UnityGame/Library/PackageCache/com.unity.ugui/Runtime/TMP/TMP_ResourcesManager.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine;
namespace TMPro
{
/// <summary>
///
/// </summary>
public class TMP_ResourceManager
{
// ======================================================
// TEXT SETTINGS MANAGEMENT
// ======================================================
private static TMP_Settings s_TextSettings;
internal static TMP_Settings GetTextSettings()
{
if (s_TextSettings == null)
{
// Try loading the TMP Settings from a Resources folder in the user project.
s_TextSettings = Resources.Load<TMP_Settings>("TextSettings"); // ?? ScriptableObject.CreateInstance<TMP_Settings>();
#if UNITY_EDITOR
if (s_TextSettings == null)
{
// Open TMP Resources Importer to enable the user to import the TMP Essential Resources and option TMP Examples & Extras
TMP_PackageResourceImporterWindow.ShowPackageImporterWindow();
}
#endif
}
return s_TextSettings;
}
// ======================================================
// FONT ASSET MANAGEMENT - Fields, Properties and Functions
// ======================================================
struct FontAssetRef
{
public int nameHashCode;
public int familyNameHashCode;
public int styleNameHashCode;
public long familyNameAndStyleHashCode;
public readonly TMP_FontAsset fontAsset;
public FontAssetRef(int nameHashCode, int familyNameHashCode, int styleNameHashCode, TMP_FontAsset fontAsset)
{
// Use familyNameHashCode for font assets created at runtime as these asset do not typically have a names.
this.nameHashCode = nameHashCode != 0 ? nameHashCode : familyNameHashCode;
this.familyNameHashCode = familyNameHashCode;
this.styleNameHashCode = styleNameHashCode;
this.familyNameAndStyleHashCode = (long) styleNameHashCode << 32 | (uint) familyNameHashCode;
this.fontAsset = fontAsset;
}
}
static readonly Dictionary<int, FontAssetRef> s_FontAssetReferences = new Dictionary<int, FontAssetRef>();
static readonly Dictionary<int, TMP_FontAsset> s_FontAssetNameReferenceLookup = new Dictionary<int, TMP_FontAsset>();
static readonly Dictionary<long, TMP_FontAsset> s_FontAssetFamilyNameAndStyleReferenceLookup = new Dictionary<long, TMP_FontAsset>();
static readonly List<int> s_FontAssetRemovalList = new List<int>(16);
static readonly int k_RegularStyleHashCode = TMP_TextUtilities.GetHashCode("Regular");
/// <summary>
/// Add font asset to resource manager.
/// </summary>
/// <param name="fontAsset">Font asset to be added to the resource manager.</param>
public static void AddFontAsset(TMP_FontAsset fontAsset)
{
int instanceID = fontAsset.instanceID;
if (!s_FontAssetReferences.ContainsKey(instanceID))
{
FontAssetRef fontAssetRef = new FontAssetRef(fontAsset.hashCode, fontAsset.familyNameHashCode, fontAsset.styleNameHashCode, fontAsset);
s_FontAssetReferences.Add(instanceID, fontAssetRef);
// Add font asset to name reference lookup
if (!s_FontAssetNameReferenceLookup.ContainsKey(fontAssetRef.nameHashCode))
s_FontAssetNameReferenceLookup.Add(fontAssetRef.nameHashCode, fontAsset);
// Add font asset to family name and style lookup
if (!s_FontAssetFamilyNameAndStyleReferenceLookup.ContainsKey(fontAssetRef.familyNameAndStyleHashCode))
s_FontAssetFamilyNameAndStyleReferenceLookup.Add(fontAssetRef.familyNameAndStyleHashCode, fontAsset);
}
else
{
FontAssetRef fontAssetRef = s_FontAssetReferences[instanceID];
// Return if font asset name, family and style name have not changed.
if (fontAssetRef.nameHashCode == fontAsset.hashCode && fontAssetRef.familyNameHashCode == fontAsset.familyNameHashCode && fontAssetRef.styleNameHashCode == fontAsset.styleNameHashCode)
return;
// Check if font asset name has changed
if (fontAssetRef.nameHashCode != fontAsset.hashCode)
{
s_FontAssetNameReferenceLookup.Remove(fontAssetRef.nameHashCode);
fontAssetRef.nameHashCode = fontAsset.hashCode;
if (!s_FontAssetNameReferenceLookup.ContainsKey(fontAssetRef.nameHashCode))
s_FontAssetNameReferenceLookup.Add(fontAssetRef.nameHashCode, fontAsset);
}
// Check if family or style name has changed
if (fontAssetRef.familyNameHashCode != fontAsset.familyNameHashCode || fontAssetRef.styleNameHashCode != fontAsset.styleNameHashCode)
{
s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(fontAssetRef.familyNameAndStyleHashCode);
fontAssetRef.familyNameHashCode = fontAsset.familyNameHashCode;
fontAssetRef.styleNameHashCode = fontAsset.styleNameHashCode;
fontAssetRef.familyNameAndStyleHashCode = (long) fontAsset.styleNameHashCode << 32 | (uint) fontAsset.familyNameHashCode;
if (!s_FontAssetFamilyNameAndStyleReferenceLookup.ContainsKey(fontAssetRef.familyNameAndStyleHashCode))
s_FontAssetFamilyNameAndStyleReferenceLookup.Add(fontAssetRef.familyNameAndStyleHashCode, fontAsset);
}
s_FontAssetReferences[instanceID] = fontAssetRef;
}
}
/// <summary>
/// Remove font asset from resource manager.
/// </summary>
/// <param name="fontAsset">Font asset to be removed from the resource manager.</param>
public static void RemoveFontAsset(TMP_FontAsset fontAsset)
{
int instanceID = fontAsset.instanceID;
if (s_FontAssetReferences.TryGetValue(instanceID, out FontAssetRef reference))
{
s_FontAssetNameReferenceLookup.Remove(reference.nameHashCode);
s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(reference.familyNameAndStyleHashCode);
s_FontAssetReferences.Remove(instanceID);
}
}
/// <summary>
/// Try getting a reference to the font asset using the hash code calculated from its file name.
/// </summary>
/// <param name="nameHashcode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
internal static bool TryGetFontAssetByName(int nameHashcode, out TMP_FontAsset fontAsset)
{
fontAsset = null;
return s_FontAssetNameReferenceLookup.TryGetValue(nameHashcode, out fontAsset);
}
/// <summary>
/// Try getting a reference to the font asset using the hash code calculated from font's family and style name.
/// </summary>
/// <param name="familyNameHashCode"></param>
/// <param name="styleNameHashCode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
internal static bool TryGetFontAssetByFamilyName(int familyNameHashCode, int styleNameHashCode, out TMP_FontAsset fontAsset)
{
fontAsset = null;
if (styleNameHashCode == 0)
styleNameHashCode = k_RegularStyleHashCode;
long familyAndStyleNameHashCode = (long) styleNameHashCode << 32 | (uint) familyNameHashCode;
return s_FontAssetFamilyNameAndStyleReferenceLookup.TryGetValue(familyAndStyleNameHashCode, out fontAsset);
}
/// <summary>
/// Clear all font asset glyph lookup cache.
/// </summary>
public static void ClearFontAssetGlyphCache()
{
RebuildFontAssetCache();
}
/// <summary>
///
/// </summary>
internal static void RebuildFontAssetCache()
{
// Iterate over loaded font assets to update affected font assets
foreach (var pair in s_FontAssetReferences)
{
FontAssetRef fontAssetRef = pair.Value;
TMP_FontAsset fontAsset = fontAssetRef.fontAsset;
if (fontAsset == null)
{
// Remove font asset from our lookup dictionaries
s_FontAssetNameReferenceLookup.Remove(fontAssetRef.nameHashCode);
s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(fontAssetRef.familyNameAndStyleHashCode);
// Add font asset to our removal list
s_FontAssetRemovalList.Add(pair.Key);
continue;
}
fontAsset.InitializeCharacterLookupDictionary();
fontAsset.AddSynthesizedCharactersAndFaceMetrics();
}
// Remove font assets in our removal list from our font asset references
for (int i = 0; i < s_FontAssetRemovalList.Count; i++)
{
s_FontAssetReferences.Remove(s_FontAssetRemovalList[i]);
}
s_FontAssetRemovalList.Clear();
TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, null);
}
// internal static void RebuildFontAssetCache(int instanceID)
// {
// // Iterate over loaded font assets to update affected font assets
// for (int i = 0; i < s_FontAssetReferences.Count; i++)
// {
// TMP_FontAsset fontAsset = s_FontAssetReferences[i];
//
// if (fontAsset.FallbackSearchQueryLookup.Contains(instanceID))
// fontAsset.ReadFontAssetDefinition();
// }
// }
}
}