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path: root/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetImporter.cs
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using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using TMPro.EditorUtilities;
using TMPro.SpriteAssetUtilities;

namespace TMPro
{
    public class TMP_SpriteAssetImporter : EditorWindow
    {
        // Create Sprite Asset Editor Window
        [MenuItem("Window/TextMeshPro/Sprite Importer", false, 2026)]
        public static void ShowFontAtlasCreatorWindow()
        {
            var window = GetWindow<TMP_SpriteAssetImporter>();
            window.titleContent = new GUIContent("Sprite Importer");
            window.Focus();
        }

        Texture2D m_SpriteAtlas;
        SpriteAssetImportFormats m_SpriteDataFormat = SpriteAssetImportFormats.TexturePacker;
        TextAsset m_JsonFile;

        string m_CreationFeedback;

        TMP_SpriteAsset m_SpriteAsset;
        List<TMP_Sprite> m_SpriteInfoList = new List<TMP_Sprite>();


        void OnEnable()
        {
            // Set Editor Window Size
            SetEditorWindowSize();
        }

        public void OnGUI()
        {
            DrawEditorPanel();
        }


        void DrawEditorPanel()
        {
            // label
            GUILayout.Label("Import Settings", EditorStyles.boldLabel);

            EditorGUI.BeginChangeCheck();

            // Sprite Texture Selection
            m_JsonFile = EditorGUILayout.ObjectField("Sprite Data Source", m_JsonFile, typeof(TextAsset), false) as TextAsset;

            m_SpriteDataFormat = (SpriteAssetImportFormats)EditorGUILayout.EnumPopup("Import Format", m_SpriteDataFormat);
                    
            // Sprite Texture Selection
            m_SpriteAtlas = EditorGUILayout.ObjectField("Sprite Texture Atlas", m_SpriteAtlas, typeof(Texture2D), false) as Texture2D;

            if (EditorGUI.EndChangeCheck())
            {
                m_CreationFeedback = string.Empty;
            }

            GUILayout.Space(10);

            GUI.enabled = m_JsonFile != null && m_SpriteAtlas != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker;

            // Create Sprite Asset
            if (GUILayout.Button("Create Sprite Asset"))
            {
                m_CreationFeedback = string.Empty;

                // Read json data file
                if (m_JsonFile != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker)
                {
                    TexturePacker.SpriteDataObject sprites = JsonUtility.FromJson<TexturePacker.SpriteDataObject>(m_JsonFile.text);

                    if (sprites != null && sprites.frames != null && sprites.frames.Count > 0)
                    {
                        int spriteCount = sprites.frames.Count;

                        // Update import results
                        m_CreationFeedback = "<b>Import Results</b>\n--------------------\n";
                        m_CreationFeedback += "<color=#C0ffff><b>" + spriteCount + "</b></color> Sprites were imported from file.";

                        // Create sprite info list
                        m_SpriteInfoList = CreateSpriteInfoList(sprites);
                    }
                }

            }

            GUI.enabled = true;

            // Creation Feedback
            GUILayout.Space(5);
            GUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
            {
                EditorGUILayout.LabelField(m_CreationFeedback, TMP_UIStyleManager.label);
            }
            GUILayout.EndVertical();

            GUILayout.Space(5);
            GUI.enabled = m_JsonFile != null && m_SpriteAtlas && m_SpriteInfoList != null && m_SpriteInfoList.Count > 0;    // Enable Save Button if font_Atlas is not Null.
            if (GUILayout.Button("Save Sprite Asset") && m_JsonFile != null)
            {
                string filePath = EditorUtility.SaveFilePanel("Save Sprite Asset File", new FileInfo(AssetDatabase.GetAssetPath(m_JsonFile)).DirectoryName, m_JsonFile.name, "asset");

                if (filePath.Length == 0)
                    return;

                SaveSpriteAsset(filePath);
            }
            GUI.enabled = true;
        }


        /// <summary>
        /// 
        /// </summary>
        List<TMP_Sprite> CreateSpriteInfoList(TexturePacker.SpriteDataObject spriteDataObject)
        {
            List<TexturePacker.SpriteData> importedSprites = spriteDataObject.frames;

            List<TMP_Sprite> spriteInfoList = new List<TMP_Sprite>();

            for (int i = 0; i < importedSprites.Count; i++)
            {
                TMP_Sprite sprite = new TMP_Sprite();

                sprite.id = i;
                sprite.name = Path.GetFileNameWithoutExtension(importedSprites[i].filename) ?? "";
                sprite.hashCode = TMP_TextUtilities.GetSimpleHashCode(sprite.name);

                // Attempt to extract Unicode value from name
                int unicode;
                int indexOfSeperator = sprite.name.IndexOf('-');
                if (indexOfSeperator != -1)
                    unicode = TMP_TextUtilities.StringHexToInt(sprite.name.Substring(indexOfSeperator + 1));
                else
                    unicode = TMP_TextUtilities.StringHexToInt(sprite.name);

                sprite.unicode = unicode;

                sprite.x = importedSprites[i].frame.x;
                sprite.y = m_SpriteAtlas.height - (importedSprites[i].frame.y + importedSprites[i].frame.h);
                sprite.width = importedSprites[i].frame.w;
                sprite.height = importedSprites[i].frame.h;

                //Calculate sprite pivot position
                sprite.pivot = importedSprites[i].pivot;

                // Properties the can be modified
                sprite.xAdvance = sprite.width;
                sprite.scale = 1.0f;
                sprite.xOffset = 0 - (sprite.width * sprite.pivot.x);
                sprite.yOffset = sprite.height - (sprite.height * sprite.pivot.y);

                spriteInfoList.Add(sprite);
            }

            return spriteInfoList;
        }


        /// <summary>
        /// 
        /// </summary>
        /// <param name="filePath"></param>
        void SaveSpriteAsset(string filePath)
        {
            filePath = filePath.Substring(0, filePath.Length - 6); // Trim file extension from filePath.

            string dataPath = Application.dataPath;

            if (filePath.IndexOf(dataPath, System.StringComparison.InvariantCultureIgnoreCase) == -1)
            {
                Debug.LogError("You're saving the font asset in a directory outside of this project folder. This is not supported. Please select a directory under \"" + dataPath + "\"");
                return;
            }

            string relativeAssetPath = filePath.Substring(dataPath.Length - 6);
            string dirName = Path.GetDirectoryName(relativeAssetPath);
            string fileName = Path.GetFileNameWithoutExtension(relativeAssetPath);
            string pathNoExt = dirName + "/" + fileName;


            // Create new Sprite Asset using this texture
            m_SpriteAsset = CreateInstance<TMP_SpriteAsset>();
            AssetDatabase.CreateAsset(m_SpriteAsset, pathNoExt + ".asset");

            // Compute the hash code for the sprite asset.
            m_SpriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(m_SpriteAsset.name);

            // Assign new Sprite Sheet texture to the Sprite Asset.
            m_SpriteAsset.spriteSheet = m_SpriteAtlas;
            m_SpriteAsset.spriteInfoList = m_SpriteInfoList;

            // Add new default material for sprite asset.
            AddDefaultMaterial(m_SpriteAsset);
        }


        /// <summary>
        /// Create and add new default material to sprite asset.
        /// </summary>
        /// <param name="spriteAsset"></param>
        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);
        }


        /// <summary>
        /// Limits the minimum size of the editor window.
        /// </summary>
        void SetEditorWindowSize()
        {
            EditorWindow editorWindow = this;

            Vector2 currentWindowSize = editorWindow.minSize;

            editorWindow.minSize = new Vector2(Mathf.Max(230, currentWindowSize.x), Mathf.Max(300, currentWindowSize.y));
        }

    }
}