Maze / Library /PackageCache /com.unity.textmeshpro@3.0.6 /Scripts /Runtime /TMP_FontAssetUtilities.cs
| 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(); | |
| /// <summary> | |
| /// Default constructor | |
| /// </summary> | |
| static TMP_FontAssetUtilities() { } | |
| /// <summary> | |
| /// Get a singleton instance of the Font Asset Utilities class. | |
| /// </summary> | |
| public static TMP_FontAssetUtilities instance | |
| { | |
| get { return s_Instance; } | |
| } | |
| /// <summary> | |
| /// HashSet containing instance ID of font assets already searched. | |
| /// </summary> | |
| private static HashSet<int> k_SearchedAssets; | |
| /// <summary> | |
| /// 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. | |
| /// </summary> | |
| /// <param name="unicode">The unicode value of the requested character</param> | |
| /// <param name="sourceFontAsset">The font asset to be searched</param> | |
| /// <param name="includeFallbacks">Include the fallback font assets in the search</param> | |
| /// <param name="fontStyle">The font style</param> | |
| /// <param name="fontWeight">The font weight</param> | |
| /// <param name="isAlternativeTypeface">Indicates if the OUT font asset is an alternative typeface or fallback font asset</param> | |
| /// <param name="fontAsset">The font asset that contains the requested character</param> | |
| /// <returns></returns> | |
| 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<int>(); | |
| else | |
| k_SearchedAssets.Clear(); | |
| } | |
| return GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface); | |
| } | |
| /// <summary> | |
| /// 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. | |
| /// </summary> | |
| 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; | |
| // 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. | |
| } | |
| } | |
| // 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<TMP_FontAsset> 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; | |
| } | |
| /// <summary> | |
| /// 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. | |
| /// </summary> | |
| /// <param name="unicode">The unicode value of the requested character</param> | |
| /// <param name="sourceFontAsset">The font asset originating the search query</param> | |
| /// <param name="fontAssets">The list of font assets to search</param> | |
| /// <param name="includeFallbacks">Determines if the fallback of each font assets on the list will be searched</param> | |
| /// <param name="fontStyle">The font style</param> | |
| /// <param name="fontWeight">The font weight</param> | |
| /// <param name="isAlternativeTypeface">Determines if the OUT font asset is an alternative typeface or fallback font asset</param> | |
| /// <returns></returns> | |
| public static TMP_Character GetCharacterFromFontAssets(uint unicode, TMP_FontAsset sourceFontAsset, List<TMP_FontAsset> 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<int>(); | |
| 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 | |
| // ===================================================================== | |
| /// <summary> | |
| /// | |
| /// </summary> | |
| /// <param name="unicode"></param> | |
| /// <param name="spriteAsset"></param> | |
| /// <param name="includeFallbacks"></param> | |
| /// <returns></returns> | |
| 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<int>(); | |
| else | |
| k_SearchedAssets.Clear(); | |
| // Add current sprite asset to already searched assets. | |
| k_SearchedAssets.Add(spriteAsset.instanceID); | |
| List<TMP_SpriteAsset> 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; | |
| } | |
| /// <summary> | |
| /// | |
| /// </summary> | |
| /// <param name="unicode"></param> | |
| /// <param name="spriteAsset"></param> | |
| /// <param name="includeFallbacks"></param> | |
| /// <returns></returns> | |
| 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<TMP_SpriteAsset> 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; | |
| } | |
| */ | |
| } | |
| } | |