playtest-unity/playtest/Library/PackageCache/com.unity.textmeshpro@3.0.6/Scripts/Runtime/TMP_FontAssetUtilities.cs

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2023-06-19 23:21:21 -04:00
using System.Collections.Generic;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
namespace TMPro
{
public class TMP_FontAssetUtilities
{
private static readonly TMP_FontAssetUtilities s_Instance = new TMP_FontAssetUtilities();
/// <summary>
/// Default constructor
/// </summary>
static TMP_FontAssetUtilities() { }
/// <summary>
/// Get a singleton instance of the Font Asset Utilities class.
/// </summary>
public static TMP_FontAssetUtilities instance
{
get { return s_Instance; }
}
/// <summary>
/// HashSet containing instance ID of font assets already searched.
/// </summary>
private static HashSet<int> k_SearchedAssets;
/// <summary>
/// Returns the text element (character) for the given unicode value taking into consideration the requested font style and weight.
/// Function searches the source font asset, its list of font assets assigned as alternative typefaces and potentially its fallbacks.
/// The font asset out parameter contains a reference to the font asset containing the character.
/// The typeface type indicates whether the returned font asset is the source font asset, an alternative typeface or fallback font asset.
/// </summary>
/// <param name="unicode">The unicode value of the requested character</param>
/// <param name="sourceFontAsset">The font asset to be searched</param>
/// <param name="includeFallbacks">Include the fallback font assets in the search</param>
/// <param name="fontStyle">The font style</param>
/// <param name="fontWeight">The font weight</param>
/// <param name="isAlternativeTypeface">Indicates if the OUT font asset is an alternative typeface or fallback font asset</param>
/// <param name="fontAsset">The font asset that contains the requested character</param>
/// <returns></returns>
public static TMP_Character GetCharacterFromFontAsset(uint unicode, TMP_FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface)
{
if (includeFallbacks)
{
if (k_SearchedAssets == null)
k_SearchedAssets = new HashSet<int>();
else
k_SearchedAssets.Clear();
}
return GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface);
}
/// <summary>
/// Internal function returning the text element character for the given unicode value taking into consideration the font style and weight.
/// Function searches the source font asset, list of font assets assigned as alternative typefaces and list of fallback font assets.
/// </summary>
private static TMP_Character GetCharacterFromFontAsset_Internal(uint unicode, TMP_FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface)
{
isAlternativeTypeface = false;
TMP_Character character = null;
#region FONT WEIGHT AND FONT STYLE HANDLING
// Determine if a font weight or style is used. If so check if an alternative typeface is assigned for the given weight and / or style.
bool isItalic = (fontStyle & FontStyles.Italic) == FontStyles.Italic;
if (isItalic || fontWeight != FontWeight.Regular)
{
// Get reference to the font weight pairs of the given font asset.
TMP_FontWeightPair[] fontWeights = sourceFontAsset.fontWeightTable;
int fontWeightIndex = 4;
switch (fontWeight)
{
case FontWeight.Thin:
fontWeightIndex = 1;
break;
case FontWeight.ExtraLight:
fontWeightIndex = 2;
break;
case FontWeight.Light:
fontWeightIndex = 3;
break;
case FontWeight.Regular:
fontWeightIndex = 4;
break;
case FontWeight.Medium:
fontWeightIndex = 5;
break;
case FontWeight.SemiBold:
fontWeightIndex = 6;
break;
case FontWeight.Bold:
fontWeightIndex = 7;
break;
case FontWeight.Heavy:
fontWeightIndex = 8;
break;
case FontWeight.Black:
fontWeightIndex = 9;
break;
}
TMP_FontAsset temp = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface;
if (temp != null)
{
if (temp.characterLookupTable.TryGetValue(unicode, out character))
{
isAlternativeTypeface = true;
return character;
}
if (temp.atlasPopulationMode == AtlasPopulationMode.Dynamic)
{
if (temp.TryAddCharacterInternal(unicode, out character))
{
isAlternativeTypeface = true;
return character;
}
// Check if the source font file contains the requested character.
//if (TryGetCharacterFromFontFile(unicode, fontAsset, out characterData))
//{
// isAlternativeTypeface = true;
// return characterData;
//}
// If we find the requested character, we add it to the font asset character table
// and return its character data.
// We also add this character to the list of characters we will need to add to the font atlas.
// We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
// Alternatively, we could also add multiple pages of font atlas textures (feature consideration).
}
// At this point, we were not able to find the requested character in the alternative typeface
// so we check the source font asset and its potential fallbacks.
}
}
#endregion
// Search the source font asset for the requested character.
if (sourceFontAsset.characterLookupTable.TryGetValue(unicode, out character))
return character;
if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
{
if (sourceFontAsset.TryAddCharacterInternal(unicode, out character))
return character;
}
// Search fallback font assets if we still don't have a valid character and include fallback is set to true.
if (character == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null)
{
// Get reference to the list of fallback font assets.
List<TMP_FontAsset> fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable;
int fallbackCount = fallbackFontAssets.Count;
if (fallbackCount == 0)
return null;
for (int i = 0; i < fallbackCount; i++)
{
TMP_FontAsset temp = fallbackFontAssets[i];
if (temp == null)
continue;
int id = temp.instanceID;
// Try adding font asset to search list. If already present skip to the next one otherwise check if it contains the requested character.
if (k_SearchedAssets.Add(id) == false)
continue;
// Add reference to this search query
sourceFontAsset.FallbackSearchQueryLookup.Add(id);
character = GetCharacterFromFontAsset_Internal(unicode, temp, true, fontStyle, fontWeight, out isAlternativeTypeface);
if (character != null)
return character;
}
}
return null;
}
/// <summary>
/// Returns the text element (character) for the given unicode value taking into consideration the requested font style and weight.
/// Function searches the provided list of font assets, the list of font assets assigned as alternative typefaces to them as well as their fallbacks.
/// The font asset out parameter contains a reference to the font asset containing the character.
/// The typeface type indicates whether the returned font asset is the source font asset, an alternative typeface or fallback font asset.
/// </summary>
/// <param name="unicode">The unicode value of the requested character</param>
/// <param name="sourceFontAsset">The font asset originating the search query</param>
/// <param name="fontAssets">The list of font assets to search</param>
/// <param name="includeFallbacks">Determines if the fallback of each font assets on the list will be searched</param>
/// <param name="fontStyle">The font style</param>
/// <param name="fontWeight">The font weight</param>
/// <param name="isAlternativeTypeface">Determines if the OUT font asset is an alternative typeface or fallback font asset</param>
/// <returns></returns>
public static TMP_Character GetCharacterFromFontAssets(uint unicode, TMP_FontAsset sourceFontAsset, List<TMP_FontAsset> fontAssets, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface)
{
isAlternativeTypeface = false;
// Make sure font asset list is valid
if (fontAssets == null || fontAssets.Count == 0)
return null;
if (includeFallbacks)
{
if (k_SearchedAssets == null)
k_SearchedAssets = new HashSet<int>();
else
k_SearchedAssets.Clear();
}
int fontAssetCount = fontAssets.Count;
for (int i = 0; i < fontAssetCount; i++)
{
TMP_FontAsset fontAsset = fontAssets[i];
if (fontAsset == null) continue;
// Add reference to this search query
sourceFontAsset.FallbackSearchQueryLookup.Add(fontAsset.instanceID);
TMP_Character character = GetCharacterFromFontAsset_Internal(unicode, fontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface);
if (character != null)
return character;
}
return null;
}
// =====================================================================
// SPRITE ASSET - Functions
// =====================================================================
/// <summary>
///
/// </summary>
/// <param name="unicode"></param>
/// <param name="spriteAsset"></param>
/// <param name="includeFallbacks"></param>
/// <returns></returns>
public static TMP_SpriteCharacter GetSpriteCharacterFromSpriteAsset(uint unicode, TMP_SpriteAsset spriteAsset, bool includeFallbacks)
{
// Make sure we have a valid sprite asset to search
if (spriteAsset == null)
return null;
TMP_SpriteCharacter spriteCharacter;
// Search sprite asset for potential sprite character for the given unicode value
if (spriteAsset.spriteCharacterLookupTable.TryGetValue(unicode, out spriteCharacter))
return spriteCharacter;
if (includeFallbacks)
{
// Clear searched assets
if (k_SearchedAssets == null)
k_SearchedAssets = new HashSet<int>();
else
k_SearchedAssets.Clear();
// Add current sprite asset to already searched assets.
k_SearchedAssets.Add(spriteAsset.instanceID);
List<TMP_SpriteAsset> fallbackSpriteAsset = spriteAsset.fallbackSpriteAssets;
if (fallbackSpriteAsset != null && fallbackSpriteAsset.Count > 0)
{
int fallbackCount = fallbackSpriteAsset.Count;
for (int i = 0; i < fallbackCount; i++)
{
TMP_SpriteAsset temp = fallbackSpriteAsset[i];
if (temp == null)
continue;
int id = temp.instanceID;
// Try adding asset to search list. If already present skip to the next one otherwise check if it contains the requested character.
if (k_SearchedAssets.Add(id) == false)
continue;
spriteCharacter = GetSpriteCharacterFromSpriteAsset_Internal(unicode, temp, true);
if (spriteCharacter != null)
return spriteCharacter;
}
}
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="unicode"></param>
/// <param name="spriteAsset"></param>
/// <param name="includeFallbacks"></param>
/// <returns></returns>
static TMP_SpriteCharacter GetSpriteCharacterFromSpriteAsset_Internal(uint unicode, TMP_SpriteAsset spriteAsset, bool includeFallbacks)
{
TMP_SpriteCharacter spriteCharacter;
// Search sprite asset for potential sprite character for the given unicode value
if (spriteAsset.spriteCharacterLookupTable.TryGetValue(unicode, out spriteCharacter))
return spriteCharacter;
if (includeFallbacks)
{
List<TMP_SpriteAsset> fallbackSpriteAsset = spriteAsset.fallbackSpriteAssets;
if (fallbackSpriteAsset != null && fallbackSpriteAsset.Count > 0)
{
int fallbackCount = fallbackSpriteAsset.Count;
for (int i = 0; i < fallbackCount; i++)
{
TMP_SpriteAsset temp = fallbackSpriteAsset[i];
if (temp == null)
continue;
int id = temp.instanceID;
// Try adding asset to search list. If already present skip to the next one otherwise check if it contains the requested character.
if (k_SearchedAssets.Add(id) == false)
continue;
spriteCharacter = GetSpriteCharacterFromSpriteAsset_Internal(unicode, temp, true);
if (spriteCharacter != null)
return spriteCharacter;
}
}
}
return null;
}
// =====================================================================
// FONT ENGINE & FONT FILE MANAGEMENT - Fields, Properties and Functions
// =====================================================================
private static bool k_IsFontEngineInitialized;
/*
private static bool TryGetCharacterFromFontFile(uint unicode, TMP_FontAsset fontAsset, out TMP_Character character)
{
character = null;
// Initialize Font Engine library if not already initialized
if (k_IsFontEngineInitialized == false)
{
FontEngineError error = FontEngine.InitializeFontEngine();
if (error == 0)
k_IsFontEngineInitialized = true;
}
// Load the font face for the given font asset.
// TODO: Add manager to keep track of which font faces are currently loaded.
FontEngine.LoadFontFace(fontAsset.sourceFontFile, fontAsset.faceInfo.pointSize);
Glyph glyph = null;
uint glyphIndex = FontEngine.GetGlyphIndex(unicode);
// Check if glyph is already contained in the font asset as the same glyph might be referenced by multiple character.
if (fontAsset.glyphLookupTable.TryGetValue(glyphIndex, out glyph))
{
character = fontAsset.AddCharacter_Internal(unicode, glyph);
return true;
}
GlyphLoadFlags glyphLoadFlags = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_HINTED) == GlyphRasterModes.RASTER_MODE_HINTED ? GlyphLoadFlags.LOAD_RENDER : GlyphLoadFlags.LOAD_RENDER | GlyphLoadFlags.LOAD_NO_HINTING;
if (FontEngine.TryGetGlyphWithUnicodeValue(unicode, glyphLoadFlags, out glyph))
{
// Add new character to font asset (if needed)
character = fontAsset.AddCharacter_Internal(unicode, glyph);
return true;
}
return false;
}
public static bool TryGetGlyphFromFontFile(uint glyphIndex, TMP_FontAsset fontAsset, out Glyph glyph)
{
glyph = null;
// Initialize Font Engine library if not already initialized
if (k_IsFontEngineInitialized == false)
{
FontEngineError error = FontEngine.InitializeFontEngine();
if (error == 0)
k_IsFontEngineInitialized = true;
}
// Load the font face for the given font asset.
// TODO: Add manager to keep track of which font faces are currently loaded.
FontEngine.LoadFontFace(fontAsset.sourceFontFile, fontAsset.faceInfo.pointSize);
GlyphLoadFlags glyphLoadFlags = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_HINTED) == GlyphRasterModes.RASTER_MODE_HINTED ? GlyphLoadFlags.LOAD_RENDER : GlyphLoadFlags.LOAD_RENDER | GlyphLoadFlags.LOAD_NO_HINTING;
if (FontEngine.TryGetGlyphWithIndexValue(glyphIndex, glyphLoadFlags, out glyph))
{
// Add new glyph to font asset (if needed)
//fontAsset.AddGlyph_Internal(glyph);
return true;
}
return false;
}
*/
}
}