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