) + { + // Add new default material for sprite asset. + AddDefaultMaterial(spriteAsset); + } + } + + // Add a Context Menu to the Sprite Asset Editor Panel to update existing sprite assets. + [MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", false, 2100)] + static void UpdateSpriteAsset(MenuCommand command) + { + TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context; + + if (spriteAsset == null) + return; + + // Get a list of all the sprites contained in the texture referenced by the sprite asset. + // This only works if the texture is set to sprite mode. + string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet); + + if (string.IsNullOrEmpty(filePath)) + return; + + // Get all the Sprites sorted Left to Right / Top to Bottom + Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray(); + + List spriteGlyphTable = spriteAsset.spriteGlyphTable; + + // Finding available glyph indexes to insert new glyphs into. + var tempGlyphTable = spriteGlyphTable.OrderBy(glyph => glyph.index).ToList(); + List availableGlyphIndexes = new List(); + + int elementIndex = 0; + for (uint i = 0; i < tempGlyphTable[tempGlyphTable.Count - 1].index; i++) + { + uint currentElementIndex = tempGlyphTable[elementIndex].index; + + if (i == currentElementIndex) + elementIndex += 1; + else + availableGlyphIndexes.Add(i); + } + + // Iterate over each of the sprites in the texture to try to match them to existing sprites in the sprite asset. + for (int i = 0; i < sprites.Length; i++) + { + int id = sprites[i].GetInstanceID(); + + int glyphIndex = spriteGlyphTable.FindIndex(item => item.sprite.GetInstanceID() == id); + + if (glyphIndex == -1) + { + // Add new Sprite Glyph to the table + Sprite sprite = sprites[i]; + + TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph(); + + // Get available glyph index + if (availableGlyphIndexes.Count > 0) + { + spriteGlyph.index = availableGlyphIndexes[0]; + availableGlyphIndexes.RemoveAt(0); + } + else + spriteGlyph.index = (uint)spriteGlyphTable.Count; + + spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width); + spriteGlyph.glyphRect = new GlyphRect(sprite.rect); + spriteGlyph.scale = 1.0f; + spriteGlyph.sprite = sprite; + + spriteGlyphTable.Add(spriteGlyph); + + TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph); + spriteCharacter.name = sprite.name; + spriteCharacter.scale = 1.0f; + + spriteAsset.spriteCharacterTable.Add(spriteCharacter); + } + else + { + // Look for changes in existing Sprite Glyph + Sprite sprite = sprites[i]; + + TMP_SpriteGlyph spriteGlyph = spriteGlyphTable[glyphIndex]; + + // We only update changes to the sprite position / glyph rect. + if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height) + spriteGlyph.glyphRect = new GlyphRect(sprite.rect); + } + } + + // Sort glyph table by glyph index + spriteAsset.SortGlyphTable(); + spriteAsset.UpdateLookupTables(); + TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset); + } + + + [MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 110)] + public static void CreateSpriteAsset() + { + Object target = Selection.activeObject; + + // Make sure the selection is a texture. + if (target == null || target.GetType() != typeof(Texture2D)) + { + Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset."); + return; + } + + Texture2D sourceTex = target as Texture2D; + + // Get the path to the selected texture. + string filePathWithName = AssetDatabase.GetAssetPath(sourceTex); + string fileNameWithExtension = Path.GetFileName(filePathWithName); + string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName); + string filePath = filePathWithName.Replace(fileNameWithExtension, ""); + + // Check if Sprite Asset already exists + TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset; + bool isNewAsset = spriteAsset == null ? true : false; + + if (isNewAsset) + { + // Create new Sprite Asset using this texture + spriteAsset = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset"); + + spriteAsset.version = "1.1.0"; + + // Compute the hash code for the sprite asset. + spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name); + + // Assign new Sprite Sheet texture to the Sprite Asset. + spriteAsset.spriteSheet = sourceTex; + + List spriteGlyphTable = new List(); + List spriteCharacterTable = new List(); + + PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable); + + spriteAsset.spriteCharacterTable = spriteCharacterTable; + spriteAsset.spriteGlyphTable = spriteGlyphTable; + + // Add new default material for sprite asset. + AddDefaultMaterial(spriteAsset); + } + //else + //{ + // spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset); + + // // Make sure the sprite asset already contains a default material + // if (spriteAsset.material == null) + // { + // // Add new default material for sprite asset. + // AddDefaultMaterial(spriteAsset); + // } + + //} + + // Update Lookup tables. + spriteAsset.UpdateLookupTables(); + + // Get the Sprites contained in the Sprite Sheet + EditorUtility.SetDirty(spriteAsset); + + //spriteAsset.sprites = sprites; + + // Set source texture back to Not Readable. + //texImporter.isReadable = false; + + + AssetDatabase.SaveAssets(); + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset)); // Re-import font asset to get the new updated version. + + //AssetDatabase.Refresh(); + } + + + private static void PopulateSpriteTables(Texture source, ref List spriteCharacterTable, ref List spriteGlyphTable) + { + //Debug.Log("Creating new Sprite Asset."); + + string filePath = AssetDatabase.GetAssetPath(source); + + // Get all the Sprites sorted by Index + Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray(); + + for (int i = 0; i < sprites.Length; i++) + { + Sprite sprite = sprites[i]; + + TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph(); + spriteGlyph.index = (uint)i; + spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width); + spriteGlyph.glyphRect = new GlyphRect(sprite.rect); + spriteGlyph.scale = 1.0f; + spriteGlyph.sprite = sprite; + + spriteGlyphTable.Add(spriteGlyph); + + TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph); + spriteCharacter.name = sprite.name; + spriteCharacter.scale = 1.0f; + + spriteCharacterTable.Add(spriteCharacter); + } + } + + + /// + /// Create and add new default material to sprite asset. + /// + /// + private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset) + { + Shader shader = Shader.Find("TextMeshPro/Sprite"); + Material material = new Material(shader); + material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet); + + spriteAsset.material = material; + material.hideFlags = HideFlags.HideInHierarchy; + AssetDatabase.AddObjectToAsset(material, spriteAsset); + } + + + // Update existing SpriteInfo + private static List UpdateSpriteInfo(TMP_SpriteAsset spriteAsset) + { + //Debug.Log("Updating Sprite Asset."); + + string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet); + + // Get all the Sprites sorted Left to Right / Top to Bottom + Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray(); + + for (int i = 0; i < sprites.Length; i++) + { + Sprite sprite = sprites[i]; + + // Check if the sprite is already contained in the SpriteInfoList + int index = -1; + if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null) + index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID()); + + // Use existing SpriteInfo if it already exists + TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index]; + + Rect spriteRect = sprite.rect; + spriteInfo.x = spriteRect.x; + spriteInfo.y = spriteRect.y; + spriteInfo.width = spriteRect.width; + spriteInfo.height = spriteRect.height; + + // Get Sprite Pivot + Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2)); + + // The position of the pivot influences the Offset position. + spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height); + + if (index == -1) + { + // Find the next available index for this Sprite + int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray(); + + int id = 0; + for (int j = 0; j < ids.Length; j++ ) + { + if (ids[0] != 0) break; + + if (j > 0 && (ids[j] - ids[j - 1]) > 1) + { + id = ids[j - 1] + 1; + break; + } + + id = j + 1; + } + + spriteInfo.sprite = sprite; + spriteInfo.name = sprite.name; + spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name); + spriteInfo.id = id; + spriteInfo.xAdvance = spriteRect.width; + spriteInfo.scale = 1.0f; + + spriteInfo.xOffset = spriteInfo.pivot.x; + spriteInfo.yOffset = spriteInfo.pivot.y; + + spriteAsset.spriteInfoList.Add(spriteInfo); + + // Sort the Sprites by ID + spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList(); + } + else + { + spriteAsset.spriteInfoList[index] = spriteInfo; + } + } + + return spriteAsset.spriteInfoList; + } + + + } +} \ No newline at end of file -- cgit v1.2.3