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- 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;
- #region FONT WEIGHT AND FONT STYLE HANDLING
- // Determine if a font weight or style is used. If so check if an alternative typeface is assigned for the given weight and / or style.
- bool isItalic = (fontStyle & FontStyles.Italic) == FontStyles.Italic;
- if (isItalic || fontWeight != FontWeight.Regular)
- {
- // Get reference to the font weight pairs of the given font asset.
- TMP_FontWeightPair[] fontWeights = sourceFontAsset.fontWeightTable;
- int fontWeightIndex = 4;
- switch (fontWeight)
- {
- case FontWeight.Thin:
- fontWeightIndex = 1;
- break;
- case FontWeight.ExtraLight:
- fontWeightIndex = 2;
- break;
- case FontWeight.Light:
- fontWeightIndex = 3;
- break;
- case FontWeight.Regular:
- fontWeightIndex = 4;
- break;
- case FontWeight.Medium:
- fontWeightIndex = 5;
- break;
- case FontWeight.SemiBold:
- fontWeightIndex = 6;
- break;
- case FontWeight.Bold:
- fontWeightIndex = 7;
- break;
- case FontWeight.Heavy:
- fontWeightIndex = 8;
- break;
- case FontWeight.Black:
- fontWeightIndex = 9;
- break;
- }
- TMP_FontAsset temp = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface;
- if (temp != null)
- {
- if (temp.characterLookupTable.TryGetValue(unicode, out character))
- {
- isAlternativeTypeface = true;
- return character;
- }
- if (temp.atlasPopulationMode == AtlasPopulationMode.Dynamic)
- {
- if (temp.TryAddCharacterInternal(unicode, out character))
- {
- isAlternativeTypeface = true;
- return character;
- }
- // Check if the source font file contains the requested character.
- //if (TryGetCharacterFromFontFile(unicode, fontAsset, out characterData))
- //{
- // isAlternativeTypeface = true;
- // return characterData;
- //}
- // If we find the requested character, we add it to the font asset character table
- // and return its character data.
- // We also add this character to the list of characters we will need to add to the font atlas.
- // We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
- // Alternatively, we could also add multiple pages of font atlas textures (feature consideration).
- }
- // At this point, we were not able to find the requested character in the alternative typeface
- // so we check the source font asset and its potential fallbacks.
- }
- }
- #endregion
- // Search the source font asset for the requested character.
- if (sourceFontAsset.characterLookupTable.TryGetValue(unicode, out character))
- return character;
- if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
- {
- if (sourceFontAsset.TryAddCharacterInternal(unicode, out character))
- return character;
- }
- // Search fallback font assets if we still don't have a valid character and include fallback is set to true.
- if (character == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null)
- {
- // Get reference to the list of fallback font assets.
- List<TMP_FontAsset> fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable;
- int fallbackCount = fallbackFontAssets.Count;
- if (fallbackFontAssets != null && fallbackCount > 0)
- {
- 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;
- }
- */
- }
- }
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