From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Scripts/Runtime/TMP_FontAssetUtilities.cs | 360 --------------------- 1 file changed, 360 deletions(-) delete mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAssetUtilities.cs') 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(); - - /// - /// Default constructor - /// - static TMP_FontAssetUtilities() { } - - - /// - /// Get a singleton instance of the Font Asset Utilities class. - /// - public static TMP_FontAssetUtilities instance - { - get { return s_Instance; } - } - - - /// - /// List containing instance ID of font assets already searched. - /// - private static List k_SearchedFontAssets; - - - /// - /// 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. - /// - /// The unicode value of the requested character - /// The font asset to be searched - /// Include the fallback font assets in the search - /// The font style - /// The font weight - /// Indicates if the OUT font asset is an alternative typeface or fallback font asset - /// The font asset that contains the requested character - /// - 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(); - else - k_SearchedFontAssets.Clear(); - } - - return GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface, out fontAsset); - } - - - /// - /// 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. - /// - 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 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; - } - - - /// - /// 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. - /// - /// The unicode value of the requested character - /// The list of font assets to search - /// Determines if the fallback of each font assets on the list will be searched - /// The font style - /// The font weight - /// Determines if the OUT font asset is an alternative typeface or fallback font asset - /// The font asset that contains the requested character - /// - public static TMP_Character GetCharacterFromFontAssets(uint unicode, List 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(); - 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; - } - - } -} -- cgit v1.2.3