using System; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.TextCore; using UnityEngine.TextCore.LowLevel; using UnityEngine.Profiling; using System.Collections.Generic; using System.Linq; #if UNITY_EDITOR using UnityEditor.TextCore.LowLevel; #endif namespace TMPro { public enum AtlasPopulationMode { Static = 0x0, Dynamic = 0x1, } [Serializable][ExcludeFromPresetAttribute] public class TMP_FontAsset : TMP_Asset { /// /// The version of the font asset class. /// Version 1.1.0 adds support for the new TextCore.FontEngine and Dynamic SDF system. /// public string version { get { return m_Version; } internal set { m_Version = value; } } [SerializeField] private string m_Version; /// /// This field is set when the font asset is first created. /// [SerializeField] internal string m_SourceFontFileGUID; #if UNITY_EDITOR /// /// Persistent reference to the source font file maintained in the editor. /// [SerializeField] internal Font m_SourceFontFile_EditorRef; #endif /// /// Source font file when atlas population mode is set to dynamic. Null when the atlas population mode is set to static. /// public Font sourceFontFile { get { return m_SourceFontFile; } internal set { m_SourceFontFile = value; } } [SerializeField] private Font m_SourceFontFile; public AtlasPopulationMode atlasPopulationMode { get { return m_AtlasPopulationMode; } set { m_AtlasPopulationMode = value; #if UNITY_EDITOR if (m_AtlasPopulationMode == AtlasPopulationMode.Static) m_SourceFontFile = null; else if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) m_SourceFontFile = m_SourceFontFile_EditorRef; #endif } } [SerializeField] private AtlasPopulationMode m_AtlasPopulationMode; /// /// Information about the font's face. /// public FaceInfo faceInfo { get { return m_FaceInfo; } set { m_FaceInfo = value; } } [SerializeField] internal FaceInfo m_FaceInfo; /// /// List of glyphs contained in the font asset. /// public List glyphTable { get { return m_GlyphTable; } internal set { m_GlyphTable = value; } } [SerializeField] internal List m_GlyphTable = new List(); /// /// Dictionary used to lookup glyphs contained in the font asset by their index. /// public Dictionary glyphLookupTable { get { if (m_GlyphLookupDictionary == null) ReadFontAssetDefinition(); return m_GlyphLookupDictionary; } } internal Dictionary m_GlyphLookupDictionary; /// /// List containing the characters of the given font asset. /// public List characterTable { get { return m_CharacterTable; } internal set { m_CharacterTable = value; } } [SerializeField] internal List m_CharacterTable = new List(); /// /// Dictionary used to lookup characters contained in the font asset by their unicode values. /// public Dictionary characterLookupTable { get { if (m_CharacterLookupDictionary == null) ReadFontAssetDefinition(); return m_CharacterLookupDictionary; } } internal Dictionary m_CharacterLookupDictionary; /// /// Determines if the font asset is using a shared atlas texture(s) /// //public bool isUsingDynamicTextures //{ // get { return m_IsUsingDynamicTextures; } // set { m_IsUsingDynamicTextures = value; } //} //[SerializeField] //private bool m_IsUsingDynamicTextures; /// /// The font atlas used by this font asset. /// This is always the texture at index [0] of the fontAtlasTextures. /// public Texture2D atlasTexture { get { if (m_AtlasTexture == null) { m_AtlasTexture = atlasTextures[0]; } return m_AtlasTexture; } } internal Texture2D m_AtlasTexture; /// /// Array of atlas textures that contain the glyphs used by this font asset. /// public Texture2D[] atlasTextures { get { if (m_AtlasTextures == null) { // } //if (m_IsUsingDynamicTextures) // return TMP_DynamicAtlasTextureGroup.managedDynamicTextures; return m_AtlasTextures; } set { m_AtlasTextures = value; } } [SerializeField] internal Texture2D[] m_AtlasTextures; /// /// Index of the font atlas texture that still has available space to add new glyphs. /// [SerializeField] internal int m_AtlasTextureIndex; /// /// Number of atlas textures used by this font asset. /// public int atlasTextureCount { get { return m_AtlasTextureIndex + 1; } } /// /// /// public bool isMultiAtlasTexturesEnabled { get { return m_IsMultiAtlasTexturesEnabled; } set { m_IsMultiAtlasTexturesEnabled = value; } } [SerializeField] private bool m_IsMultiAtlasTexturesEnabled; /// /// List of spaces occupied by glyphs in a given texture. /// internal List usedGlyphRects { get { return m_UsedGlyphRects; } set { m_UsedGlyphRects = value; } } [SerializeField] private List m_UsedGlyphRects; /// /// List of spaces available in a given texture to add new glyphs. /// internal List freeGlyphRects { get { return m_FreeGlyphRects; } set { m_FreeGlyphRects = value; } } [SerializeField] private List m_FreeGlyphRects; /// /// The general information about the font. /// This property and FaceInfo_Legacy type are no longer used in version 1.1.0 of the font asset. /// [Obsolete("The fontInfo property and underlying type is now obsolete. Please use the faceInfo property and FaceInfo type instead.")] public FaceInfo_Legacy fontInfo { get { return m_fontInfo; } } [SerializeField] private FaceInfo_Legacy m_fontInfo = null; /// /// /// [SerializeField] public Texture2D atlas; // Should add a property to make this read-only. /// /// The width of the atlas texture(s) used by this font asset. /// public int atlasWidth { get { return m_AtlasWidth; } internal set { m_AtlasWidth = value; } } [SerializeField] internal int m_AtlasWidth; /// /// The height of the atlas texture(s) used by this font asset. /// public int atlasHeight { get { return m_AtlasHeight; } internal set { m_AtlasHeight = value; } } [SerializeField] internal int m_AtlasHeight; /// /// The padding used between glyphs contained in the atlas texture(s) used by this font asset. /// public int atlasPadding { get { return m_AtlasPadding; } internal set { m_AtlasPadding = value; } } [SerializeField] internal int m_AtlasPadding; public GlyphRenderMode atlasRenderMode { get { return m_AtlasRenderMode; } internal set { m_AtlasRenderMode = value; } } [SerializeField] internal GlyphRenderMode m_AtlasRenderMode; // Legacy field that will eventually be removed. [SerializeField] internal List m_glyphInfoList; [SerializeField] [FormerlySerializedAs("m_kerningInfo")] internal KerningTable m_KerningTable = new KerningTable(); /// /// Table containing the various font features of this font asset. /// public TMP_FontFeatureTable fontFeatureTable { get { return m_FontFeatureTable; } internal set { m_FontFeatureTable = value; } } [SerializeField] internal TMP_FontFeatureTable m_FontFeatureTable = new TMP_FontFeatureTable(); // Legacy field that will eventually be removed [SerializeField] #pragma warning disable 0649 private List fallbackFontAssets; /// /// List containing the Fallback font assets for this font. /// public List fallbackFontAssetTable { get { return m_FallbackFontAssetTable; } set { m_FallbackFontAssetTable = value; } } [SerializeField] internal List m_FallbackFontAssetTable; /// /// The settings used in the Font Asset Creator when this font asset was created or edited. /// public FontAssetCreationSettings creationSettings { get { return m_CreationSettings; } set { m_CreationSettings = value; } } [SerializeField] internal FontAssetCreationSettings m_CreationSettings; /// /// Array containing font assets to be used as alternative typefaces for the various potential font weights of this font asset. /// public TMP_FontWeightPair[] fontWeightTable { get { return m_FontWeightTable; } internal set { m_FontWeightTable = value; } } [SerializeField] private TMP_FontWeightPair[] m_FontWeightTable = new TMP_FontWeightPair[10]; // FONT WEIGHTS /// /// Font weights used by font asset prior to version 1.1.0. /// This is legacy and will be removed at some point in the future. /// [SerializeField] private TMP_FontWeightPair[] fontWeights = null; //private int[] m_characterSet; // Array containing all the characters in this font asset. /// /// Defines the dilation of the text when using regular style. /// public float normalStyle = 0; /// /// The spacing between characters when using regular style. /// public float normalSpacingOffset = 0; /// /// Defines the dilation of the text when using bold style. /// public float boldStyle = 0.75f; /// /// The spacing between characters when using regular style. /// public float boldSpacing = 7f; /// /// Defines the slant of the text when using italic style. /// public byte italicStyle = 35; public byte tabSize = 10; internal bool IsFontAssetLookupTablesDirty; /// /// Create new instance of a font asset using default settings. /// /// /// public static TMP_FontAsset CreateFontAsset(Font font) { return CreateFontAsset(font, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024, AtlasPopulationMode.Dynamic); } /// /// Create new instance of a font asset. /// /// The source font file. /// The sampling point size. /// The padding / spread between individual glyphs in the font asset. /// /// The atlas texture width. /// The atlas texture height. /// /// public static TMP_FontAsset CreateFontAsset(Font font, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic, bool enableMultiAtlasSupport = true) { // Initialize FontEngine FontEngine.InitializeFontEngine(); // Load Font Face if (FontEngine.LoadFontFace(font, samplingPointSize) != FontEngineError.Success) { Debug.LogWarning("Unable to load font face for [" + font.name + "]. Make sure \"Include Font Data\" is enabled in the Font Import Settings.", font); return null; } // Create new font asset TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); fontAsset.m_Version = "1.1.0"; fontAsset.faceInfo = FontEngine.GetFaceInfo(); // Set font reference and GUID if (atlasPopulationMode == AtlasPopulationMode.Dynamic) fontAsset.sourceFontFile = font; // Set persistent reference to source font file in the Editor only. #if UNITY_EDITOR string guid; long localID; UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(font, out guid, out localID); fontAsset.m_SourceFontFileGUID = guid; fontAsset.m_SourceFontFile_EditorRef = font; #endif fontAsset.atlasPopulationMode = atlasPopulationMode; fontAsset.atlasWidth = atlasWidth; fontAsset.atlasHeight = atlasHeight; fontAsset.atlasPadding = atlasPadding; fontAsset.atlasRenderMode = renderMode; // Initialize array for the font atlas textures. fontAsset.atlasTextures = new Texture2D[1]; // Create and add font atlas texture. Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false); //texture.name = assetName + " Atlas"; fontAsset.atlasTextures[0] = texture; fontAsset.isMultiAtlasTexturesEnabled = enableMultiAtlasSupport; // Add free rectangle of the size of the texture. int packingModifier; if (((GlyphRasterModes)renderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP) { packingModifier = 0; // Optimize by adding static ref to shader. Material tmp_material = new Material(ShaderUtilities.ShaderRef_MobileBitmap); //tmp_material.name = texture.name + " Material"; tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); fontAsset.material = tmp_material; } else { packingModifier = 1; // Optimize by adding static ref to shader. Material tmp_material = new Material(ShaderUtilities.ShaderRef_MobileSDF); //tmp_material.name = texture.name + " Material"; tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); fontAsset.material = tmp_material; } fontAsset.freeGlyphRects = new List(8) { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; fontAsset.usedGlyphRects = new List(8); // TODO: Consider adding support for extracting glyph positioning data fontAsset.ReadFontAssetDefinition(); return fontAsset; } void Awake() { // Check version number of font asset to see if it needs to be upgraded. if (this.material != null && string.IsNullOrEmpty(m_Version)) UpgradeFontAsset(); } #if UNITY_EDITOR private void OnValidate() { // Make sure our lookup dictionary have been initialized. if (m_CharacterLookupDictionary == null || m_GlyphLookupDictionary == null) ReadFontAssetDefinition(); } #endif private static string s_DefaultMaterialSuffix = " Atlas Material"; public void ReadFontAssetDefinition() { Profiler.BeginSample("TMP.ReadFontAssetDefinition"); //Debug.Log("Reading Font Asset Definition for " + this.name + "."); // Check version number of font asset to see if it needs to be upgraded. if (this.material != null && string.IsNullOrEmpty(m_Version)) UpgradeFontAsset(); // Initialize lookup tables for characters and glyphs. InitializeDictionaryLookupTables(); // Add synthesized characters and adjust face metrics AddSynthesizedCharactersAndFaceMetrics(); // Adjust Font Scale for compatibility reasons if (m_FaceInfo.scale == 0) m_FaceInfo.scale = 1.0f; // Set Strikethrough Offset (if needed) if (m_FaceInfo.strikethroughOffset == 0) m_FaceInfo.strikethroughOffset = m_FaceInfo.capLine / 2.5f; // Set Padding value for legacy font assets. if (m_AtlasPadding == 0) { if (material.HasProperty(ShaderUtilities.ID_GradientScale)) m_AtlasPadding = (int)material.GetFloat(ShaderUtilities.ID_GradientScale) - 1; } // Compute Hashcode for the font asset name hashCode = TMP_TextUtilities.GetSimpleHashCode(this.name); // Compute Hashcode for the material name materialHashCode = TMP_TextUtilities.GetSimpleHashCode(this.name + s_DefaultMaterialSuffix); // Add reference to font asset in TMP Resource Manager //TMP_ResourceManager.AddFontAsset(this); IsFontAssetLookupTablesDirty = false; Profiler.EndSample(); } /// /// Read the various data tables of the font asset to populate its different dictionaries to allow for faster lookup of related font asset data. /// internal void InitializeDictionaryLookupTables() { // Initialize and populate glyph lookup dictionary InitializeGlyphLookupDictionary(); // Initialize and populate character lookup dictionary InitializeCharacterLookupDictionary(); // Initialize and populate character lookup dictionary InitializeGlyphPaidAdjustmentRecordsLookupDictionary(); } internal void InitializeGlyphLookupDictionary() { // Create new instance of the glyph lookup dictionary or clear the existing one. if (m_GlyphLookupDictionary == null) m_GlyphLookupDictionary = new Dictionary(); else m_GlyphLookupDictionary.Clear(); // Initialize or clear list of glyph indexes. if (m_GlyphIndexList == null) m_GlyphIndexList = new List(); else m_GlyphIndexList.Clear(); // Initialize or clear list of glyph indexes. if (m_GlyphIndexListNewlyAdded == null) m_GlyphIndexListNewlyAdded = new List(); else m_GlyphIndexListNewlyAdded.Clear(); // int glyphCount = m_GlyphTable.Count; // Add glyphs contained in the glyph table to dictionary for faster lookup. for (int i = 0; i < glyphCount; i++) { Glyph glyph = m_GlyphTable[i]; uint index = glyph.index; // TODO: Not sure it is necessary to check here. if (m_GlyphLookupDictionary.ContainsKey(index) == false) { m_GlyphLookupDictionary.Add(index, glyph); m_GlyphIndexList.Add(index); } } } internal void InitializeCharacterLookupDictionary() { // Create new instance of the character lookup dictionary or clear the existing one. if (m_CharacterLookupDictionary == null) m_CharacterLookupDictionary = new Dictionary(); else m_CharacterLookupDictionary.Clear(); // Add the characters contained in the character table to the dictionary for faster lookup. for (int i = 0; i < m_CharacterTable.Count; i++) { TMP_Character character = m_CharacterTable[i]; uint unicode = character.unicode; uint glyphIndex = character.glyphIndex; // Add character along with reference to text asset and glyph if (m_CharacterLookupDictionary.ContainsKey(unicode) == false) { m_CharacterLookupDictionary.Add(unicode, character); character.textAsset = this; character.glyph = m_GlyphLookupDictionary[glyphIndex]; } } // Clear internal fallback references if (FallbackSearchQueryLookup == null) FallbackSearchQueryLookup = new HashSet(); else FallbackSearchQueryLookup.Clear(); } internal void InitializeGlyphPaidAdjustmentRecordsLookupDictionary() { // Upgrade Glyph Adjustment Table to the new Font Feature table and Glyph Pair Adjustment Records if (m_KerningTable != null && m_KerningTable.kerningPairs != null && m_KerningTable.kerningPairs.Count > 0) UpgradeGlyphAdjustmentTableToFontFeatureTable(); // Read Font Features which will include kerning data. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary == null) m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary = new Dictionary(); else m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Clear(); List glyphPairAdjustmentRecords = m_FontFeatureTable.m_GlyphPairAdjustmentRecords; if (glyphPairAdjustmentRecords != null) { for (int i = 0; i < glyphPairAdjustmentRecords.Count; i++) { TMP_GlyphPairAdjustmentRecord record = glyphPairAdjustmentRecords[i]; uint key = new GlyphPairKey(record).key; if (!m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(key)) m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(key, record); } } } internal void AddSynthesizedCharactersAndFaceMetrics() { Profiler.BeginSample("TMP.AddSynthesizedCharacters"); if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize); // Only characters not present in the source font file will be synthesized. // Non visible and control characters with no metrics // Add End of Text \u0003 AddSynthesizedCharacter(0x03, true); // Add Tab \u0009 AddSynthesizedCharacter(0x09, true); // Add Line Feed (LF) \u000A AddSynthesizedCharacter(0x0A); // Add Vertical Tab (VT) \u000B AddSynthesizedCharacter(0x0B); // Add Carriage Return (CR) \u000D AddSynthesizedCharacter(0x0D); // Add Arabic Letter Mark \u061C AddSynthesizedCharacter(0x061C); // Add Zero Width Space \u2000B AddSynthesizedCharacter(0x200B); // Add Left-To-Right Mark \u200E AddSynthesizedCharacter(0x200E); // Add Right-To-Left Mark \u200F AddSynthesizedCharacter(0x200F); // Add Line Separator \u2028 AddSynthesizedCharacter(0x2028); // Add Paragraph Separator \u2029 AddSynthesizedCharacter(0x2029); // Add Word Joiner / Zero Width Non-Breaking Space \u2060 AddSynthesizedCharacter(0x2060); // Set Cap Line using the capital letter 'X' if (m_FaceInfo.capLine == 0 && m_CharacterLookupDictionary.ContainsKey('X')) { uint glyphIndex = m_CharacterLookupDictionary['X'].glyphIndex; m_FaceInfo.capLine = m_GlyphLookupDictionary[glyphIndex].metrics.horizontalBearingY; } // Set Mean Line using the lowercase letter 'x' if (m_FaceInfo.meanLine == 0 && m_CharacterLookupDictionary.ContainsKey('x')) { uint glyphIndex = m_CharacterLookupDictionary['x'].glyphIndex; m_FaceInfo.meanLine = m_GlyphLookupDictionary[glyphIndex].metrics.horizontalBearingY; } Profiler.EndSample(); } void AddSynthesizedCharacter(uint unicode, bool addImmediately = false) { // Check if unicode is already present in the font asset if (m_CharacterLookupDictionary.ContainsKey(unicode)) return; Glyph glyph; if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) { // Check if unicode is present in font file if (FontEngine.GetGlyphIndex(unicode) != 0) { if (addImmediately == false) return; //Debug.Log("Adding Unicode [" + unicode.ToString("X4") + "]."); GlyphLoadFlags glyphLoadFlags = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_NO_HINTING) == GlyphRasterModes.RASTER_MODE_NO_HINTING ? GlyphLoadFlags.LOAD_NO_BITMAP | GlyphLoadFlags.LOAD_NO_HINTING : GlyphLoadFlags.LOAD_NO_BITMAP; if (FontEngine.TryGetGlyphWithUnicodeValue(unicode, glyphLoadFlags, out glyph)) m_CharacterLookupDictionary.Add(unicode, new TMP_Character(unicode, this, glyph)); return; } } //Debug.Log("Synthesizing Unicode [" + unicode.ToString("X4") + "]."); // Synthesize and add missing glyph and character glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); m_CharacterLookupDictionary.Add(unicode, new TMP_Character(unicode, this, glyph)); } internal HashSet FallbackSearchQueryLookup = new HashSet(); internal void AddCharacterToLookupCache(uint unicode, TMP_Character character) { m_CharacterLookupDictionary.Add(unicode, character); // Add font asset to fallback references. FallbackSearchQueryLookup.Add(character.textAsset.instanceID); } /// /// Sort the Character table by Unicode values. /// internal void SortCharacterTable() { if (m_CharacterTable != null && m_CharacterTable.Count > 0) m_CharacterTable = m_CharacterTable.OrderBy(c => c.unicode).ToList(); } /// /// Sort the Glyph table by index values. /// internal void SortGlyphTable() { if (m_GlyphTable != null && m_GlyphTable.Count > 0) m_GlyphTable = m_GlyphTable.OrderBy(c => c.index).ToList(); } internal void SortFontFeatureTable() { m_FontFeatureTable.SortGlyphPairAdjustmentRecords(); } /// /// Sort both glyph and character tables. /// internal void SortAllTables() { SortGlyphTable(); SortCharacterTable(); SortFontFeatureTable(); } /// /// HashSet of font asset instance ID used in the process of searching for through fallback font assets for a given character or characters. /// private static HashSet k_SearchedFontAssetLookup; /// /// Function to check if a certain character exists in the font asset. /// /// /// public bool HasCharacter(int character) { if (m_CharacterLookupDictionary == null) return false; if (m_CharacterLookupDictionary.ContainsKey((uint)character)) return true; return false; } /// /// Function to check if a character is contained in the font asset with the option to also check through fallback font assets. /// /// /// /// /// public bool HasCharacter(char character, bool searchFallbacks = false, bool tryAddCharacter = false) { // Read font asset definition if it hasn't already been done. if (m_CharacterLookupDictionary == null) { ReadFontAssetDefinition(); if (m_CharacterLookupDictionary == null) return false; } // Check font asset if (m_CharacterLookupDictionary.ContainsKey(character)) return true; // Check if font asset is dynamic and if so try to add the requested character to it. if (tryAddCharacter && m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) { TMP_Character returnedCharacter; if (TryAddCharacterInternal(character, out returnedCharacter)) return true; } if (searchFallbacks) { // Initialize or clear font asset lookup if (k_SearchedFontAssetLookup == null) k_SearchedFontAssetLookup = new HashSet(); else k_SearchedFontAssetLookup.Clear(); // Add current font asset to lookup k_SearchedFontAssetLookup.Add(GetInstanceID()); // Check font asset fallbacks if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) { for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) { TMP_FontAsset fallback = fallbackFontAssetTable[i]; int fallbackID = fallback.GetInstanceID(); // Search fallback if not already contained in lookup if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter)) return true; } } } // Check general fallback font assets. if (TMP_Settings.fallbackFontAssets != null && TMP_Settings.fallbackFontAssets.Count > 0) { for (int i = 0; i < TMP_Settings.fallbackFontAssets.Count && TMP_Settings.fallbackFontAssets[i] != null; i++) { TMP_FontAsset fallback = TMP_Settings.fallbackFontAssets[i]; int fallbackID = fallback.GetInstanceID(); // Search fallback if not already contained in lookup if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter)) return true; } } } // Check TMP Settings Default Font Asset if (TMP_Settings.defaultFontAsset != null) { TMP_FontAsset fallback = TMP_Settings.defaultFontAsset; int fallbackID = fallback.GetInstanceID(); // Search fallback if it has not already been searched if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter)) return true; } } } return false; } /// /// Function to check if a character is contained in a font asset with the option to also check through fallback font assets. /// This private implementation does not search the fallback font asset in the TMP Settings file. /// /// /// /// /// bool HasCharacter_Internal(uint character, bool searchFallbacks = false, bool tryAddCharacter = false) { // Read font asset definition if it hasn't already been done. if (m_CharacterLookupDictionary == null) { ReadFontAssetDefinition(); if (m_CharacterLookupDictionary == null) return false; } // Check font asset if (m_CharacterLookupDictionary.ContainsKey(character)) return true; // Check if fallback is dynamic and if so try to add the requested character to it. if (tryAddCharacter && atlasPopulationMode == AtlasPopulationMode.Dynamic) { TMP_Character returnedCharacter; if (TryAddCharacterInternal(character, out returnedCharacter)) return true; } if (searchFallbacks) { // Check Font Asset Fallback fonts. if (fallbackFontAssetTable == null || fallbackFontAssetTable.Count == 0) return false; for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) { TMP_FontAsset fallback = fallbackFontAssetTable[i]; int fallbackID = fallback.GetInstanceID(); // Search fallback if it has not already been searched if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter)) return true; } } } return false; } /// /// Function to check if certain characters exists in the font asset. Function returns a list of missing characters. /// /// /// /// public bool HasCharacters(string text, out List missingCharacters) { if (m_CharacterLookupDictionary == null) { missingCharacters = null; return false; } missingCharacters = new List(); for (int i = 0; i < text.Length; i++) { if (!m_CharacterLookupDictionary.ContainsKey(text[i])) missingCharacters.Add(text[i]); } if (missingCharacters.Count == 0) return true; return false; } /// /// /// /// /// /// /// /// public bool HasCharacters(string text, out uint[] missingCharacters, bool searchFallbacks = false, bool tryAddCharacter = false) { missingCharacters = null; // Read font asset definition if it hasn't already been done. if (m_CharacterLookupDictionary == null) { ReadFontAssetDefinition(); if (m_CharacterLookupDictionary == null) return false; } // Clear internal list of s_MissingCharacterList.Clear(); for (int i = 0; i < text.Length; i++) { bool isMissingCharacter = true; uint character = text[i]; if (m_CharacterLookupDictionary.ContainsKey(character)) continue; // Check if fallback is dynamic and if so try to add the requested character to it. if (tryAddCharacter && atlasPopulationMode == AtlasPopulationMode.Dynamic) { TMP_Character returnedCharacter; if (TryAddCharacterInternal(character, out returnedCharacter)) continue; } if (searchFallbacks) { // Initialize or clear font asset lookup if (k_SearchedFontAssetLookup == null) k_SearchedFontAssetLookup = new HashSet(); else k_SearchedFontAssetLookup.Clear(); // Add current font asset to lookup k_SearchedFontAssetLookup.Add(GetInstanceID()); // Check font asset fallbacks if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) { for (int j = 0; j < fallbackFontAssetTable.Count && fallbackFontAssetTable[j] != null; j++) { TMP_FontAsset fallback = fallbackFontAssetTable[j]; int fallbackID = fallback.GetInstanceID(); // Search fallback if it has not already been searched if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter) == false) continue; isMissingCharacter = false; break; } } } // Check general fallback font assets. if (isMissingCharacter && TMP_Settings.fallbackFontAssets != null && TMP_Settings.fallbackFontAssets.Count > 0) { for (int j = 0; j < TMP_Settings.fallbackFontAssets.Count && TMP_Settings.fallbackFontAssets[j] != null; j++) { TMP_FontAsset fallback = TMP_Settings.fallbackFontAssets[j]; int fallbackID = fallback.GetInstanceID(); // Search fallback if it has not already been searched if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter) == false) continue; isMissingCharacter = false; break; } } } // Check TMP Settings Default Font Asset if (isMissingCharacter && TMP_Settings.defaultFontAsset != null) { TMP_FontAsset fallback = TMP_Settings.defaultFontAsset; int fallbackID = fallback.GetInstanceID(); // Search fallback if it has not already been searched if (k_SearchedFontAssetLookup.Add(fallbackID)) { if (fallback.HasCharacter_Internal(character, true, tryAddCharacter)) isMissingCharacter = false; } } } if (isMissingCharacter) s_MissingCharacterList.Add(character); } if (s_MissingCharacterList.Count > 0) { missingCharacters = s_MissingCharacterList.ToArray(); return false; } return true; } /// /// Function to check if certain characters exists in the font asset. Function returns false if any characters are missing. /// /// String containing the characters to check /// public bool HasCharacters(string text) { if (m_CharacterLookupDictionary == null) return false; for (int i = 0; i < text.Length; i++) { if (!m_CharacterLookupDictionary.ContainsKey(text[i])) return false; } return true; } /// /// Function to extract all the characters from a font asset. /// /// /// public static string GetCharacters(TMP_FontAsset fontAsset) { string characters = string.Empty; for (int i = 0; i < fontAsset.characterTable.Count; i++) { characters += (char)fontAsset.characterTable[i].unicode; } return characters; } /// /// Function which returns an array that contains all the characters from a font asset. /// /// /// public static int[] GetCharactersArray(TMP_FontAsset fontAsset) { int[] characters = new int[fontAsset.characterTable.Count]; for (int i = 0; i < fontAsset.characterTable.Count; i++) { characters[i] = (int)fontAsset.characterTable[i].unicode; } return characters; } /// /// Internal function used to get the glyph index for the given Unicode. /// /// /// internal uint GetGlyphIndex(uint unicode) { // Check if glyph already exists in font asset. if (m_CharacterLookupDictionary.ContainsKey(unicode)) return m_CharacterLookupDictionary[unicode].glyphIndex; // Load font face. if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) return 0; return FontEngine.GetGlyphIndex(unicode); } // ================================================================================ // Properties and functions related to character and glyph additions as well as // tacking glyphs that need to be added to various font asset atlas textures. // ================================================================================ // List and HashSet used for tracking font assets whose font atlas texture and character data needs updating. private static List k_FontAssets_FontFeaturesUpdateQueue = new List(); private static HashSet k_FontAssets_FontFeaturesUpdateQueueLookup = new HashSet(); private static List k_FontAssets_AtlasTexturesUpdateQueue = new List(); private static HashSet k_FontAssets_AtlasTexturesUpdateQueueLookup = new HashSet(); /// /// /// /// internal static void RegisterFontAssetForFontFeatureUpdate(TMP_FontAsset fontAsset) { int instanceID = fontAsset.instanceID; if (k_FontAssets_FontFeaturesUpdateQueueLookup.Add(instanceID)) k_FontAssets_FontFeaturesUpdateQueue.Add(fontAsset); } /// /// Function called to update the font atlas texture and character data of font assets to which /// new characters were added. /// internal static void UpdateFontFeaturesForFontAssetsInQueue() { int count = k_FontAssets_FontFeaturesUpdateQueue.Count; for (int i = 0; i < count; i++) k_FontAssets_FontFeaturesUpdateQueue[i].UpdateGlyphAdjustmentRecords(); if (count > 0) { k_FontAssets_FontFeaturesUpdateQueue.Clear(); k_FontAssets_FontFeaturesUpdateQueueLookup.Clear(); } } /// /// /// /// internal static void RegisterFontAssetForAtlasTextureUpdate(TMP_FontAsset fontAsset) { int instanceID = fontAsset.instanceID; if (k_FontAssets_AtlasTexturesUpdateQueueLookup.Add(instanceID)) k_FontAssets_AtlasTexturesUpdateQueue.Add(fontAsset); } /// /// /// internal static void UpdateAtlasTexturesForFontAssetsInQueue() { int count = k_FontAssets_AtlasTexturesUpdateQueueLookup.Count; for (int i = 0; i < count; i++) k_FontAssets_AtlasTexturesUpdateQueue[i].TryAddGlyphsToAtlasTextures(); if (count > 0) { k_FontAssets_AtlasTexturesUpdateQueue.Clear(); k_FontAssets_AtlasTexturesUpdateQueueLookup.Clear(); } } /// /// /// //private bool m_IsAlreadyRegisteredForUpdate; /// /// List of glyphs that need to be rendered and added to an atlas texture. /// private List m_GlyphsToRender = new List(); /// /// List of glyphs that we just rendered and added to an atlas texture. /// private List m_GlyphsRendered = new List(); /// /// List of all the glyph indexes contained in the font asset. /// private List m_GlyphIndexList = new List(); /// /// List of glyph indexes newly added to the font asset. /// This list is used in the process of retrieving font features. /// private List m_GlyphIndexListNewlyAdded = new List(); /// /// /// internal List m_GlyphsToAdd = new List(); internal HashSet m_GlyphsToAddLookup = new HashSet(); internal List m_CharactersToAdd = new List(); internal HashSet m_CharactersToAddLookup = new HashSet(); /// /// Internal list used to track characters that could not be added to the font asset. /// internal List s_MissingCharacterList = new List(); /// /// Hash table used to track characters that are known to be missing from the font file. /// internal HashSet m_MissingUnicodesFromFontFile = new HashSet(); /// /// Internal static array used to avoid allocations when using the GetGlyphPairAdjustmentTable(). /// internal static uint[] k_GlyphIndexArray; /// /// Try adding the characters from the provided string to the font asset. /// /// Array that contains the characters to add to the font asset. /// /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(uint[] unicodes, bool includeFontFeatures = false) { uint[] missingUnicodes; return TryAddCharacters(unicodes, out missingUnicodes, includeFontFeatures); } /// /// Try adding the characters from the provided string to the font asset. /// /// Array that contains the characters to add to the font asset. /// Array containing the characters that could not be added to the font asset. /// /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(uint[] unicodes, out uint[] missingUnicodes, bool includeFontFeatures = false) { Profiler.BeginSample("TMP.TryAddCharacters"); // Make sure font asset is set to dynamic and that we have a valid list of characters. if (unicodes == null || unicodes.Length == 0 || m_AtlasPopulationMode == AtlasPopulationMode.Static) { if (m_AtlasPopulationMode == AtlasPopulationMode.Static) Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because its AtlasPopulationMode is set to Static.", this); else Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because the provided Unicode list is Null or Empty.", this); missingUnicodes = unicodes.ToArray(); Profiler.EndSample(); return false; } // Load font face. if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) { missingUnicodes = unicodes.ToArray(); Profiler.EndSample(); return false; } // Make sure font asset has been initialized if (m_CharacterLookupDictionary == null || m_GlyphLookupDictionary == null) ReadFontAssetDefinition(); // Clear lists used to track which character and glyphs were added or missing. m_GlyphsToAdd.Clear(); m_GlyphsToAddLookup.Clear(); m_CharactersToAdd.Clear(); m_CharactersToAddLookup.Clear(); s_MissingCharacterList.Clear(); bool isMissingCharacters = false; int unicodeCount = unicodes.Length; for (int i = 0; i < unicodeCount; i++) { uint unicode = unicodes[i]; // Check if character is already contained in the character table. if (m_CharacterLookupDictionary.ContainsKey(unicode)) continue; // Get the index of the glyph for this Unicode value. uint glyphIndex = FontEngine.GetGlyphIndex(unicode); // Skip missing glyphs if (glyphIndex == 0) { // Special handling for characters with potential alternative glyph representations switch (unicode) { case 0xA0: // Non Breaking Space // Use Space glyphIndex = FontEngine.GetGlyphIndex(0x20); break; case 0xAD: // Soft Hyphen case 0x2011: // Non Breaking Hyphen // Use Hyphen Minus glyphIndex = FontEngine.GetGlyphIndex(0x2D); break; } // Skip to next character if no potential alternative glyph representation is present in font file. if (glyphIndex == 0) { // Add character to list of missing characters. s_MissingCharacterList.Add(unicode); isMissingCharacters = true; continue; } } TMP_Character character = new TMP_Character(unicode, glyphIndex); // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { // Add a reference to the source text asset and glyph character.glyph = m_GlyphLookupDictionary[glyphIndex]; character.textAsset = this; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); continue; } // Make sure glyph index has not already been added to list of glyphs to add. if (m_GlyphsToAddLookup.Add(glyphIndex)) m_GlyphsToAdd.Add(glyphIndex); // Make sure unicode / character has not already been added. if (m_CharactersToAddLookup.Add(unicode)) m_CharactersToAdd.Add(character); } if (m_GlyphsToAdd.Count == 0) { //Debug.LogWarning("No characters will be added to font asset [" + this.name + "] either because they are already present in the font asset or missing from the font file."); missingUnicodes = unicodes; Profiler.EndSample(); return false; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } Glyph[] glyphs; bool allGlyphsAddedToTexture = FontEngine.TryAddGlyphsToTexture(m_GlyphsToAdd, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyphs); // Add new glyphs to relevant font asset data structure for (int i = 0; i < glyphs.Length && glyphs[i] != null; i++) { Glyph glyph = glyphs[i]; uint glyphIndex = glyph.index; glyph.atlasIndex = m_AtlasTextureIndex; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); m_GlyphIndexListNewlyAdded.Add(glyphIndex); m_GlyphIndexList.Add(glyphIndex); } // Clear glyph index list to allow m_GlyphsToAdd.Clear(); // Add new characters to relevant data structures as well as track glyphs that could not be added to the current atlas texture. for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; Glyph glyph; if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out glyph) == false) { m_GlyphsToAdd.Add(character.glyphIndex); continue; } // Add a reference to the source text asset and glyph character.glyph = glyph; character.textAsset = this; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(character.unicode, character); // Remove character from list to add m_CharactersToAdd.RemoveAt(i); i -= 1; } // Try adding missing glyphs to if (m_IsMultiAtlasTexturesEnabled && allGlyphsAddedToTexture == false) { while (allGlyphsAddedToTexture == false) allGlyphsAddedToTexture = TryAddGlyphsToNewAtlasTexture(); } // Get Font Features for the given characters if (includeFontFeatures) UpdateGlyphAdjustmentRecords(); #if UNITY_EDITOR // Makes the changes to the font asset persistent. if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif // Populate list of missing characters for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; s_MissingCharacterList.Add(character.unicode); } missingUnicodes = null; if (s_MissingCharacterList.Count > 0) missingUnicodes = s_MissingCharacterList.ToArray(); Profiler.EndSample(); return allGlyphsAddedToTexture && !isMissingCharacters; } /// /// Try adding the characters from the provided string to the font asset. /// /// String containing the characters to add to the font asset. /// /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(string characters, bool includeFontFeatures = false) { string missingCharacters; return TryAddCharacters(characters, out missingCharacters, includeFontFeatures); } /// /// Try adding the characters from the provided string to the font asset. /// /// String containing the characters to add to the font asset. /// String containing the characters that could not be added to the font asset. /// /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(string characters, out string missingCharacters, bool includeFontFeatures = false) { Profiler.BeginSample("TMP.TryAddCharacters"); // Make sure font asset is set to dynamic and that we have a valid list of characters. if (string.IsNullOrEmpty(characters) || m_AtlasPopulationMode == AtlasPopulationMode.Static) { if (m_AtlasPopulationMode == AtlasPopulationMode.Static) Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because its AtlasPopulationMode is set to Static.", this); else { Debug.LogWarning("Unable to add characters to font asset [" + this.name + "] because the provided character list is Null or Empty.", this); } missingCharacters = characters; Profiler.EndSample(); return false; } // Load font face. if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) { missingCharacters = characters; Profiler.EndSample(); return false; } // Make sure font asset has been initialized if (m_CharacterLookupDictionary == null || m_GlyphLookupDictionary == null) ReadFontAssetDefinition(); // Clear data structures used to track which glyph needs to be added to atlas texture. m_GlyphsToAdd.Clear(); m_GlyphsToAddLookup.Clear(); m_CharactersToAdd.Clear(); m_CharactersToAddLookup.Clear(); s_MissingCharacterList.Clear(); bool isMissingCharacters = false; int characterCount = characters.Length; // Iterate over each of the requested characters. for (int i = 0; i < characterCount; i++) { uint unicode = characters[i]; // Check if character is already contained in the character table. if (m_CharacterLookupDictionary.ContainsKey(unicode)) continue; // Get the index of the glyph for this unicode value. uint glyphIndex = FontEngine.GetGlyphIndex(unicode); // Skip missing glyphs if (glyphIndex == 0) { // Special handling for characters with potential alternative glyph representations switch (unicode) { case 0xA0: // Non Breaking Space // Use Space glyphIndex = FontEngine.GetGlyphIndex(0x20); break; case 0xAD: // Soft Hyphen case 0x2011: // Non Breaking Hyphen // Use Hyphen Minus glyphIndex = FontEngine.GetGlyphIndex(0x2D); break; } // Skip to next character if no potential alternative glyph representation is present in font file. if (glyphIndex == 0) { // Add character to list of missing characters. s_MissingCharacterList.Add(unicode); isMissingCharacters = true; continue; } } TMP_Character character = new TMP_Character(unicode, glyphIndex); // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { // Add a reference to the source text asset and glyph character.glyph = m_GlyphLookupDictionary[glyphIndex]; character.textAsset = this; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); continue; } // Make sure glyph index has not already been added to list of glyphs to add. if (m_GlyphsToAddLookup.Add(glyphIndex)) m_GlyphsToAdd.Add(glyphIndex); // Make sure unicode / character has not already been added. if (m_CharactersToAddLookup.Add(unicode)) m_CharactersToAdd.Add(character); } if (m_GlyphsToAdd.Count == 0) { missingCharacters = characters; Profiler.EndSample(); return false; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } Glyph[] glyphs; bool allGlyphsAddedToTexture = FontEngine.TryAddGlyphsToTexture(m_GlyphsToAdd, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyphs); for (int i = 0; i < glyphs.Length && glyphs[i] != null; i++) { Glyph glyph = glyphs[i]; uint glyphIndex = glyph.index; glyph.atlasIndex = m_AtlasTextureIndex; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); m_GlyphIndexListNewlyAdded.Add(glyphIndex); m_GlyphIndexList.Add(glyphIndex); } // Clear glyph index list to track glyphs that were not added to the atlas texture m_GlyphsToAdd.Clear(); // Add new characters to relevant data structures. for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; Glyph glyph; if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out glyph) == false) { m_GlyphsToAdd.Add(character.glyphIndex); continue; } // Add a reference to the source text asset and glyph character.glyph = glyph; character.textAsset = this; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(character.unicode, character); // Remove character from list to add m_CharactersToAdd.RemoveAt(i); i -= 1; } // Try adding glyphs that didn't fit in the current atlas texture to new atlas texture if (m_IsMultiAtlasTexturesEnabled && allGlyphsAddedToTexture == false) { while (allGlyphsAddedToTexture == false) allGlyphsAddedToTexture = TryAddGlyphsToNewAtlasTexture(); } // Get Font Features for the given characters if (includeFontFeatures) UpdateGlyphAdjustmentRecords(); #if UNITY_EDITOR // Makes the changes to the font asset persistent. if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif missingCharacters = string.Empty; // Populate list of missing characters for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; s_MissingCharacterList.Add(character.unicode); } if (s_MissingCharacterList.Count > 0) missingCharacters = s_MissingCharacterList.UintToString(); Profiler.EndSample(); return allGlyphsAddedToTexture && !isMissingCharacters; } // Functions to remove... /* /// /// NOT USED CURRENTLY - Try adding character using Unicode value to font asset. /// /// The Unicode value of the character. /// The character data if successfully added to the font asset. Null otherwise. /// Returns true if the character has been added. False otherwise. internal bool TryAddCharacter_Internal(uint unicode) { TMP_Character character = null; // Check if character is already contained in the character table. if (m_CharacterLookupDictionary.ContainsKey(unicode)) return true; uint glyphIndex = FontEngine.GetGlyphIndex(unicode); if (glyphIndex == 0) return false; // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { character = new TMP_Character(unicode, m_GlyphLookupDictionary[glyphIndex]); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); //#if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); //UnityEditor.EditorUtility.SetDirty(this); //#endif return true; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } Glyph glyph; if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyph)) { // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); // Add new character character = new TMP_Character(unicode, glyph); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); //#if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); //UnityEditor.EditorUtility.SetDirty(this); //#endif return true; } return false; } /// /// To be removed. /// /// /// internal TMP_Character AddCharacter_Internal(uint unicode, Glyph glyph) { // Check if character is already contained in the character table. if (m_CharacterLookupDictionary.ContainsKey(unicode)) return m_CharacterLookupDictionary[unicode]; uint glyphIndex = glyph.index; // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } // Check if glyph is already contained in the glyph table. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex) == false) { if (glyph.glyphRect.width == 0 || glyph.glyphRect.width == 0) { // Glyphs with zero width and / or height can be automatically added to font asset. m_GlyphTable.Add(glyph); } else { // Try packing new glyph if (FontEngine.TryPackGlyphInAtlas(glyph, m_AtlasPadding, GlyphPackingMode.ContactPointRule, m_AtlasRenderMode, m_AtlasWidth, m_AtlasHeight, m_FreeGlyphRects, m_UsedGlyphRects) == false) { // TODO: Add handling to create new atlas texture to fit glyph. return null; } //m_GlyphsToRender.Add(glyph); } } // Add character to font asset. TMP_Character character = new TMP_Character(unicode, glyph); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); //Debug.Log("Adding character [" + (char)unicode + "] with Unicode (" + unicode + ") to [" + this.name + "] font asset."); // Schedule glyph to be added to the font atlas texture //TM_FontAssetUpdateManager.RegisterFontAssetForUpdate(this); //UpdateAtlasTexture(); // Temporary until callback system is revised. //#if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); //UnityEditor.EditorUtility.SetDirty(this); //#endif return character; } */ /// /// Try adding character using Unicode value to font asset. /// Function assumes internal user has already checked to make sure the character is not already contained in the font asset. /// /// The Unicode value of the character. /// The character data if successfully added to the font asset. Null otherwise. /// Returns true if the character has been added. False otherwise. internal bool TryAddCharacterInternal(uint unicode, out TMP_Character character) { Profiler.BeginSample("TMP.TryAddCharacter"); character = null; // Check if the Unicode character is already known to be missing from the source font file. if (m_MissingUnicodesFromFontFile.Contains(unicode)) { Profiler.EndSample(); return false; } // Load font face. if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) return false; uint glyphIndex = FontEngine.GetGlyphIndex(unicode); if (glyphIndex == 0) { // Special handling for characters with potential alternative glyph representations switch (unicode) { case 0xA0: // Non Breaking Space // Use Space glyphIndex = FontEngine.GetGlyphIndex(0x20); break; case 0xAD: // Soft Hyphen case 0x2011: // Non Breaking Hyphen // Use Hyphen Minus glyphIndex = FontEngine.GetGlyphIndex(0x2D); break; } // Return if no potential alternative glyph representation is present in font file. if (glyphIndex == 0) { m_MissingUnicodesFromFontFile.Add(unicode); Profiler.EndSample(); return false; } } // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { character = new TMP_Character(unicode, this, m_GlyphLookupDictionary[glyphIndex]); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); #if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } Glyph glyph = null; // TODO: Potential new feature to explore where selected font assets share the same atlas texture(s). // Handling if using Dynamic Textures //if (m_IsUsingDynamicTextures) //{ // if (TMP_DynamicAtlasTextureGroup.AddGlyphToManagedDynamicTexture(this, glyphIndex, m_AtlasPadding, m_AtlasRenderMode, out glyph)) // { // // Add new glyph to glyph table. // m_GlyphTable.Add(glyph); // m_GlyphLookupDictionary.Add(glyphIndex, glyph); // // Add new character // character = new TMP_Character(unicode, glyph); // m_CharacterTable.Add(character); // m_CharacterLookupDictionary.Add(unicode, character); // m_GlyphIndexList.Add(glyphIndex); // if (TMP_Settings.getFontFeaturesAtRuntime) // { // if (k_FontAssetsToUpdateLookup.Add(instanceID)) // k_FontAssetsToUpdate.Add(this); // } // //Profiler.EndSample(); // return true; // } //} // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { // TODO: Need texture to be readable. if (m_AtlasTextures[m_AtlasTextureIndex].isReadable == false) { Debug.LogWarning("Unable to add the requested character to font asset [" + this.name + "]'s atlas texture. Please make the texture [" + m_AtlasTextures[m_AtlasTextureIndex].name + "] readable.", m_AtlasTextures[m_AtlasTextureIndex]); Profiler.EndSample(); return false; } m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } // Try adding glyph to local atlas texture if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyph)) { // Update glyph atlas index glyph.atlasIndex = m_AtlasTextureIndex; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); // Add new character character = new TMP_Character(unicode, this, glyph); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); m_GlyphIndexList.Add(glyphIndex); m_GlyphIndexListNewlyAdded.Add(glyphIndex); if (TMP_Settings.getFontFeaturesAtRuntime) RegisterFontAssetForFontFeatureUpdate(this); #if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } // Add glyph which did not fit in current atlas texture to new atlas texture. if (m_IsMultiAtlasTexturesEnabled) { // Create new atlas texture SetupNewAtlasTexture(); // Try adding glyph to newly created atlas texture if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyph)) { // Update glyph atlas index glyph.atlasIndex = m_AtlasTextureIndex; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); // Add new character character = new TMP_Character(unicode, this, glyph); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); m_GlyphIndexList.Add(glyphIndex); m_GlyphIndexListNewlyAdded.Add(glyphIndex); if (TMP_Settings.getFontFeaturesAtRuntime) RegisterFontAssetForFontFeatureUpdate(this); #if UNITY_EDITOR //SortGlyphTable(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } } Profiler.EndSample(); return false; } internal bool TryGetCharacter_and_QueueRenderToTexture(uint unicode, out TMP_Character character) { Profiler.BeginSample("TMP.TryAddCharacter"); character = null; // Check if the Unicode character is already known to be missing from the source font file. if (m_MissingUnicodesFromFontFile.Contains(unicode)) { Profiler.EndSample(); return false; } // Load font face. if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) return false; uint glyphIndex = FontEngine.GetGlyphIndex(unicode); if (glyphIndex == 0) { // Special handling for characters with potential alternative glyph representations switch (unicode) { case 0xA0: // Non Breaking Space // Use Space glyphIndex = FontEngine.GetGlyphIndex(0x20); break; case 0xAD: // Soft Hyphen case 0x2011: // Non Breaking Hyphen // Use Hyphen Minus glyphIndex = FontEngine.GetGlyphIndex(0x2D); break; } // Return if no potential alternative glyph representation is present in font file. if (glyphIndex == 0) { m_MissingUnicodesFromFontFile.Add(unicode); Profiler.EndSample(); return false; } } // Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple characters. if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { character = new TMP_Character(unicode, this, m_GlyphLookupDictionary[glyphIndex]); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); #if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } GlyphLoadFlags glyphLoadFlags = (GlyphRasterModes.RASTER_MODE_NO_HINTING & (GlyphRasterModes)m_AtlasRenderMode) == GlyphRasterModes.RASTER_MODE_NO_HINTING ? GlyphLoadFlags.LOAD_NO_BITMAP | GlyphLoadFlags.LOAD_NO_HINTING : GlyphLoadFlags.LOAD_NO_BITMAP; Glyph glyph = null; if (FontEngine.TryGetGlyphWithIndexValue(glyphIndex, glyphLoadFlags, out glyph)) { // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); // Add new character character = new TMP_Character(unicode, this, glyph); m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); m_GlyphIndexList.Add(glyphIndex); m_GlyphIndexListNewlyAdded.Add(glyphIndex); if (TMP_Settings.getFontFeaturesAtRuntime) RegisterFontAssetForFontFeatureUpdate(this); // Add glyph to list of glyphs to be rendered m_GlyphsToRender.Add(glyph); // Register font asset to render and add glyphs to atlas textures RegisterFontAssetForAtlasTextureUpdate(this); #if UNITY_EDITOR // Makes the changes to the font asset persistent. // OPTIMIZATION: This could be handled when exiting Play mode if we added any new characters to the asset. // Could also add some update registry to handle this. //SortGlyphTable(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } Profiler.EndSample(); return false; } /// /// This function requires an update to the TextCore:FontEngine /// internal void TryAddGlyphsToAtlasTextures() { /* // Return if we don't have any glyphs to add. if (m_GlyphsToRender.Count == 0) return; Profiler.BeginSample("TMP.TryAddGlyphsToAtlasTextures"); // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } bool allGlyphsAddedToTexture = FontEngine.TryAddGlyphsToTexture(m_GlyphsToRender, m_GlyphsRendered, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex]); // Try adding glyphs that didn't fit in the current atlas texture to new atlas texture if (m_IsMultiAtlasTexturesEnabled && allGlyphsAddedToTexture == false) { while (allGlyphsAddedToTexture == false) { // Create and prepare new atlas texture SetupNewAtlasTexture(); // Try adding remaining glyphs in the newly created atlas texture allGlyphsAddedToTexture = FontEngine.TryAddGlyphsToTexture(m_GlyphsToRender, m_GlyphsRendered, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex]); } } if (allGlyphsAddedToTexture == false) { // TODO: Handle case when we have left over glyph to render that didn't fit in the atlas texture. Debug.LogError("Unable to add some glyphs to atlas texture."); } #if UNITY_EDITOR // Makes the changes to the font asset persistent. if (UnityEditor.EditorUtility.IsPersistent(this)) { //SortGlyphAndCharacterTables(); TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); */ } /// /// /// /// bool TryAddGlyphsToNewAtlasTexture() { // Create and prepare new atlas texture SetupNewAtlasTexture(); Glyph[] glyphs; // Try adding remaining glyphs in the newly created atlas texture bool allGlyphsAddedToTexture = FontEngine.TryAddGlyphsToTexture(m_GlyphsToAdd, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out glyphs); // Add new glyphs to relevant data structures. for (int i = 0; i < glyphs.Length && glyphs[i] != null; i++) { Glyph glyph = glyphs[i]; uint glyphIndex = glyph.index; glyph.atlasIndex = m_AtlasTextureIndex; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); m_GlyphIndexListNewlyAdded.Add(glyphIndex); m_GlyphIndexList.Add(glyphIndex); } // Clear glyph index list to allow us to track glyphs m_GlyphsToAdd.Clear(); // Add new characters to relevant data structures as well as track glyphs that could not be added to the current atlas texture. for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; Glyph glyph; if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out glyph) == false) { m_GlyphsToAdd.Add(character.glyphIndex); continue; } // Add a reference to the source text asset and glyph character.glyph = glyph; character.textAsset = this; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(character.unicode, character); // Remove character m_CharactersToAdd.RemoveAt(i); i -= 1; } return allGlyphsAddedToTexture; } /// /// /// void SetupNewAtlasTexture() { m_AtlasTextureIndex += 1; // Check size of atlas texture array if (m_AtlasTextures.Length == m_AtlasTextureIndex) Array.Resize(ref m_AtlasTextures, m_AtlasTextures.Length * 2); // Initialize new atlas texture m_AtlasTextures[m_AtlasTextureIndex] = new Texture2D(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); // Clear packing GlyphRects int packingModifier = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; m_FreeGlyphRects.Clear(); m_FreeGlyphRects.Add(new GlyphRect(0, 0, m_AtlasWidth - packingModifier, m_AtlasHeight - packingModifier)); m_UsedGlyphRects.Clear(); #if UNITY_EDITOR // Add new texture as sub asset to font asset if (UnityEditor.EditorUtility.IsPersistent(this)) { Texture2D tex = m_AtlasTextures[m_AtlasTextureIndex]; tex.name = m_AtlasTexture.name + " " + m_AtlasTextureIndex; UnityEditor.AssetDatabase.AddObjectToAsset(m_AtlasTextures[m_AtlasTextureIndex], this); TMP_EditorResourceManager.RegisterResourceForReimport(this); } #endif } /// /// Not used currently /// internal void UpdateAtlasTexture() { // Return if we don't have any glyphs to add to atlas texture. if (m_GlyphsToRender.Count == 0) return; //Debug.Log("Updating [" + this.name + "]'s atlas texture."); // Pack glyphs in the given atlas texture size. // TODO: Packing and glyph render modes should be defined in the font asset. //FontEngine.PackGlyphsInAtlas(m_GlyphsToPack, m_GlyphsPacked, m_AtlasPadding, GlyphPackingMode.ContactPointRule, GlyphRenderMode.SDFAA, m_AtlasWidth, m_AtlasHeight, m_FreeGlyphRects, m_UsedGlyphRects); //FontEngine.RenderGlyphsToTexture(m_GlyphsPacked, m_AtlasPadding, GlyphRenderMode.SDFAA, m_AtlasTextures[m_AtlasTextureIndex]); // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //Debug.Log("Setting initial size of atlas texture used by font asset [" + this.name + "]."); m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } //FontEngine.RenderGlyphsToTexture(m_GlyphsToRender, m_AtlasPadding, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex]); // Apply changes to atlas texture m_AtlasTextures[m_AtlasTextureIndex].Apply(false, false); // Add glyphs that were successfully packed to the glyph table. //for (int i = 0; i < m_GlyphsToRender.Count /* m_GlyphsPacked.Count */; i++) //{ // Glyph glyph = m_GlyphsToRender[i]; // m_GlyphsPacked[i]; // // Update atlas texture index // glyph.atlasIndex = m_AtlasTextureIndex; // m_GlyphTable.Add(glyph); // m_GlyphLookupDictionary.Add(glyph.index, glyph); //} // Clear list of glyphs //m_GlyphsPacked.Clear(); //m_GlyphsToRender.Clear(); // Add any remaining glyphs into new atlas texture if multi texture support if enabled. //if (m_GlyphsToPack.Count > 0) //{ /* // Create new atlas texture Texture2D tex = new Texture2D(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false, true); tex.SetPixels32(new Color32[m_AtlasWidth * m_AtlasHeight]); tex.Apply(); m_AtlasTextureIndex++; if (m_AtlasTextures.Length == m_AtlasTextureIndex) Array.Resize(ref m_AtlasTextures, Mathf.NextPowerOfTwo(m_AtlasTextureIndex + 1)); m_AtlasTextures[m_AtlasTextureIndex] = tex; */ //} #if UNITY_EDITOR // Makes the changes to the font asset persistent. //SortAllTables(); TMP_EditorResourceManager.RegisterResourceForUpdate(this); #endif } /// /// /// internal void UpdateGlyphAdjustmentRecords() { Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); // TODO: This copying of glyph index from list to array is temporary and will be replaced once an updated version of the FontEngine is released. CopyListDataToArray(m_GlyphIndexList, ref k_GlyphIndexArray); // Get glyph pair adjustment records from font file. GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentTable(k_GlyphIndexArray); // TODO: The GetGlyphPairAdjustmentTable will be replaced by the more efficient GetGlyphPairAdjustmentRecords once the updated version of the FontEngine is released. //GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentRecords(m_GlyphIndexListNewlyAdded, m_GlyphIndexList); // Clear newly added glyph list m_GlyphIndexListNewlyAdded.Clear(); if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) { Profiler.EndSample(); return; } if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) { uint pairKey = pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 16 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; // Check if table already contains a pair adjustment record for this key. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) continue; TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); } Profiler.EndSample(); } /// /// Function used for debugging and performance testing. /// /// internal void UpdateGlyphAdjustmentRecords(uint[] glyphIndexes) { Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); // Get glyph pair adjustment records from font file. GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentTable(glyphIndexes); // Clear newly added glyph list //m_GlyphIndexListNewlyAdded.Clear(); if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) { Profiler.EndSample(); return; } if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) { uint pairKey = pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 16 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; // Check if table already contains a pair adjustment record for this key. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) continue; TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); } Profiler.EndSample(); } /// /// Function requires an update to the TextCore:FontEngine /// /// internal void UpdateGlyphAdjustmentRecords(List glyphIndexes) { /* Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); // Get glyph pair adjustment records from font file. int recordCount; GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentRecords(glyphIndexes, out recordCount); // Clear newly added glyph list //m_GlyphIndexListNewlyAdded.Clear(); if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) { Profiler.EndSample(); return; } if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) { uint pairKey = pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 16 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; // Check if table already contains a pair adjustment record for this key. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) continue; TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); } #if UNITY_EDITOR m_FontFeatureTable.SortGlyphPairAdjustmentRecords(); #endif Profiler.EndSample(); */ } /// /// Function requires an update to the TextCore:FontEngine /// /// /// internal void UpdateGlyphAdjustmentRecords(List newGlyphIndexes, List allGlyphIndexes) { /* Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); // Get glyph pair adjustment records from font file. GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentRecords(newGlyphIndexes, allGlyphIndexes); // Clear newly added glyph list m_GlyphIndexListNewlyAdded.Clear(); if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) { Profiler.EndSample(); return; } if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) { uint pairKey = pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 16 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; // Check if table already contains a pair adjustment record for this key. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) continue; TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); } #if UNITY_EDITOR m_FontFeatureTable.SortGlyphPairAdjustmentRecords(); #endif Profiler.EndSample(); */ } /// /// Internal method to copy generic list data to generic array of the same type. /// /// Source /// Destination /// Element type void CopyListDataToArray(List srcList, ref T[] dstArray) { int size = srcList.Count; // Make sure destination array is appropriately sized. if (dstArray == null) dstArray = new T[size]; else Array.Resize(ref dstArray, size); for (int i = 0; i < size; i++) dstArray[i] = srcList[i]; } /// /// Clears font asset data including the glyph and character tables and textures. /// Function might be changed to Internal and only used in tests. /// /// Will set the atlas texture size to zero width and height if true. public void ClearFontAssetData(bool setAtlasSizeToZero = false) { Profiler.BeginSample("TMP.ClearFontAssetData"); #if UNITY_EDITOR // Record full object undo in the Editor. //UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, this.atlasTexture }, "Resetting Font Asset"); #endif // Clear glyph, character and font feature tables ClearFontAssetTables(); // Clear atlas textures ClearAtlasTextures(setAtlasSizeToZero); ReadFontAssetDefinition(); //TMP_ResourceManager.RebuildFontAssetCache(instanceID); #if UNITY_EDITOR // Makes the changes to the font asset persistent. TMP_EditorResourceManager.RegisterResourceForUpdate(this); #endif Profiler.EndSample(); } /// /// /// internal void UpdateFontAssetData() { Profiler.BeginSample("TMP.UpdateFontAssetData"); // Get list of all characters currently contained in the font asset. uint[] unicodeCharacters = new uint[m_CharacterTable.Count]; for (int i = 0; i < m_CharacterTable.Count; i++) unicodeCharacters[i] = m_CharacterTable[i].unicode; // Clear glyph, character and font feature tables ClearFontAssetTables(); // Clear atlas textures ClearAtlasTextures(true); ReadFontAssetDefinition(); //TMP_ResourceManager.RebuildFontAssetCache(instanceID); // Add existing glyphs and characters back in the font asset (if any) if (unicodeCharacters.Length > 0) TryAddCharacters(unicodeCharacters, true); Profiler.EndSample(); } /// /// /// internal void ClearFontAssetTables() { // Clear glyph and character tables if (m_GlyphTable != null) m_GlyphTable.Clear(); if (m_CharacterTable != null) m_CharacterTable.Clear(); // Clear glyph rectangles if (m_UsedGlyphRects != null) m_UsedGlyphRects.Clear(); if (m_FreeGlyphRects != null) { int packingModifier = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; m_FreeGlyphRects.Clear(); m_FreeGlyphRects.Add(new GlyphRect(0, 0, m_AtlasWidth - packingModifier, m_AtlasHeight - packingModifier)); } if (m_GlyphsToRender != null) m_GlyphsToRender.Clear(); if (m_GlyphsRendered != null) m_GlyphsRendered.Clear(); // Clear Glyph Adjustment Table if (m_FontFeatureTable != null && m_FontFeatureTable.m_GlyphPairAdjustmentRecords != null) m_FontFeatureTable.glyphPairAdjustmentRecords.Clear(); } /// /// Internal function to clear all atlas textures. /// /// Set main atlas texture size to zero if true. internal void ClearAtlasTextures(bool setAtlasSizeToZero = false) { m_AtlasTextureIndex = 0; // Return if we don't have any atlas textures if (m_AtlasTextures == null) return; // Clear all atlas textures for (int i = 0; i < m_AtlasTextures.Length; i++) { Texture2D texture = m_AtlasTextures[i]; if (i > 0 && texture != null) { DestroyImmediate(texture, true); #if UNITY_EDITOR if (UnityEditor.EditorUtility.IsPersistent(this)) TMP_EditorResourceManager.RegisterResourceForReimport(this); #endif } if (texture == null) continue; // TODO: Need texture to be readable. if (m_AtlasTextures[i].isReadable == false) { #if UNITY_EDITOR FontEngineEditorUtilities.SetAtlasTextureIsReadable(m_AtlasTextures[i], true); #endif } if (setAtlasSizeToZero) { texture.Resize(0, 0, TextureFormat.Alpha8, false); } else if (texture.width != m_AtlasWidth || texture.height != m_AtlasHeight) { texture.Resize(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false); } // Clear texture atlas FontEngine.ResetAtlasTexture(texture); texture.Apply(); if (i == 0) m_AtlasTexture = texture; m_AtlasTextures[i] = texture; } } /// /// Internal method used to upgrade font asset to support Dynamic SDF. /// internal void UpgradeFontAsset() { m_Version = "1.1.0"; Debug.Log("Upgrading font asset [" + this.name + "] to version " + m_Version + ".", this); m_FaceInfo.familyName = m_fontInfo.Name; m_FaceInfo.styleName = string.Empty; m_FaceInfo.pointSize = (int)m_fontInfo.PointSize; m_FaceInfo.scale = m_fontInfo.Scale; m_FaceInfo.lineHeight = m_fontInfo.LineHeight; m_FaceInfo.ascentLine = m_fontInfo.Ascender; m_FaceInfo.capLine = m_fontInfo.CapHeight; m_FaceInfo.meanLine = m_fontInfo.CenterLine; m_FaceInfo.baseline = m_fontInfo.Baseline; m_FaceInfo.descentLine = m_fontInfo.Descender; m_FaceInfo.superscriptOffset = m_fontInfo.SuperscriptOffset; m_FaceInfo.superscriptSize = m_fontInfo.SubSize; m_FaceInfo.subscriptOffset = m_fontInfo.SubscriptOffset; m_FaceInfo.subscriptSize = m_fontInfo.SubSize; m_FaceInfo.underlineOffset = m_fontInfo.Underline; m_FaceInfo.underlineThickness = m_fontInfo.UnderlineThickness; m_FaceInfo.strikethroughOffset = m_fontInfo.strikethrough; m_FaceInfo.strikethroughThickness = m_fontInfo.strikethroughThickness; m_FaceInfo.tabWidth = m_fontInfo.TabWidth; if (m_AtlasTextures == null || m_AtlasTextures.Length == 0) m_AtlasTextures = new Texture2D[1]; m_AtlasTextures[0] = atlas; //atlas = null; m_AtlasWidth = (int)m_fontInfo.AtlasWidth; m_AtlasHeight = (int)m_fontInfo.AtlasHeight; m_AtlasPadding = (int)m_fontInfo.Padding; switch(m_CreationSettings.renderMode) { case 0: m_AtlasRenderMode = GlyphRenderMode.SMOOTH_HINTED; break; case 1: m_AtlasRenderMode = GlyphRenderMode.SMOOTH; break; case 2: m_AtlasRenderMode = GlyphRenderMode.RASTER_HINTED; break; case 3: m_AtlasRenderMode = GlyphRenderMode.RASTER; break; case 6: m_AtlasRenderMode = GlyphRenderMode.SDF16; break; case 7: m_AtlasRenderMode = GlyphRenderMode.SDF32; break; } //m_fontInfo = null; // Convert font weight table if (fontWeights != null && fontWeights.Length > 0) { m_FontWeightTable[4] = fontWeights[4]; m_FontWeightTable[7] = fontWeights[7]; // Clear old fontWeight //fontWeights = null; } // Convert font fallbacks if (fallbackFontAssets != null && fallbackFontAssets.Count > 0) { if (m_FallbackFontAssetTable == null) m_FallbackFontAssetTable = new List(fallbackFontAssets.Count); for (int i = 0; i < fallbackFontAssets.Count; i++) m_FallbackFontAssetTable.Add(fallbackFontAssets[i]); // Clear old fallbackFontAssets list //fallbackFontAssets = null; } // Check if font asset creation settings contains a reference to the source font file GUID if (m_CreationSettings.sourceFontFileGUID != null || m_CreationSettings.sourceFontFileGUID != string.Empty) { m_SourceFontFileGUID = m_CreationSettings.sourceFontFileGUID; } else { Debug.LogWarning("Font asset [" + this.name + "] doesn't have a reference to its source font file. Please assign the appropriate source font file for this asset in the Font Atlas & Material section of font asset inspector.", this); } // Convert legacy glyph and character tables to new format m_GlyphTable.Clear(); m_CharacterTable.Clear(); //#if UNITY_EDITOR // TODO: This is causing a crash in Unity and related to AssetDatabase.LoadAssetAtPath and Resources.Load() // Load font to allow us to get the glyph index. //string path = UnityEditor.AssetDatabase.GUIDToAssetPath(m_SourceFontFileGUID); //if (path != string.Empty) //{ //m_SourceFontFile_EditorRef = UnityEditor.AssetDatabase.LoadAssetAtPath(path); //FontEngine.LoadFontFace(m_SourceFontFile_EditorRef); //} //#endif bool isSpaceCharacterPresent = false; for (int i = 0; i < m_glyphInfoList.Count; i++) { TMP_Glyph oldGlyph = m_glyphInfoList[i]; Glyph glyph = new Glyph(); uint glyphIndex = (uint)i + 1; //#if UNITY_EDITOR //if (m_SourceFontFile_EditorRef != null) // glyphIndex = FontEngine.GetGlyphIndex((uint)oldGlyph.id); //#endif glyph.index = glyphIndex; glyph.glyphRect = new GlyphRect((int)oldGlyph.x, m_AtlasHeight - (int)(oldGlyph.y + oldGlyph.height + 0.5f), (int)(oldGlyph.width + 0.5f), (int)(oldGlyph.height + 0.5f)); glyph.metrics = new GlyphMetrics(oldGlyph.width, oldGlyph.height, oldGlyph.xOffset, oldGlyph.yOffset, oldGlyph.xAdvance); glyph.scale = oldGlyph.scale; glyph.atlasIndex = 0; m_GlyphTable.Add(glyph); TMP_Character character = new TMP_Character((uint)oldGlyph.id, this, glyph); if (oldGlyph.id == 32) isSpaceCharacterPresent = true; m_CharacterTable.Add(character); } // Special handling for the synthesized space character if (!isSpaceCharacterPresent) { Debug.Log("Synthesizing Space for [" + this.name + "]"); Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, m_FaceInfo.ascentLine / 5), GlyphRect.zero, 1.0f, 0); m_GlyphTable.Add(glyph); m_CharacterTable.Add(new TMP_Character(32, this, glyph)); } // Clear legacy glyph info list. //m_glyphInfoList.Clear(); ReadFontAssetDefinition(); // Convert atlas textures data to new format // TODO #if UNITY_EDITOR if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif } /// /// /// void UpgradeGlyphAdjustmentTableToFontFeatureTable() { Debug.Log("Upgrading font asset [" + this.name + "] Glyph Adjustment Table.", this); if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); int pairCount = m_KerningTable.kerningPairs.Count; m_FontFeatureTable.m_GlyphPairAdjustmentRecords = new List(pairCount); for (int i = 0; i < pairCount; i++) { KerningPair pair = m_KerningTable.kerningPairs[i]; uint firstGlyphIndex = 0; TMP_Character firstCharacter; if (m_CharacterLookupDictionary.TryGetValue(pair.firstGlyph, out firstCharacter)) firstGlyphIndex = firstCharacter.glyphIndex; uint secondGlyphIndex = 0; TMP_Character secondCharacter; if (m_CharacterLookupDictionary.TryGetValue(pair.secondGlyph, out secondCharacter)) secondGlyphIndex = secondCharacter.glyphIndex; TMP_GlyphAdjustmentRecord firstAdjustmentRecord = new TMP_GlyphAdjustmentRecord(firstGlyphIndex, new TMP_GlyphValueRecord(pair.firstGlyphAdjustments.xPlacement, pair.firstGlyphAdjustments.yPlacement, pair.firstGlyphAdjustments.xAdvance, pair.firstGlyphAdjustments.yAdvance)); TMP_GlyphAdjustmentRecord secondAdjustmentRecord = new TMP_GlyphAdjustmentRecord(secondGlyphIndex, new TMP_GlyphValueRecord(pair.secondGlyphAdjustments.xPlacement, pair.secondGlyphAdjustments.yPlacement, pair.secondGlyphAdjustments.xAdvance, pair.secondGlyphAdjustments.yAdvance)); TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(firstAdjustmentRecord, secondAdjustmentRecord); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); } // TODO: Should clear legacy kerning table. m_KerningTable.kerningPairs = null; m_KerningTable = null; #if UNITY_EDITOR if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif } } }