using System.Collections.Generic; 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; } } /// /// HashSet containing instance ID of font assets already searched. /// private static HashSet k_SearchedAssets; /// /// 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) { if (includeFallbacks) { if (k_SearchedAssets == null) k_SearchedAssets = new HashSet(); else k_SearchedAssets.Clear(); } return GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface); } /// /// 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) { isAlternativeTypeface = false; TMP_Character character = 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; } TMP_FontAsset temp = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface; if (temp != null) { if (temp.characterLookupTable.TryGetValue(unicode, out character)) { isAlternativeTypeface = true; return character; } if (temp.atlasPopulationMode == AtlasPopulationMode.Dynamic) { if (temp.TryAddCharacterInternal(unicode, out character)) { isAlternativeTypeface = true; return character; } // 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 character)) return character; if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic) { if (sourceFontAsset.TryAddCharacterInternal(unicode, out character)) return character; } // Search fallback font assets if we still don't have a valid character and include fallback is set to true. if (character == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null) { // Get reference to the list of fallback font assets. List fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable; int fallbackCount = fallbackFontAssets.Count; if (fallbackCount == 0) return null; for (int i = 0; i < fallbackCount; i++) { TMP_FontAsset temp = fallbackFontAssets[i]; if (temp == null) continue; int id = temp.instanceID; // Try adding font asset to search list. If already present skip to the next one otherwise check if it contains the requested character. if (k_SearchedAssets.Add(id) == false) continue; // Add reference to this search query sourceFontAsset.FallbackSearchQueryLookup.Add(id); character = GetCharacterFromFontAsset_Internal(unicode, temp, true, fontStyle, fontWeight, out isAlternativeTypeface); if (character != null) return character; } } 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 font asset originating the search query /// 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 /// public static TMP_Character GetCharacterFromFontAssets(uint unicode, TMP_FontAsset sourceFontAsset, List fontAssets, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface) { isAlternativeTypeface = false; // Make sure font asset list is valid if (fontAssets == null || fontAssets.Count == 0) return null; if (includeFallbacks) { if (k_SearchedAssets == null) k_SearchedAssets = new HashSet(); else k_SearchedAssets.Clear(); } int fontAssetCount = fontAssets.Count; for (int i = 0; i < fontAssetCount; i++) { TMP_FontAsset fontAsset = fontAssets[i]; if (fontAsset == null) continue; // Add reference to this search query sourceFontAsset.FallbackSearchQueryLookup.Add(fontAsset.instanceID); TMP_Character character = GetCharacterFromFontAsset_Internal(unicode, fontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface); if (character != null) return character; } return null; } // ===================================================================== // SPRITE ASSET - Functions // ===================================================================== /// /// /// /// /// /// /// public static TMP_SpriteCharacter GetSpriteCharacterFromSpriteAsset(uint unicode, TMP_SpriteAsset spriteAsset, bool includeFallbacks) { // Make sure we have a valid sprite asset to search if (spriteAsset == null) return null; TMP_SpriteCharacter spriteCharacter; // Search sprite asset for potential sprite character for the given unicode value if (spriteAsset.spriteCharacterLookupTable.TryGetValue(unicode, out spriteCharacter)) return spriteCharacter; if (includeFallbacks) { // Clear searched assets if (k_SearchedAssets == null) k_SearchedAssets = new HashSet(); else k_SearchedAssets.Clear(); // Add current sprite asset to already searched assets. k_SearchedAssets.Add(spriteAsset.instanceID); List fallbackSpriteAsset = spriteAsset.fallbackSpriteAssets; if (fallbackSpriteAsset != null && fallbackSpriteAsset.Count > 0) { int fallbackCount = fallbackSpriteAsset.Count; for (int i = 0; i < fallbackCount; i++) { TMP_SpriteAsset temp = fallbackSpriteAsset[i]; if (temp == null) continue; int id = temp.instanceID; // Try adding asset to search list. If already present skip to the next one otherwise check if it contains the requested character. if (k_SearchedAssets.Add(id) == false) continue; spriteCharacter = GetSpriteCharacterFromSpriteAsset_Internal(unicode, temp, true); if (spriteCharacter != null) return spriteCharacter; } } } return null; } /// /// /// /// /// /// /// static TMP_SpriteCharacter GetSpriteCharacterFromSpriteAsset_Internal(uint unicode, TMP_SpriteAsset spriteAsset, bool includeFallbacks) { TMP_SpriteCharacter spriteCharacter; // Search sprite asset for potential sprite character for the given unicode value if (spriteAsset.spriteCharacterLookupTable.TryGetValue(unicode, out spriteCharacter)) return spriteCharacter; if (includeFallbacks) { List fallbackSpriteAsset = spriteAsset.fallbackSpriteAssets; if (fallbackSpriteAsset != null && fallbackSpriteAsset.Count > 0) { int fallbackCount = fallbackSpriteAsset.Count; for (int i = 0; i < fallbackCount; i++) { TMP_SpriteAsset temp = fallbackSpriteAsset[i]; if (temp == null) continue; int id = temp.instanceID; // Try adding asset to search list. If already present skip to the next one otherwise check if it contains the requested character. if (k_SearchedAssets.Add(id) == false) continue; spriteCharacter = GetSpriteCharacterFromSpriteAsset_Internal(unicode, temp, true); if (spriteCharacter != null) return spriteCharacter; } } } 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; } */ } }