UnityGame/Library/PackageCache/com.unity.ugui/Runtime/TMP/TMP_FontAsset.cs
2024-10-27 10:53:47 +03:00

3759 lines
152 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
using Unity.Profiling;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TMPro
{
/// <summary>
/// Atlas population modes which ultimately determines the type of font asset.
/// </summary>
public enum AtlasPopulationMode
{
Static = 0x0,
Dynamic = 0x1,
DynamicOS = 0x2
}
[Serializable][ExcludeFromPresetAttribute]
public class TMP_FontAsset : TMP_Asset
{
/// <summary>
/// This field is set when the font asset is first created.
/// </summary>
[SerializeField]
internal string m_SourceFontFileGUID;
#if UNITY_EDITOR
/// <summary>
/// Persistent reference to the source font file maintained in the editor.
/// </summary>
internal Font SourceFont_EditorRef
{
get
{
if (m_SourceFontFile_EditorRef == null)
m_SourceFontFile_EditorRef = GetSourceFontRef?.Invoke(m_SourceFontFileGUID);
return m_SourceFontFile_EditorRef;
}
set
{
m_SourceFontFile_EditorRef = value;
m_SourceFontFileGUID = SetSourceFontGUID?.Invoke(m_SourceFontFile_EditorRef);
if (m_AtlasPopulationMode == AtlasPopulationMode.Static || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS)
m_SourceFontFile = null;
else
m_SourceFontFile = m_SourceFontFile_EditorRef;
}
}
internal Font m_SourceFontFile_EditorRef;
#endif
/// <summary>
/// The settings used in the Font Asset Creator when this font asset was created or edited.
/// </summary>
public FontAssetCreationSettings creationSettings
{
get { return m_CreationSettings; }
set { m_CreationSettings = value; }
}
[SerializeField]
internal FontAssetCreationSettings m_CreationSettings;
/// <summary>
/// Source font file when atlas population mode is set to dynamic. Null when the atlas population mode is set to static.
/// </summary>
public Font sourceFontFile
{
get { return m_SourceFontFile; }
internal set { m_SourceFontFile = value; }
}
[SerializeField]
private Font m_SourceFontFile;
[SerializeField] private string m_SourceFontFilePath;
public AtlasPopulationMode atlasPopulationMode
{
get { return m_AtlasPopulationMode; }
set
{
m_AtlasPopulationMode = value;
#if UNITY_EDITOR
if (m_AtlasPopulationMode == AtlasPopulationMode.Static || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS)
m_SourceFontFile = null;
else if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic)
m_SourceFontFile = m_SourceFontFile_EditorRef;
#endif
}
}
[SerializeField]
private AtlasPopulationMode m_AtlasPopulationMode;
/// <summary>
/// Field used to identify dynamic OS font assets used internally.
/// </summary>
[SerializeField]
internal bool InternalDynamicOS;
/// <summary>
///
/// </summary>
internal int familyNameHashCode
{
get
{
if (m_FamilyNameHashCode == 0)
m_FamilyNameHashCode = TMP_TextUtilities.GetHashCode(m_FaceInfo.familyName);
return m_FamilyNameHashCode;
}
set => m_FamilyNameHashCode = value;
}
private int m_FamilyNameHashCode;
/// <summary>
///
/// </summary>
internal int styleNameHashCode
{
get
{
if (m_StyleNameHashCode == 0)
m_StyleNameHashCode = TMP_TextUtilities.GetHashCode(m_FaceInfo.styleName);
return m_StyleNameHashCode;
}
set => m_StyleNameHashCode = value;
}
private int m_StyleNameHashCode;
/// <summary>
/// List of glyphs contained in the font asset.
/// </summary>
public List<Glyph> glyphTable
{
get { return m_GlyphTable; }
internal set { m_GlyphTable = value; }
}
[SerializeField]
internal List<Glyph> m_GlyphTable = new List<Glyph>();
/// <summary>
/// Dictionary used to lookup glyphs contained in the font asset by their index.
/// </summary>
public Dictionary<uint, Glyph> glyphLookupTable
{
get
{
if (m_GlyphLookupDictionary == null)
ReadFontAssetDefinition();
return m_GlyphLookupDictionary;
}
}
internal Dictionary<uint, Glyph> m_GlyphLookupDictionary;
/// <summary>
/// List containing the characters of the given font asset.
/// </summary>
public List<TMP_Character> characterTable
{
get { return m_CharacterTable; }
internal set { m_CharacterTable = value; }
}
[SerializeField]
internal List<TMP_Character> m_CharacterTable = new List<TMP_Character>();
/// <summary>
/// Dictionary used to lookup characters contained in the font asset by their unicode values.
/// </summary>
public Dictionary<uint, TMP_Character> characterLookupTable
{
get
{
if (m_CharacterLookupDictionary == null)
ReadFontAssetDefinition();
return m_CharacterLookupDictionary;
}
}
internal Dictionary<uint, TMP_Character> m_CharacterLookupDictionary;
/// <summary>
/// Determines if the font asset is using a shared atlas texture(s)
/// </summary>
//public bool isUsingDynamicTextures
//{
// get { return m_IsUsingDynamicTextures; }
// set { m_IsUsingDynamicTextures = value; }
//}
//[SerializeField]
//private bool m_IsUsingDynamicTextures;
/// <summary>
/// The font atlas used by this font asset.
/// This is always the texture at index [0] of the fontAtlasTextures.
/// </summary>
public Texture2D atlasTexture
{
get
{
if (m_AtlasTexture == null)
{
m_AtlasTexture = atlasTextures[0];
}
return m_AtlasTexture;
}
}
internal Texture2D m_AtlasTexture;
/// <summary>
/// Array of atlas textures that contain the glyphs used by this font asset.
/// </summary>
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;
/// <summary>
/// Index of the font atlas texture that still has available space to add new glyphs.
/// </summary>
[SerializeField]
internal int m_AtlasTextureIndex;
/// <summary>
/// Number of atlas textures used by this font asset.
/// </summary>
public int atlasTextureCount { get { return m_AtlasTextureIndex + 1; } }
/// <summary>
/// Enables the font asset to create additional atlas textures as needed.
/// </summary>
public bool isMultiAtlasTexturesEnabled
{
get { return m_IsMultiAtlasTexturesEnabled; }
set { m_IsMultiAtlasTexturesEnabled = value; }
}
[SerializeField]
private bool m_IsMultiAtlasTexturesEnabled;
/// <summary>
/// Determines if OpenType font features should be retrieved from the source font file as new characters and glyphs are added dynamically to the font asset.
/// </summary>
public bool getFontFeatures
{
get { return m_GetFontFeatures; }
set { m_GetFontFeatures = value; }
}
[SerializeField]
private bool m_GetFontFeatures = true;
/// <summary>
/// Determines if dynamic font asset data should be cleared before builds.
/// </summary>
internal bool clearDynamicDataOnBuild
{
get { return m_ClearDynamicDataOnBuild; }
set { m_ClearDynamicDataOnBuild = value; }
}
[SerializeField]
private bool m_ClearDynamicDataOnBuild;
/// <summary>
/// The width of the atlas texture(s) used by this font asset.
/// </summary>
public int atlasWidth
{
get { return m_AtlasWidth; }
internal set { m_AtlasWidth = value; }
}
[SerializeField]
internal int m_AtlasWidth;
/// <summary>
/// The height of the atlas texture(s) used by this font asset.
/// </summary>
public int atlasHeight
{
get { return m_AtlasHeight; }
internal set { m_AtlasHeight = value; }
}
[SerializeField]
internal int m_AtlasHeight;
/// <summary>
/// The padding used between glyphs contained in the atlas texture(s) used by this font asset.
/// </summary>
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;
/// <summary>
/// List of spaces occupied by glyphs in a given texture.
/// </summary>
internal List<GlyphRect> usedGlyphRects
{
get { return m_UsedGlyphRects; }
set { m_UsedGlyphRects = value; }
}
[SerializeField]
private List<GlyphRect> m_UsedGlyphRects;
/// <summary>
/// List of spaces available in a given texture to add new glyphs.
/// </summary>
internal List<GlyphRect> freeGlyphRects
{
get { return m_FreeGlyphRects; }
set { m_FreeGlyphRects = value; }
}
[SerializeField]
private List<GlyphRect> m_FreeGlyphRects;
/// <summary>
/// Table containing the various font features of this font asset.
/// </summary>
public TMP_FontFeatureTable fontFeatureTable
{
get { return m_FontFeatureTable; }
internal set { m_FontFeatureTable = value; }
}
[SerializeField]
internal TMP_FontFeatureTable m_FontFeatureTable = new TMP_FontFeatureTable();
/// <summary>
///
/// </summary>
[SerializeField] internal bool m_ShouldReimportFontFeatures;
/// <summary>
/// List containing the Fallback font assets for this font.
/// </summary>
public List<TMP_FontAsset> fallbackFontAssetTable
{
get { return m_FallbackFontAssetTable; }
set { m_FallbackFontAssetTable = value; }
}
[SerializeField]
internal List<TMP_FontAsset> m_FallbackFontAssetTable;
/// <summary>
/// Array containing font assets to be used as alternative typefaces for the various potential font weights of this font asset.
/// </summary>
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
/// <summary>
/// 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.
/// </summary>
[SerializeField]
private TMP_FontWeightPair[] fontWeights = null;
//private int[] m_characterSet; // Array containing all the characters in this font asset.
/// <summary>
/// Defines the dilation of the text when using regular style.
/// </summary>
public float normalStyle = 0;
/// <summary>
/// The spacing between characters when using regular style.
/// </summary>
public float normalSpacingOffset = 0;
/// <summary>
/// Defines the dilation of the text when using bold style.
/// </summary>
public float boldStyle = 0.75f;
/// <summary>
/// The spacing between characters when using regular style.
/// </summary>
public float boldSpacing = 7f;
/// <summary>
/// Defines the slant of the text when using italic style.
/// </summary>
public byte italicStyle = 35;
/// <summary>
///
/// </summary>
public byte tabSize = 10;
internal bool IsFontAssetLookupTablesDirty;
// ================================================================================
// Legacy fields no longer used since version 1.1.0 release of TMP_FontAssets.
// ================================================================================
/// <summary>
/// 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.
/// </summary>
[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]
internal List<TMP_Glyph> m_glyphInfoList;
[SerializeField]
[FormerlySerializedAs("m_kerningInfo")]
internal KerningTable m_KerningTable = new KerningTable();
[SerializeField]
#pragma warning disable 0649
private List<TMP_FontAsset> fallbackFontAssets;
/// <summary>
///
/// </summary>
[SerializeField]
public Texture2D atlas; // Should add a property to make this read-only.
// ================================================================================
// Functions used to create font asset at runtime
// ================================================================================
/// <summary>
/// Creates a new font asset instance from the given family name and style.
/// </summary>
/// <param name="familyName">The family name of the source font.</param>
/// <param name="styleName">The style name of the source font face.</param>
/// <param name="pointSize">Optional point size.</param>
/// <returns>An instance of the newly created font asset.</returns>
public static TMP_FontAsset CreateFontAsset(string familyName, string styleName, int pointSize = 90)
{
if (FontEngine.TryGetSystemFontReference(familyName, styleName, out FontReference fontRef))
return CreateFontAsset(fontRef.filePath, fontRef.faceIndex, pointSize, 9, GlyphRenderMode.SDFAA, 1024, 1024, AtlasPopulationMode.DynamicOS, true);
Debug.Log("Unable to find a font file with the specified Family Name [" + familyName + "] and Style [" + styleName + "].");
return null;
}
/// <summary>
/// Creates a new font asset instance from the font file at the given file path.
/// </summary>
/// <param name="fontFilePath">The file path of the font file.</param>
/// <param name="faceIndex">The index of font face.</param>
/// <param name="samplingPointSize">The sampling point size.</param>
/// <param name="atlasPadding">The padding between individual glyphs in the font atlas texture.</param>
/// <param name="renderMode">The atlas render mode.</param>
/// <param name="atlasWidth">The atlas texture width.</param>
/// <param name="atlasHeight">The atlas texture height.</param>
/// <returns>An instance of the newly created font asset.</returns>
public static TMP_FontAsset CreateFontAsset(string fontFilePath, int faceIndex, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight)
{
return CreateFontAsset(fontFilePath, faceIndex, samplingPointSize, atlasPadding, renderMode, atlasWidth, atlasHeight, AtlasPopulationMode.Dynamic, true);
}
static TMP_FontAsset CreateFontAsset(string fontFilePath, int faceIndex, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode, bool enableMultiAtlasSupport = true)
{
// Load Font Face
if (FontEngine.LoadFontFace(fontFilePath, samplingPointSize, faceIndex) != FontEngineError.Success)
{
Debug.Log("Unable to load font face from [" + fontFilePath + "].");
return null;
}
TMP_FontAsset fontAsset = CreateFontAssetInstance(null, atlasPadding, renderMode, atlasWidth, atlasHeight, atlasPopulationMode, enableMultiAtlasSupport);
// Set font file path
fontAsset.m_SourceFontFilePath = fontFilePath;
return fontAsset;
}
/// <summary>
/// Creates a new font asset instance from the provided font object.
/// </summary>
/// <param name="font">The source font object.</param>
/// <returns>An instance of the newly created font asset.</returns>
public static TMP_FontAsset CreateFontAsset(Font font)
{
return CreateFontAsset(font, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024);
}
/// <summary>
/// Creates a new font asset instance from the provided font object.
/// </summary>
/// <param name="font">The source font object.</param>
/// <param name="samplingPointSize">The sampling point size.</param>
/// <param name="atlasPadding">The padding between individual glyphs in the font atlas texture.</param>
/// <param name="renderMode">The atlas render mode.</param>
/// <param name="atlasWidth">The atlas texture width.</param>
/// <param name="atlasHeight">The atlas texture height.</param>
/// <param name="atlasPopulationMode">The atlas population mode.</param>
/// <param name="enableMultiAtlasSupport">Enable multi atlas texture.</param>
/// <returns>An instance of the newly created font asset.</returns>
public static TMP_FontAsset CreateFontAsset(Font font, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic, bool enableMultiAtlasSupport = true)
{
return CreateFontAsset(font, 0, samplingPointSize, atlasPadding, renderMode, atlasWidth, atlasHeight, atlasPopulationMode, enableMultiAtlasSupport);
}
static TMP_FontAsset CreateFontAsset(Font font, int faceIndex, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic, bool enableMultiAtlasSupport = true)
{
// Load Font Face
if (FontEngine.LoadFontFace(font, samplingPointSize, faceIndex) != 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;
}
return CreateFontAssetInstance(font, atlasPadding, renderMode, atlasWidth, atlasHeight, atlasPopulationMode, enableMultiAtlasSupport);
}
static TMP_FontAsset CreateFontAssetInstance(Font font, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode, bool enableMultiAtlasSupport)
{
// Create new font asset
TMP_FontAsset fontAsset = CreateInstance<TMP_FontAsset>();
fontAsset.m_Version = "1.1.0";
fontAsset.faceInfo = FontEngine.GetFaceInfo();
if (atlasPopulationMode == AtlasPopulationMode.Dynamic && font != null)
{
fontAsset.sourceFontFile = font;
#if UNITY_EDITOR
fontAsset.m_SourceFontFileGUID = SetSourceFontGUID?.Invoke(font);
fontAsset.m_SourceFontFile_EditorRef = font;
#endif
}
fontAsset.atlasPopulationMode = atlasPopulationMode;
fontAsset.clearDynamicDataOnBuild = TMP_Settings.clearDynamicDataOnBuild;
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.
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
TextureFormat texFormat = ((GlyphRasterModes)renderMode & GlyphRasterModes.RASTER_MODE_COLOR) == GlyphRasterModes.RASTER_MODE_COLOR ? TextureFormat.RGBA32 : TextureFormat.Alpha8;
#else
TextureFormat texFormat = TextureFormat.Alpha8;
#endif
Texture2D texture = new Texture2D(1, 1, texFormat, false);
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)
{
Material tmp_material = null;
packingModifier = 0;
if (texFormat == TextureFormat.Alpha8)
tmp_material = new Material(ShaderUtilities.ShaderRef_MobileBitmap);
else
tmp_material = new Material(Shader.Find("TextMeshPro/Sprite"));
//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<GlyphRect>(8) {new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier)};
fontAsset.usedGlyphRects = new List<GlyphRect>(8);
// Set the name of the font asset resources for tracking in the profiler
#if UNITY_EDITOR
string fontName = fontAsset.faceInfo.familyName + " - " + fontAsset.faceInfo.styleName;
fontAsset.material.name = fontName + " Material";
fontAsset.atlasTextures[0].name = fontName + " Atlas";
#endif
// TODO: Consider adding support for extracting glyph positioning data
fontAsset.ReadFontAssetDefinition();
return fontAsset;
}
// ================================================================================
//
// ================================================================================
// Editor Only Callbacks
#if UNITY_EDITOR
internal static Action<Texture, TMP_FontAsset> OnFontAssetTextureChanged;
internal static Action<TMP_FontAsset> RegisterResourceForUpdate;
internal static Action<TMP_FontAsset> RegisterResourceForReimport;
internal static Action<Texture2D, bool> SetAtlasTextureIsReadable;
internal static Func<string, Font> GetSourceFontRef;
internal static Func<Font, string> SetSourceFontGUID;
#endif
// Profiler Marker declarations
private static ProfilerMarker k_ReadFontAssetDefinitionMarker = new ProfilerMarker("TMP.ReadFontAssetDefinition");
private static ProfilerMarker k_AddSynthesizedCharactersMarker = new ProfilerMarker("TMP.AddSynthesizedCharacters");
private static ProfilerMarker k_TryAddGlyphMarker = new ProfilerMarker("TMP.TryAddGlyph");
private static ProfilerMarker k_TryAddCharacterMarker = new ProfilerMarker("TMP.TryAddCharacter");
private static ProfilerMarker k_TryAddCharactersMarker = new ProfilerMarker("TMP.TryAddCharacters");
private static ProfilerMarker k_UpdateLigatureSubstitutionRecordsMarker = new ProfilerMarker("TMP.UpdateLigatureSubstitutionRecords");
private static ProfilerMarker k_UpdateGlyphAdjustmentRecordsMarker = new ProfilerMarker("TMP.UpdateGlyphAdjustmentRecords");
private static ProfilerMarker k_UpdateDiacriticalMarkAdjustmentRecordsMarker = new ProfilerMarker("TMP.UpdateDiacriticalAdjustmentRecords");
private static ProfilerMarker k_ClearFontAssetDataMarker = new ProfilerMarker("TMP.ClearFontAssetData");
private static ProfilerMarker k_UpdateFontAssetDataMarker = new ProfilerMarker("TMP.UpdateFontAssetData");
// ================================================================================
//
// ================================================================================
#if UNITY_EDITOR
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();
}
#endif
private void OnDestroy()
{
DestroyAtlasTextures();
DestroyImmediate(m_Material);
}
#if UNITY_EDITOR
private void OnValidate()
{
// Skip validation until the Editor has been fully loaded.
if (Time.frameCount == 0)
return;
// See TMPB-187
if (EditorApplication.isUpdating)
return;
// Make sure our lookup dictionary have been initialized.
if (m_CharacterLookupDictionary == null || m_GlyphLookupDictionary == null)
ReadFontAssetDefinition();
}
#endif
private static string s_DefaultMaterialSuffix = " Atlas Material";
/// <summary>
/// Reads the various data tables of the font asset and populates various data structures to allow for faster lookup of related font asset data.
/// </summary>
public void ReadFontAssetDefinition()
{
k_ReadFontAssetDefinitionMarker.Begin();
#if UNITY_EDITOR
// Check version number of font asset to see if it needs to be upgraded.
if (this.material != null && string.IsNullOrEmpty(m_Version))
UpgradeFontAsset();
#endif
// Initialize lookup tables for characters and glyphs.
InitializeDictionaryLookupTables();
// Add synthesized characters and adjust face metrics
AddSynthesizedCharactersAndFaceMetrics();
// 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;
}
// 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;
}
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
// Update Units per EM for pre-existing font assets.
if (m_FaceInfo.unitsPerEM == 0)
m_FaceInfo.unitsPerEM = FontEngine.GetFaceInfo().unitsPerEM;
#endif
// Compute hash codes for various properties of the font asset used for lookup.
hashCode = TMP_TextUtilities.GetHashCode(this.name);
familyNameHashCode = TMP_TextUtilities.GetHashCode(m_FaceInfo.familyName);
styleNameHashCode = TMP_TextUtilities.GetHashCode(m_FaceInfo.styleName);
materialHashCode = TMP_TextUtilities.GetSimpleHashCode(this.name + s_DefaultMaterialSuffix);
// Add reference to font asset in TMP Resource Manager
TMP_ResourceManager.AddFontAsset(this);
IsFontAssetLookupTablesDirty = false;
k_ReadFontAssetDefinitionMarker.End();
}
/// <summary>
/// Read the various data tables of the font asset to populate its different dictionaries to allow for faster lookup of related font asset data.
/// </summary>
internal void InitializeDictionaryLookupTables()
{
// Initialize and populate glyph lookup dictionary
InitializeGlyphLookupDictionary();
// Initialize and populate character lookup dictionary
InitializeCharacterLookupDictionary();
if ((m_AtlasPopulationMode == AtlasPopulationMode.Dynamic || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS) && m_ShouldReimportFontFeatures)
ImportFontFeatures();
//
InitializeLigatureSubstitutionLookupDictionary();
// Initialize and populate glyph pair adjustment records
InitializeGlyphPaidAdjustmentRecordsLookupDictionary();
// Initialize and populate mark to base adjustment records
InitializeMarkToBaseAdjustmentRecordsLookupDictionary();
// Initialize and populate mark to base adjustment records
InitializeMarkToMarkAdjustmentRecordsLookupDictionary();
}
internal void InitializeGlyphLookupDictionary()
{
// Create new instance of the glyph lookup dictionary or clear the existing one.
if (m_GlyphLookupDictionary == null)
m_GlyphLookupDictionary = new Dictionary<uint, Glyph>();
else
m_GlyphLookupDictionary.Clear();
// Initialize or clear list of glyph indexes.
if (m_GlyphIndexList == null)
m_GlyphIndexList = new List<uint>();
else
m_GlyphIndexList.Clear();
// Initialize or clear list of glyph indexes.
if (m_GlyphIndexListNewlyAdded == null)
m_GlyphIndexListNewlyAdded = new List<uint>();
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<uint, TMP_Character>();
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 missing unicode lookup
if (m_MissingUnicodesFromFontFile != null)
m_MissingUnicodesFromFontFile.Clear();
}
internal void InitializeLigatureSubstitutionLookupDictionary()
{
if (m_FontFeatureTable.m_LigatureSubstitutionRecordLookup == null)
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup = new Dictionary<uint, List<LigatureSubstitutionRecord>>();
else
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup.Clear();
List<LigatureSubstitutionRecord> substitutionRecords = m_FontFeatureTable.m_LigatureSubstitutionRecords;
if (substitutionRecords != null)
{
for (int i = 0; i < substitutionRecords.Count; i++)
{
LigatureSubstitutionRecord record = substitutionRecords[i];
// Skip newly added records
if (record.componentGlyphIDs == null || record.componentGlyphIDs.Length == 0)
continue;
uint keyGlyphIndex = record.componentGlyphIDs[0];
if (!m_FontFeatureTable.m_LigatureSubstitutionRecordLookup.ContainsKey(keyGlyphIndex))
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup.Add(keyGlyphIndex, new List<LigatureSubstitutionRecord> {record});
else
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup[keyGlyphIndex].Add(record);
}
}
}
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_GlyphPairAdjustmentRecordLookup == null)
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup = new Dictionary<uint, GlyphPairAdjustmentRecord>();
else
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.Clear();
List<GlyphPairAdjustmentRecord> glyphPairAdjustmentRecords = m_FontFeatureTable.m_GlyphPairAdjustmentRecords;
if (glyphPairAdjustmentRecords != null)
{
for (int i = 0; i < glyphPairAdjustmentRecords.Count; i++)
{
GlyphPairAdjustmentRecord record = glyphPairAdjustmentRecords[i];
uint key = record.secondAdjustmentRecord.glyphIndex << 16 | record.firstAdjustmentRecord.glyphIndex;
if (!m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.ContainsKey(key))
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.Add(key, record);
}
}
}
internal void InitializeMarkToBaseAdjustmentRecordsLookupDictionary()
{
// Read Mark to Base adjustment records
if (m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup == null)
m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup = new Dictionary<uint, MarkToBaseAdjustmentRecord>();
else
m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup.Clear();
List<MarkToBaseAdjustmentRecord> adjustmentRecords = m_FontFeatureTable.m_MarkToBaseAdjustmentRecords;
if (adjustmentRecords != null)
{
for (int i = 0; i < adjustmentRecords.Count; i++)
{
MarkToBaseAdjustmentRecord record = adjustmentRecords[i];
uint key = record.markGlyphID << 16 | record.baseGlyphID;
if (!m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup.ContainsKey(key))
m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup.Add(key, record);
}
}
}
internal void InitializeMarkToMarkAdjustmentRecordsLookupDictionary()
{
// Read Mark to Base adjustment records
if (m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup == null)
m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup = new Dictionary<uint, MarkToMarkAdjustmentRecord>();
else
m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup.Clear();
List<MarkToMarkAdjustmentRecord> adjustmentRecords = m_FontFeatureTable.m_MarkToMarkAdjustmentRecords;
if (adjustmentRecords != null)
{
for (int i = 0; i < adjustmentRecords.Count; i++)
{
MarkToMarkAdjustmentRecord record = adjustmentRecords[i];
uint key = record.combiningMarkGlyphID << 16 | record.baseMarkGlyphID;
if (!m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup.ContainsKey(key))
m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup.Add(key, record);
}
}
}
internal void AddSynthesizedCharactersAndFaceMetrics()
{
k_AddSynthesizedCharactersMarker.Begin();
bool isFontFaceLoaded = false;
if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS)
{
isFontFaceLoaded = LoadFontFace() == FontEngineError.Success;
if (!isFontFaceLoaded && !InternalDynamicOS && TMP_Settings.warningsDisabled)
Debug.LogWarning("Unable to load font face for [" + this.name + "] font asset.", this);
}
// 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, isFontFaceLoaded, true);
// Add Tab \u0009
AddSynthesizedCharacter(0x09, isFontFaceLoaded, true);
// Add Line Feed (LF) \u000A
AddSynthesizedCharacter(0x0A, isFontFaceLoaded);
// Add Vertical Tab (VT) \u000B
AddSynthesizedCharacter(0x0B, isFontFaceLoaded);
// Add Carriage Return (CR) \u000D
AddSynthesizedCharacter(0x0D, isFontFaceLoaded);
// Add Arabic Letter Mark \u061C
AddSynthesizedCharacter(0x061C, isFontFaceLoaded);
// Add Zero Width Space <ZWSP> \u200B
AddSynthesizedCharacter(0x200B, isFontFaceLoaded);
// Add Zero Width Space <ZWJ> \u200D
//AddSynthesizedCharacter(0x200D, isFontFaceLoaded);
// Add Left-To-Right Mark \u200E
AddSynthesizedCharacter(0x200E, isFontFaceLoaded);
// Add Right-To-Left Mark \u200F
AddSynthesizedCharacter(0x200F, isFontFaceLoaded);
// Add Line Separator \u2028
AddSynthesizedCharacter(0x2028, isFontFaceLoaded);
// Add Paragraph Separator \u2029
AddSynthesizedCharacter(0x2029, isFontFaceLoaded);
// Add Word Joiner <WJ> / Zero Width Non-Breaking Space \u2060
AddSynthesizedCharacter(0x2060, isFontFaceLoaded);
k_AddSynthesizedCharactersMarker.End();
}
void AddSynthesizedCharacter(uint unicode, bool isFontFaceLoaded, bool addImmediately = false)
{
// Check if unicode is already present in the font asset
if (m_CharacterLookupDictionary.ContainsKey(unicode))
return;
Glyph glyph;
if (isFontFaceLoaded)
{
// 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<int> FallbackSearchQueryLookup = new HashSet<int>();
internal void AddCharacterToLookupCache(uint unicode, TMP_Character character)
{
m_CharacterLookupDictionary.Add(unicode, character);
// Add font asset to fallback references.
//FallbackSearchQueryLookup.Add(character.textAsset.instanceID);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
FontEngineError LoadFontFace()
{
if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic)
{
// Font Asset should have a valid reference to a font in the Editor.
#if UNITY_EDITOR
if (m_SourceFontFile == null)
m_SourceFontFile = SourceFont_EditorRef;
#endif
// Try loading the font face from source font object
if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize, m_FaceInfo.faceIndex) == FontEngineError.Success)
return FontEngineError.Success;
// Try loading the font face from file path
if (string.IsNullOrEmpty(m_SourceFontFilePath) == false)
return FontEngine.LoadFontFace(m_SourceFontFilePath, m_FaceInfo.pointSize, m_FaceInfo.faceIndex);
return FontEngineError.Invalid_Face;
}
// Font Asset is Dynamic OS
#if UNITY_EDITOR
if (SourceFont_EditorRef != null)
{
// Try loading the font face from the referenced source font
if (FontEngine.LoadFontFace(m_SourceFontFile_EditorRef, m_FaceInfo.pointSize, m_FaceInfo.faceIndex) == FontEngineError.Success)
return FontEngineError.Success;
}
#endif
return FontEngine.LoadFontFace(m_FaceInfo.familyName, m_FaceInfo.styleName, m_FaceInfo.pointSize);
}
/// <summary>
/// Sort the Character table by Unicode values.
/// </summary>
internal void SortCharacterTable()
{
if (m_CharacterTable != null && m_CharacterTable.Count > 0)
m_CharacterTable = m_CharacterTable.OrderBy(c => c.unicode).ToList();
}
/// <summary>
/// Sort the Glyph table by index values.
/// </summary>
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();
m_FontFeatureTable.SortMarkToBaseAdjustmentRecords();
m_FontFeatureTable.SortMarkToMarkAdjustmentRecords();
}
/// <summary>
/// Sort both glyph and character tables.
/// </summary>
internal void SortAllTables()
{
SortGlyphTable();
SortCharacterTable();
SortFontFeatureTable();
}
/// <summary>
/// HashSet of font asset instance ID used in the process of searching for through fallback font assets for a given character or characters.
/// </summary>
private static HashSet<int> k_SearchedFontAssetLookup;
/// <summary>
/// Function to check if a certain character exists in the font asset.
/// </summary>
/// <param name="character"></param>
/// <returns></returns>
public bool HasCharacter(int character)
{
if (characterLookupTable == null)
return false;
return m_CharacterLookupDictionary.ContainsKey((uint)character);
}
/// <summary>
/// Function to check if a character is contained in the font asset with the option to also check potential local fallbacks.
/// </summary>
/// <param name="character"></param>
/// <param name="searchFallbacks"></param>
/// <param name="tryAddCharacter"></param>
/// <returns></returns>
public bool HasCharacter(char character, bool searchFallbacks = false, bool tryAddCharacter = false)
{
// Read font asset definition if it hasn't already been done.
if (characterLookupTable == 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 || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS))
{
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<int>();
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;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="character"></param>
/// <param name="searchFallbacks"></param>
/// <param name="tryAddCharacter"></param>
/// <returns></returns>
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 || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS))
{
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;
}
/// <summary>
/// Function to check if certain characters exists in the font asset. Function returns a list of missing characters.
/// </summary>
/// <param name="text">String containing the characters to check.</param>
/// <param name="missingCharacters">List of missing characters.</param>
/// <returns></returns>
public bool HasCharacters(string text, out List<char> missingCharacters)
{
if (characterLookupTable == null)
{
missingCharacters = null;
return false;
}
missingCharacters = new List<char>();
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;
}
/// <summary>
/// Function to check if the characters in the given string are contained in the font asset with the option to also check its potential local fallbacks.
/// </summary>
/// <param name="text">String containing the characters to check.</param>
/// <param name="missingCharacters">Array containing the unicode values of the missing characters.</param>
/// <param name="searchFallbacks">Determines if fallback font assets assigned to this font asset should be searched.</param>
/// <param name="tryAddCharacter"></param>
/// <returns>Returns true if all requested characters are available in the font asset and potential fallbacks.</returns>
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 (characterLookupTable == 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 || m_AtlasPopulationMode == AtlasPopulationMode.DynamicOS))
{
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<int>();
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;
}
/// <summary>
/// Function to check if certain characters exists in the font asset. Function returns false if any characters are missing.
/// </summary>
/// <param name="text">String containing the characters to check</param>
/// <returns></returns>
public bool HasCharacters(string text)
{
if (characterLookupTable == null)
return false;
for (int i = 0; i < text.Length; i++)
{
if (!m_CharacterLookupDictionary.ContainsKey(text[i]))
return false;
}
return true;
}
/// <summary>
/// Function to extract all the characters from a font asset.
/// </summary>
/// <param name="fontAsset"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Function which returns an array that contains all the characters from a font asset.
/// </summary>
/// <param name="fontAsset"></param>
/// <returns></returns>
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;
}
/// <summary>
/// Internal function used to get the glyph index for the given Unicode.
/// </summary>
/// <param name="unicode"></param>
/// <returns></returns>
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.
return LoadFontFace() == FontEngineError.Success ? FontEngine.GetGlyphIndex(unicode) : 0;
}
/// <summary>
///
/// </summary>
/// <param name="unicode"></param>
/// <param name="variantSelectorUnicode"></param>
/// <returns></returns>
internal uint GetGlyphVariantIndex(uint unicode, uint variantSelectorUnicode)
{
# if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
// Load font face.
return LoadFontFace() == FontEngineError.Success ? FontEngine.GetVariantGlyphIndex(unicode, variantSelectorUnicode) : 0;
#else
return 0;
#endif
}
// ================================================================================
// 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<TMP_FontAsset> k_FontAssets_FontFeaturesUpdateQueue = new List<TMP_FontAsset>();
private static HashSet<int> k_FontAssets_FontFeaturesUpdateQueueLookup = new HashSet<int>();
private static List<Texture2D> k_FontAssets_AtlasTexturesUpdateQueue = new List<Texture2D>();
private static HashSet<int> k_FontAssets_AtlasTexturesUpdateQueueLookup = new HashSet<int>();
/// <summary>
///
/// </summary>
/// <param name="fontAsset"></param>
internal static void RegisterFontAssetForFontFeatureUpdate(TMP_FontAsset fontAsset)
{
int instanceID = fontAsset.instanceID;
if (k_FontAssets_FontFeaturesUpdateQueueLookup.Add(instanceID))
k_FontAssets_FontFeaturesUpdateQueue.Add(fontAsset);
}
/// <summary>
/// Function called to update the font atlas texture and character data of font assets to which
/// new characters were added.
/// </summary>
internal static void UpdateFontFeaturesForFontAssetsInQueue()
{
int count = k_FontAssets_FontFeaturesUpdateQueue.Count;
for (int i = 0; i < count; i++)
{
k_FontAssets_FontFeaturesUpdateQueue[i].UpdateGPOSFontFeaturesForNewlyAddedGlyphs();
}
if (count > 0)
{
k_FontAssets_FontFeaturesUpdateQueue.Clear();
k_FontAssets_FontFeaturesUpdateQueueLookup.Clear();
}
}
/// <summary>
/// Register Atlas Texture for Apply()
/// </summary>
/// <param name="texture">The texture on which to call Apply().</param>
internal static void RegisterAtlasTextureForApply(Texture2D texture)
{
int instanceID = texture.GetInstanceID();
if (k_FontAssets_AtlasTexturesUpdateQueueLookup.Add(instanceID))
k_FontAssets_AtlasTexturesUpdateQueue.Add(texture);
}
/// <summary>
///
/// </summary>
internal static void UpdateAtlasTexturesInQueue()
{
int count = k_FontAssets_AtlasTexturesUpdateQueueLookup.Count;
for (int i = 0; i < count; i++)
k_FontAssets_AtlasTexturesUpdateQueue[i].Apply(false, false);
if (count > 0)
{
k_FontAssets_AtlasTexturesUpdateQueue.Clear();
k_FontAssets_AtlasTexturesUpdateQueueLookup.Clear();
}
}
/// <summary>
///
/// </summary>
internal static void UpdateFontAssetsInUpdateQueue()
{
UpdateAtlasTexturesInQueue();
UpdateFontFeaturesForFontAssetsInQueue();
}
/// <summary>
///
/// </summary>
//private bool m_IsAlreadyRegisteredForUpdate;
/// <summary>
/// List of glyphs that need to be rendered and added to an atlas texture.
/// </summary>
private List<Glyph> m_GlyphsToRender = new List<Glyph>();
/// <summary>
/// List of glyphs that we just rendered and added to an atlas texture.
/// </summary>
private List<Glyph> m_GlyphsRendered = new List<Glyph>();
/// <summary>
/// List of all the glyph indexes contained in the font asset.
/// </summary>
private List<uint> m_GlyphIndexList = new List<uint>();
/// <summary>
/// List of glyph indexes newly added to the font asset.
/// This list is used in the process of retrieving font features.
/// </summary>
private List<uint> m_GlyphIndexListNewlyAdded = new List<uint>();
/// <summary>
///
/// </summary>
internal List<uint> m_GlyphsToAdd = new List<uint>();
internal HashSet<uint> m_GlyphsToAddLookup = new HashSet<uint>();
internal List<TMP_Character> m_CharactersToAdd = new List<TMP_Character>();
internal HashSet<uint> m_CharactersToAddLookup = new HashSet<uint>();
/// <summary>
/// Internal list used to track characters that could not be added to the font asset.
/// </summary>
internal List<uint> s_MissingCharacterList = new List<uint>();
/// <summary>
/// Hash table used to track characters that are known to be missing from the font file.
/// </summary>
internal HashSet<uint> m_MissingUnicodesFromFontFile = new HashSet<uint>();
/// <summary>
/// Internal static array used to avoid allocations when using the GetGlyphPairAdjustmentTable().
/// </summary>
internal static uint[] k_GlyphIndexArray;
/// <summary>
/// Try adding the characters from the provided string to the font asset.
/// </summary>
/// <param name="unicodes">Array that contains the characters to add to the font asset.</param>
/// <param name="includeFontFeatures"></param>
/// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns>
public bool TryAddCharacters(uint[] unicodes, bool includeFontFeatures = false)
{
uint[] missingUnicodes;
return TryAddCharacters(unicodes, out missingUnicodes, includeFontFeatures);
}
/// <summary>
/// Try adding the characters from the provided string to the font asset.
/// </summary>
/// <param name="unicodes">Array that contains the characters to add to the font asset.</param>
/// <param name="missingUnicodes">Array containing the characters that could not be added to the font asset.</param>
/// <param name="includeFontFeatures"></param>
/// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns>
public bool TryAddCharacters(uint[] unicodes, out uint[] missingUnicodes, bool includeFontFeatures = false)
{
k_TryAddCharactersMarker.Begin();
// 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 = null;
k_TryAddCharactersMarker.End();
return false;
}
// Load font face.
if (LoadFontFace() != FontEngineError.Success)
{
missingUnicodes = unicodes.ToArray();
k_TryAddCharactersMarker.End();
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 <NBSP>
// Use Space
glyphIndex = FontEngine.GetGlyphIndex(0x20);
break;
case 0xAD: // Soft Hyphen <SHY>
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;
k_TryAddCharactersMarker.End();
return false;
}
// Resize the Atlas Texture to the appropriate size
if (m_AtlasTextures[m_AtlasTextureIndex].width <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
#if UNITY_2021_2_OR_NEWER
m_AtlasTextures[m_AtlasTextureIndex].Reinitialize(m_AtlasWidth, m_AtlasHeight);
#else
m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight);
#endif
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)
{
UpdateFontFeaturesForNewlyAddedGlyphs();
}
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(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();
k_TryAddCharactersMarker.End();
return allGlyphsAddedToTexture && !isMissingCharacters;
}
/// <summary>
/// Try adding the characters from the provided string to the font asset.
/// </summary>
/// <param name="characters">String containing the characters to add to the font asset.</param>
/// <param name="includeFontFeatures"></param>
/// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns>
public bool TryAddCharacters(string characters, bool includeFontFeatures = false)
{
string missingCharacters;
return TryAddCharacters(characters, out missingCharacters, includeFontFeatures);
}
/// <summary>
/// Try adding the characters from the provided string to the font asset.
/// </summary>
/// <param name="characters">String containing the characters to add to the font asset.</param>
/// <param name="missingCharacters">String containing the characters that could not be added to the font asset.</param>
/// <param name="includeFontFeatures"></param>
/// <returns>Returns true if all the characters were successfully added to the font asset. Return false otherwise.</returns>
public bool TryAddCharacters(string characters, out string missingCharacters, bool includeFontFeatures = false)
{
k_TryAddCharactersMarker.Begin();
// 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;
k_TryAddCharactersMarker.End();
return false;
}
// Load font face.
if (LoadFontFace() != FontEngineError.Success)
{
missingCharacters = characters;
k_TryAddCharactersMarker.End();
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 <NBSP>
// Use Space
glyphIndex = FontEngine.GetGlyphIndex(0x20);
break;
case 0xAD: // Soft Hyphen <SHY>
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;
k_TryAddCharactersMarker.End();
return false;
}
// Resize the Atlas Texture to the appropriate size
if (m_AtlasTextures[m_AtlasTextureIndex].width <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
#if UNITY_2021_2_OR_NEWER
m_AtlasTextures[m_AtlasTextureIndex].Reinitialize(m_AtlasWidth, m_AtlasHeight);
#else
m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight);
#endif
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)
{
UpdateFontFeaturesForNewlyAddedGlyphs();
}
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(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();
k_TryAddCharactersMarker.End();
return allGlyphsAddedToTexture && !isMissingCharacters;
}
// Functions to remove...
/*
/// <summary>
/// NOT USED CURRENTLY - Try adding character using Unicode value to font asset.
/// </summary>
/// <param name="unicode">The Unicode value of the character.</param>
/// <param name="character">The character data if successfully added to the font asset. Null otherwise.</param>
/// <returns>Returns true if the character has been added. False otherwise.</returns>
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 <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1
{
//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;
}
/// <summary>
/// To be removed.
/// </summary>
/// <param name="unicode"></param>
/// <param name="glyph"></param>
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 <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
//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;
}
*/
internal bool AddGlyphInternal(uint glyphIndex)
{
Glyph glyph;
return TryAddGlyphInternal(glyphIndex, out glyph);
}
/// <summary>
///
/// </summary>
/// <param name="glyphIndex"></param>
/// <param name="glyph"></param>
/// <returns></returns>
internal bool TryAddGlyphInternal(uint glyphIndex, out Glyph glyph)
{
k_TryAddGlyphMarker.Begin();
glyph = null;
// Check if glyph is already present in the font asset.
if (m_GlyphLookupDictionary.ContainsKey(glyphIndex))
{
glyph = m_GlyphLookupDictionary[glyphIndex];
k_TryAddGlyphMarker.End();
return true;
}
// Return if font asset is static
if (m_AtlasPopulationMode == AtlasPopulationMode.Static)
{
k_TryAddGlyphMarker.End();
return false;
}
// Load font face.
if (LoadFontFace() != FontEngineError.Success)
{
k_TryAddGlyphMarker.End();
return false;
}
if (m_AtlasTextures[m_AtlasTextureIndex].isReadable == false)
{
Debug.LogWarning("Unable to add the requested glyph to font asset [" + this.name + "]'s atlas texture. Please make the texture [" + m_AtlasTextures[m_AtlasTextureIndex].name + "] readable.", m_AtlasTextures[m_AtlasTextureIndex]);
k_TryAddGlyphMarker.End();
return false;
}
// Resize the Atlas Texture to the appropriate size
if (m_AtlasTextures[m_AtlasTextureIndex].width <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
#if UNITY_2021_2_OR_NEWER
m_AtlasTextures[m_AtlasTextureIndex].Reinitialize(m_AtlasWidth, m_AtlasHeight);
#else
m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight);
#endif
FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]);
}
// Set texture upload mode to batching texture.Apply()
//FontEngine.SetTextureUploadMode(false);
// 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 (m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime)
{
UpdateGSUBFontFeaturesForNewGlyphIndex(glyphIndex);
RegisterFontAssetForFontFeatureUpdate(this);
}
//RegisterAtlasTextureForApply(m_AtlasTextures[m_AtlasTextureIndex]);
//FontEngine.SetTextureUploadMode(true);
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddGlyphMarker.End();
return true;
}
// Add glyph which did not fit in current atlas texture to new atlas texture.
if (m_IsMultiAtlasTexturesEnabled && m_UsedGlyphRects.Count > 0)
{
// 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 (m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime)
{
UpdateGSUBFontFeaturesForNewGlyphIndex(glyphIndex);
RegisterFontAssetForFontFeatureUpdate(this);
}
//RegisterAtlasTextureForApply(m_AtlasTextures[m_AtlasTextureIndex]);
//FontEngine.SetTextureUploadMode(true);
#if UNITY_EDITOR
// Make changes to font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddGlyphMarker.End();
return true;
}
}
k_TryAddGlyphMarker.End();
return false;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="unicode">The Unicode value of the character.</param>
/// <param name="character">The character data if successfully added to the font asset. Null otherwise.</param>
/// <returns>Returns true if the character has been added. False otherwise.</returns>
internal bool TryAddCharacterInternal(uint unicode, out TMP_Character character)
{
k_TryAddCharacterMarker.Begin();
character = null;
// Check if the Unicode character is already known to be missing from the source font file.
if (m_MissingUnicodesFromFontFile.Contains(unicode))
{
k_TryAddCharacterMarker.End();
return false;
}
// Load font face.
if (LoadFontFace() != FontEngineError.Success)
{
k_TryAddCharacterMarker.End();
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 <NBSP>
// Use Space
glyphIndex = FontEngine.GetGlyphIndex(0x20);
break;
case 0xAD: // Soft Hyphen <SHY>
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);
k_TryAddCharacterMarker.End();
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.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddCharacterMarker.End();
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);
// }
// return true;
// }
//}
// Make sure atlas texture is 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]);
k_TryAddCharacterMarker.End();
return false;
}
// Resize the Atlas Texture to the appropriate size
if (m_AtlasTextures[m_AtlasTextureIndex].width <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
#if UNITY_2021_2_OR_NEWER
m_AtlasTextures[m_AtlasTextureIndex].Reinitialize(m_AtlasWidth, m_AtlasHeight);
#else
m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight);
#endif
FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]);
}
// Set texture upload mode to batching texture.Apply()
//FontEngine.SetTextureUploadMode(false);
// 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 (m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime)
{
UpdateGSUBFontFeaturesForNewGlyphIndex(glyphIndex);
RegisterFontAssetForFontFeatureUpdate(this);
}
//RegisterAtlasTextureForApply(m_AtlasTextures[m_AtlasTextureIndex]);
//FontEngine.SetTextureUploadMode(true);
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddCharacterMarker.End();
return true;
}
// Add glyph which did not fit in current atlas texture to new atlas texture.
if (m_IsMultiAtlasTexturesEnabled && m_UsedGlyphRects.Count > 0)
{
// 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 (m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime)
{
UpdateGSUBFontFeaturesForNewGlyphIndex(glyphIndex);
RegisterFontAssetForFontFeatureUpdate(this);
}
//RegisterAtlasTextureForApply(m_AtlasTextures[m_AtlasTextureIndex]);
//FontEngine.SetTextureUploadMode(true);
#if UNITY_EDITOR
// Make changes to font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddCharacterMarker.End();
return true;
}
}
k_TryAddCharacterMarker.End();
return false;
}
internal bool TryGetCharacter_and_QueueRenderToTexture(uint unicode, out TMP_Character character)
{
k_TryAddCharacterMarker.Begin();
character = null;
// Check if the Unicode character is already known to be missing from the source font file.
if (m_MissingUnicodesFromFontFile.Contains(unicode))
{
k_TryAddCharacterMarker.End();
return false;
}
// Load font face.
if (LoadFontFace() != FontEngineError.Success)
{
k_TryAddCharacterMarker.End();
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 <NBSP>
// Use Space
glyphIndex = FontEngine.GetGlyphIndex(0x20);
break;
case 0xAD: // Soft Hyphen <SHY>
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);
k_TryAddCharacterMarker.End();
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.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddCharacterMarker.End();
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 (m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime)
{
UpdateGSUBFontFeaturesForNewGlyphIndex(glyphIndex);
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
// TODO: Consider potential optimization. This could be handled when exiting Play mode if we added any new characters to the asset.
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_TryAddCharacterMarker.End();
return true;
}
k_TryAddCharacterMarker.End();
return false;
}
/// <summary>
/// This function requires an update to the TextCore:FontEngine
/// </summary>
internal void TryAddGlyphsToAtlasTextures()
{
/*
// Return if we don't have any glyphs to add.
if (m_GlyphsToRender.Count == 0)
return;
// Resize the Atlas Texture to the appropriate size
if (m_AtlasTextures[m_AtlasTextureIndex].width <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
//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
*/
}
/// <summary>
///
/// </summary>
/// <returns></returns>
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;
}
/// <summary>
///
/// </summary>
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
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
TextureFormat texFormat = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_COLOR) == GlyphRasterModes.RASTER_MODE_COLOR ? TextureFormat.RGBA32 : TextureFormat.Alpha8;
#else
TextureFormat texFormat = TextureFormat.Alpha8;
#endif
m_AtlasTextures[m_AtlasTextureIndex] = new Texture2D(m_AtlasWidth, m_AtlasHeight, texFormat, 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
Texture2D tex = m_AtlasTextures[m_AtlasTextureIndex];
tex.name = atlasTexture.name + " " + m_AtlasTextureIndex;
OnFontAssetTextureChanged?.Invoke(tex, this);
#endif
}
/// <summary>
/// Not used currently
/// </summary>
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 <= 1 || m_AtlasTextures[m_AtlasTextureIndex].height <= 1)
{
#if UNITY_2021_2_OR_NEWER
m_AtlasTextures[m_AtlasTextureIndex].Reinitialize(m_AtlasWidth, m_AtlasHeight);
#else
m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight);
#endif
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.
RegisterResourceForUpdate?.Invoke(this);
#endif
}
// ****************************************
// OPENTYPE - FONT FEATURES
// ****************************************
void UpdateFontFeaturesForNewlyAddedGlyphs()
{
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
UpdateLigatureSubstitutionRecords();
#endif
UpdateGlyphAdjustmentRecords();
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
UpdateDiacriticalMarkAdjustmentRecords();
#endif
// Clear newly added glyph list
m_GlyphIndexListNewlyAdded.Clear();
}
void UpdateGPOSFontFeaturesForNewlyAddedGlyphs()
{
UpdateGlyphAdjustmentRecords();
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
UpdateDiacriticalMarkAdjustmentRecords();
#endif
// Clear newly added glyph list
m_GlyphIndexListNewlyAdded.Clear();
}
/// <summary>
///
/// </summary>
internal void ImportFontFeatures()
{
if (LoadFontFace() != FontEngineError.Success)
return;
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
// Get Pair Adjustment records
GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetAllPairAdjustmentRecords();
if (pairAdjustmentRecords != null)
AddPairAdjustmentRecords(pairAdjustmentRecords);
// Get Mark-to-Base adjustment records
UnityEngine.TextCore.LowLevel.MarkToBaseAdjustmentRecord[] markToBaseRecords = FontEngine.GetAllMarkToBaseAdjustmentRecords();
if (markToBaseRecords != null)
AddMarkToBaseAdjustmentRecords(markToBaseRecords);
// Get Mark-to-Mark adjustment records
UnityEngine.TextCore.LowLevel.MarkToMarkAdjustmentRecord[] markToMarkRecords = FontEngine.GetAllMarkToMarkAdjustmentRecords();
if (markToMarkRecords != null)
AddMarkToMarkAdjustmentRecords(markToMarkRecords);
// Get Ligature Substitution records
UnityEngine.TextCore.LowLevel.LigatureSubstitutionRecord[] records = FontEngine.GetAllLigatureSubstitutionRecords();
if (records != null)
AddLigatureSubstitutionRecords(records);
#endif
m_ShouldReimportFontFeatures = false;
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
}
void UpdateGSUBFontFeaturesForNewGlyphIndex(uint glyphIndex)
{
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
UnityEngine.TextCore.LowLevel.LigatureSubstitutionRecord[] records = FontEngine.GetLigatureSubstitutionRecords(glyphIndex);
if (records != null)
AddLigatureSubstitutionRecords(records);
#endif
}
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
/// <summary>
///
/// </summary>
internal void UpdateLigatureSubstitutionRecords()
{
k_UpdateLigatureSubstitutionRecordsMarker.Begin();
UnityEngine.TextCore.LowLevel.LigatureSubstitutionRecord[] records = FontEngine.GetLigatureSubstitutionRecords(m_GlyphIndexListNewlyAdded);
if (records != null)
AddLigatureSubstitutionRecords(records);
k_UpdateLigatureSubstitutionRecordsMarker.End();
}
void AddLigatureSubstitutionRecords(UnityEngine.TextCore.LowLevel.LigatureSubstitutionRecord[] records)
{
for (int i = 0; i < records.Length; i++)
{
UnityEngine.TextCore.LowLevel.LigatureSubstitutionRecord record = records[i];
if (records[i].componentGlyphIDs == null || records[i].ligatureGlyphID == 0)
return;
uint firstComponentGlyphIndex = record.componentGlyphIDs[0];
LigatureSubstitutionRecord newRecord = new LigatureSubstitutionRecord { componentGlyphIDs = record.componentGlyphIDs, ligatureGlyphID = record.ligatureGlyphID };
// Check if we already have a record for this new Ligature
if (m_FontFeatureTable.m_LigatureSubstitutionRecordLookup.TryGetValue(firstComponentGlyphIndex, out List<LigatureSubstitutionRecord> existingRecords))
{
foreach (LigatureSubstitutionRecord ligature in existingRecords)
{
if (newRecord == ligature)
return;
}
// Add new record to lookup
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup[firstComponentGlyphIndex].Add(newRecord);
}
else
{
m_FontFeatureTable.m_LigatureSubstitutionRecordLookup.Add(firstComponentGlyphIndex, new List<LigatureSubstitutionRecord> { newRecord });
}
m_FontFeatureTable.m_LigatureSubstitutionRecords.Add(newRecord);
}
}
/// <summary>
///
/// </summary>
internal void UpdateGlyphAdjustmentRecords()
{
k_UpdateGlyphAdjustmentRecordsMarker.Begin();
GlyphPairAdjustmentRecord[] records = FontEngine.GetPairAdjustmentRecords(m_GlyphIndexListNewlyAdded);
if (records != null)
AddPairAdjustmentRecords(records);
k_UpdateGlyphAdjustmentRecordsMarker.End();
}
void AddPairAdjustmentRecords(GlyphPairAdjustmentRecord[] records)
{
float emScale = (float)m_FaceInfo.pointSize / m_FaceInfo.unitsPerEM;
for (int i = 0; i < records.Length; i++)
{
GlyphPairAdjustmentRecord record = records[i];
GlyphAdjustmentRecord first = record.firstAdjustmentRecord;
GlyphAdjustmentRecord second = record.secondAdjustmentRecord;
uint firstIndex = first.glyphIndex;
uint secondIndexIndex = second.glyphIndex;
if (firstIndex == 0 && secondIndexIndex == 0)
return;
uint key = secondIndexIndex << 16 | firstIndex;
if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.ContainsKey(key))
continue;
// Adjust values currently in Units per EM to make them relative to Sampling Point Size.
GlyphValueRecord valueRecord = first.glyphValueRecord;
valueRecord.xAdvance *= emScale;
record.firstAdjustmentRecord = new GlyphAdjustmentRecord(firstIndex, valueRecord);
m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record);
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.Add(key, record);
}
}
#else
/// <summary>
///
/// </summary>
internal void UpdateGlyphAdjustmentRecords()
{
k_UpdateGlyphAdjustmentRecordsMarker.Begin();
// Get glyph pair adjustment records from font file.
GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentRecords(m_GlyphIndexList, out int recordCount);
if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0)
{
k_UpdateGlyphAdjustmentRecordsMarker.End();
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_GlyphPairAdjustmentRecordLookup.ContainsKey(pairKey))
continue;
GlyphPairAdjustmentRecord record = pairAdjustmentRecords[i];
m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record);
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.Add(pairKey, record);
}
k_UpdateGlyphAdjustmentRecordsMarker.End();
}
#endif
/// <summary>
/// Function used for debugging and performance testing.
/// </summary>
/// <param name="glyphIndexes"></param>
internal void UpdateGlyphAdjustmentRecords(uint[] glyphIndexes)
{
k_UpdateGlyphAdjustmentRecordsMarker.Begin();
// Get glyph pair adjustment records from font file.
GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentTable(glyphIndexes);
if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0)
{
k_UpdateGlyphAdjustmentRecordsMarker.End();
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_GlyphPairAdjustmentRecordLookup.ContainsKey(pairKey))
continue;
GlyphPairAdjustmentRecord record = pairAdjustmentRecords[i];
m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record);
m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookup.Add(pairKey, record);
}
k_UpdateGlyphAdjustmentRecordsMarker.End();
}
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
/// <summary>
///
/// </summary>
internal void UpdateDiacriticalMarkAdjustmentRecords()
{
k_UpdateDiacriticalMarkAdjustmentRecordsMarker.Begin();
// Get Mark-to-Base adjustment records
UnityEngine.TextCore.LowLevel.MarkToBaseAdjustmentRecord[] markToBaseRecords = FontEngine.GetMarkToBaseAdjustmentRecords(m_GlyphIndexListNewlyAdded);
if (markToBaseRecords != null)
AddMarkToBaseAdjustmentRecords(markToBaseRecords);
// Get Mark-to-Mark adjustment records
UnityEngine.TextCore.LowLevel.MarkToMarkAdjustmentRecord[] markToMarkRecords = FontEngine.GetMarkToMarkAdjustmentRecords(m_GlyphIndexListNewlyAdded);
if (markToMarkRecords != null)
AddMarkToMarkAdjustmentRecords(markToMarkRecords);
k_UpdateDiacriticalMarkAdjustmentRecordsMarker.End();
}
/// <summary>
///
/// </summary>
/// <param name="records"></param>
void AddMarkToBaseAdjustmentRecords(UnityEngine.TextCore.LowLevel.MarkToBaseAdjustmentRecord[] records)
{
float emScale = (float)m_FaceInfo.pointSize / m_FaceInfo.unitsPerEM;
for (int i = 0; i < records.Length; i++)
{
UnityEngine.TextCore.LowLevel.MarkToBaseAdjustmentRecord record = records[i];
if (records[i].baseGlyphID == 0 || records[i].markGlyphID == 0)
return;
uint key = record.markGlyphID << 16 | record.baseGlyphID;
if (m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup.ContainsKey(key))
continue;
MarkToBaseAdjustmentRecord newRecord = new MarkToBaseAdjustmentRecord {
baseGlyphID = record.baseGlyphID,
baseGlyphAnchorPoint = new GlyphAnchorPoint() { xCoordinate = record.baseGlyphAnchorPoint.xCoordinate * emScale, yCoordinate = record.baseGlyphAnchorPoint.yCoordinate * emScale },
markGlyphID = record.markGlyphID,
markPositionAdjustment = new MarkPositionAdjustment(){ xPositionAdjustment = record.markPositionAdjustment.xPositionAdjustment * emScale, yPositionAdjustment = record.markPositionAdjustment.yPositionAdjustment * emScale} };
m_FontFeatureTable.MarkToBaseAdjustmentRecords.Add(newRecord);
m_FontFeatureTable.m_MarkToBaseAdjustmentRecordLookup.Add(key, newRecord);
}
}
/// <summary>
///
/// </summary>
/// <param name="records"></param>
void AddMarkToMarkAdjustmentRecords(UnityEngine.TextCore.LowLevel.MarkToMarkAdjustmentRecord[] records)
{
float emScale = (float)m_FaceInfo.pointSize / m_FaceInfo.unitsPerEM;
for (int i = 0; i < records.Length; i++)
{
UnityEngine.TextCore.LowLevel.MarkToMarkAdjustmentRecord record = records[i];
if (records[i].baseMarkGlyphID == 0 || records[i].combiningMarkGlyphID == 0)
return;
uint key = record.combiningMarkGlyphID << 16 | record.baseMarkGlyphID;
if (m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup.ContainsKey(key))
continue;
MarkToMarkAdjustmentRecord newRecord = new MarkToMarkAdjustmentRecord {
baseMarkGlyphID = record.baseMarkGlyphID,
baseMarkGlyphAnchorPoint = new GlyphAnchorPoint() { xCoordinate = record.baseMarkGlyphAnchorPoint.xCoordinate * emScale, yCoordinate = record.baseMarkGlyphAnchorPoint.yCoordinate * emScale},
combiningMarkGlyphID = record.combiningMarkGlyphID,
combiningMarkPositionAdjustment = new MarkPositionAdjustment(){ xPositionAdjustment = record.combiningMarkPositionAdjustment.xPositionAdjustment * emScale, yPositionAdjustment = record.combiningMarkPositionAdjustment.yPositionAdjustment * emScale} };
m_FontFeatureTable.MarkToMarkAdjustmentRecords.Add(newRecord);
m_FontFeatureTable.m_MarkToMarkAdjustmentRecordLookup.Add(key, newRecord);
}
}
#endif
/// <summary>
/// Internal method to copy generic list data to generic array of the same type.
/// </summary>
/// <param name="srcList">Source</param>
/// <param name="dstArray">Destination</param>
/// <typeparam name="T">Element type</typeparam>
void CopyListDataToArray<T>(List<T> 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];
}
/// <summary>
///
/// </summary>
internal void UpdateFontAssetData()
{
k_UpdateFontAssetDataMarker.Begin();
// 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
ClearCharacterAndGlyphTables();
// Clear font features
ClearFontFeaturesTables();
// Clear atlas textures
ClearAtlasTextures(true);
ReadFontAssetDefinition();
//TMP_ResourceManager.RebuildFontAssetCache();
// Add existing glyphs and characters back in the font asset (if any)
if (unicodeCharacters.Length > 0)
TryAddCharacters(unicodeCharacters, m_GetFontFeatures && TMP_Settings.getFontFeaturesAtRuntime);
k_UpdateFontAssetDataMarker.End();
}
/// <summary>
/// Clears font asset data including the glyph and character tables and textures.
/// Function might be changed to Internal and only used in tests.
/// </summary>
/// <param name="setAtlasSizeToZero">Will set the atlas texture size to zero width and height if true.</param>
public void ClearFontAssetData(bool setAtlasSizeToZero = false)
{
k_ClearFontAssetDataMarker.Begin();
#if UNITY_EDITOR
// Record full object undo in the Editor.
//UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, this.atlasTexture }, "Resetting Font Asset");
#endif
// Clear character and glyph tables
ClearCharacterAndGlyphTables();
// Clear font feature tables
ClearFontFeaturesTables();
// Clear atlas textures
ClearAtlasTextures(setAtlasSizeToZero);
ReadFontAssetDefinition();
//TMP_ResourceManager.RebuildFontAssetCache();
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
k_ClearFontAssetDataMarker.End();
}
/// <summary>
/// Clear character and glyph tables along with atlas textures.
/// </summary>
internal void ClearCharacterAndGlyphTablesInternal()
{
// Clear character and glyph tables
ClearCharacterAndGlyphTables();
// Clear atlas textures
ClearAtlasTextures(true);
ReadFontAssetDefinition();
//TMP_ResourceManager.RebuildFontAssetCache();
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
}
internal void ClearFontFeaturesInternal()
{
ClearFontFeaturesTables();
ReadFontAssetDefinition();
#if UNITY_EDITOR
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
}
/// <summary>
/// Clear character and glyph tables.
/// </summary>
void ClearCharacterAndGlyphTables()
{
// 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();
}
/// <summary>
/// Clear OpenType font features
/// </summary>
void ClearFontFeaturesTables()
{
// Clear Ligature Table
if (m_FontFeatureTable != null && m_FontFeatureTable.m_LigatureSubstitutionRecords != null)
m_FontFeatureTable.m_LigatureSubstitutionRecords.Clear();
// Clear Glyph Adjustment Table
if (m_FontFeatureTable != null && m_FontFeatureTable.m_GlyphPairAdjustmentRecords != null)
m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Clear();
// Clear Mark-to-Base Adjustment Table
if (m_FontFeatureTable != null && m_FontFeatureTable.m_MarkToBaseAdjustmentRecords != null)
m_FontFeatureTable.m_MarkToBaseAdjustmentRecords.Clear();
// Clear Mark-to-Mark Adjustment Table
if (m_FontFeatureTable != null && m_FontFeatureTable.m_MarkToMarkAdjustmentRecords != null)
m_FontFeatureTable.m_MarkToMarkAdjustmentRecords.Clear();
}
/// <summary>
/// Internal function to clear all atlas textures.
/// </summary>
/// <param name="setAtlasSizeToZero">Set main atlas texture size to zero if true.</param>
internal void ClearAtlasTextures(bool setAtlasSizeToZero = false)
{
m_AtlasTextureIndex = 0;
// Return if we don't have any atlas textures
if (m_AtlasTextures == null)
return;
Texture2D texture = null;
// Clear all additional atlas textures
for (int i = 1; i < m_AtlasTextures.Length; i++)
{
texture = m_AtlasTextures[i];
if (texture == null)
continue;
DestroyImmediate(texture, true);
#if UNITY_EDITOR
RegisterResourceForReimport?.Invoke(this);
#endif
}
// Resize atlas texture array down to one texture
Array.Resize(ref m_AtlasTextures, 1);
texture = m_AtlasTexture = m_AtlasTextures[0];
// Clear main atlas texture
if (texture.isReadable == false)
{
#if UNITY_EDITOR
SetAtlasTextureIsReadable?.Invoke(texture, true);
#endif
}
#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
TextureFormat texFormat = ((GlyphRasterModes)m_AtlasRenderMode & GlyphRasterModes.RASTER_MODE_COLOR) == GlyphRasterModes.RASTER_MODE_COLOR ? TextureFormat.RGBA32 : TextureFormat.Alpha8;
#else
TextureFormat texFormat = TextureFormat.Alpha8;
#endif
if (setAtlasSizeToZero)
{
#if UNITY_2021_2_OR_NEWER
texture.Reinitialize(1, 1, texFormat, false);
#else
texture.Resize(0, 0, texFormat, false);
#endif
}
else if (texture.width != m_AtlasWidth || texture.height != m_AtlasHeight)
{
#if UNITY_2021_2_OR_NEWER
texture.Reinitialize(m_AtlasWidth, m_AtlasHeight, texFormat, false);
#else
texture.Resize(m_AtlasWidth, m_AtlasHeight, texFormat, false);
#endif
}
// Clear texture atlas
FontEngine.ResetAtlasTexture(texture);
texture.Apply();
}
void DestroyAtlasTextures()
{
if (m_AtlasTextures == null)
return;
for (int i = 0; i < m_AtlasTextures.Length; i++)
{
Texture2D tex = m_AtlasTextures[i];
if (tex != null)
DestroyImmediate(tex);
}
}
#if UNITY_EDITOR
/// <summary>
/// Internal method used to upgrade font asset to support Dynamic SDF.
/// </summary>
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<TMP_FontAsset>(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();
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;
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
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
}
#endif
/// <summary>
///
/// </summary>
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<GlyphPairAdjustmentRecord>(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;
GlyphAdjustmentRecord firstAdjustmentRecord = new GlyphAdjustmentRecord(firstGlyphIndex, new GlyphValueRecord(pair.firstGlyphAdjustments.xPlacement, pair.firstGlyphAdjustments.yPlacement, pair.firstGlyphAdjustments.xAdvance, pair.firstGlyphAdjustments.yAdvance));
GlyphAdjustmentRecord secondAdjustmentRecord = new GlyphAdjustmentRecord(secondGlyphIndex, new GlyphValueRecord(pair.secondGlyphAdjustments.xPlacement, pair.secondGlyphAdjustments.yPlacement, pair.secondGlyphAdjustments.xAdvance, pair.secondGlyphAdjustments.yAdvance));
GlyphPairAdjustmentRecord record = new 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
// Makes the changes to the font asset persistent.
RegisterResourceForUpdate?.Invoke(this);
#endif
}
}
}