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

588 lines
22 KiB
C#

using UnityEngine;
using UnityEngine.TextCore;
using System.Collections.Generic;
using System.Linq;
namespace TMPro
{
[ExcludeFromPresetAttribute]
public class TMP_SpriteAsset : TMP_Asset
{
internal Dictionary<int, int> m_NameLookup;
internal Dictionary<uint, int> m_GlyphIndexLookup;
/// <summary>
/// The version of the sprite asset class.
/// Version 1.1.0 updates the asset data structure to be compatible with new font asset structure.
/// </summary>
public string version
{
get { return m_Version; }
internal set { m_Version = value; }
}
[SerializeField]
private string m_Version;
/// <summary>
/// Information about the sprite asset's face.
/// </summary>
public FaceInfo faceInfo
{
get { return m_FaceInfo; }
internal set { m_FaceInfo = value; }
}
[SerializeField]
internal FaceInfo m_FaceInfo;
// The texture which contains the sprites.
public Texture spriteSheet;
/// <summary>
///
/// </summary>
public List<TMP_SpriteCharacter> spriteCharacterTable
{
get
{
if (m_GlyphIndexLookup == null)
UpdateLookupTables();
return m_SpriteCharacterTable;
}
internal set { m_SpriteCharacterTable = value; }
}
[SerializeField]
private List<TMP_SpriteCharacter> m_SpriteCharacterTable = new List<TMP_SpriteCharacter>();
/// <summary>
/// Dictionary used to lookup sprite characters by their unicode value.
/// </summary>
public Dictionary<uint, TMP_SpriteCharacter> spriteCharacterLookupTable
{
get
{
if (m_SpriteCharacterLookup == null)
UpdateLookupTables();
return m_SpriteCharacterLookup;
}
internal set { m_SpriteCharacterLookup = value; }
}
internal Dictionary<uint, TMP_SpriteCharacter> m_SpriteCharacterLookup;
public List<TMP_SpriteGlyph> spriteGlyphTable
{
get { return m_SpriteGlyphTable; }
internal set { m_SpriteGlyphTable = value; }
}
[SerializeField]
private List<TMP_SpriteGlyph> m_SpriteGlyphTable = new List<TMP_SpriteGlyph>();
internal Dictionary<uint, TMP_SpriteGlyph> m_SpriteGlyphLookup;
// List which contains the SpriteInfo for the sprites contained in the sprite sheet.
public List<TMP_Sprite> spriteInfoList;
/// <summary>
/// List which contains the Fallback font assets for this font.
/// </summary>
[SerializeField]
public List<TMP_SpriteAsset> fallbackSpriteAssets;
internal bool m_IsSpriteAssetLookupTablesDirty = false;
void Awake()
{
// Check version number of sprite asset to see if it needs to be upgraded.
if (this.material != null && string.IsNullOrEmpty(m_Version))
UpgradeSpriteAsset();
}
/// <summary>
/// Create a material for the sprite asset.
/// </summary>
/// <returns></returns>
Material GetDefaultSpriteMaterial()
{
//isEditingAsset = true;
ShaderUtilities.GetShaderPropertyIDs();
// Add a new material
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material tempMaterial = new Material(shader);
tempMaterial.SetTexture(ShaderUtilities.ID_MainTex, spriteSheet);
tempMaterial.hideFlags = HideFlags.HideInHierarchy;
#if UNITY_EDITOR
UnityEditor.AssetDatabase.AddObjectToAsset(tempMaterial, this);
UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(this));
#endif
//isEditingAsset = false;
return tempMaterial;
}
/// <summary>
/// Function to update the sprite name and unicode lookup tables.
/// This function should be called when a sprite's name or unicode value changes or when a new sprite is added.
/// </summary>
public void UpdateLookupTables()
{
//Debug.Log("Updating [" + this.name + "] Lookup tables.");
// Check version number of sprite asset to see if it needs to be upgraded.
if (this.material != null && string.IsNullOrEmpty(m_Version))
UpgradeSpriteAsset();
// Initialize / Clear glyph index lookup dictionary.
if (m_GlyphIndexLookup == null)
m_GlyphIndexLookup = new Dictionary<uint, int>();
else
m_GlyphIndexLookup.Clear();
//
if (m_SpriteGlyphLookup == null)
m_SpriteGlyphLookup = new Dictionary<uint, TMP_SpriteGlyph>();
else
m_SpriteGlyphLookup.Clear();
// Initialize SpriteGlyphLookup
for (int i = 0; i < m_SpriteGlyphTable.Count; i++)
{
TMP_SpriteGlyph spriteGlyph = m_SpriteGlyphTable[i];
uint glyphIndex = spriteGlyph.index;
if (m_GlyphIndexLookup.ContainsKey(glyphIndex) == false)
m_GlyphIndexLookup.Add(glyphIndex, i);
if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
m_SpriteGlyphLookup.Add(glyphIndex, spriteGlyph);
}
// Initialize name lookup
if (m_NameLookup == null)
m_NameLookup = new Dictionary<int, int>();
else
m_NameLookup.Clear();
// Initialize character lookup
if (m_SpriteCharacterLookup == null)
m_SpriteCharacterLookup = new Dictionary<uint, TMP_SpriteCharacter>();
else
m_SpriteCharacterLookup.Clear();
// Populate Sprite Character lookup tables
for (int i = 0; i < m_SpriteCharacterTable.Count; i++)
{
TMP_SpriteCharacter spriteCharacter = m_SpriteCharacterTable[i];
// Make sure sprite character is valid
if (spriteCharacter == null)
continue;
uint glyphIndex = spriteCharacter.glyphIndex;
// Lookup the glyph for this character
if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
continue;
// Assign glyph and text asset to this character
spriteCharacter.glyph = m_SpriteGlyphLookup[glyphIndex];
spriteCharacter.textAsset = this;
int nameHashCode = m_SpriteCharacterTable[i].hashCode;
if (m_NameLookup.ContainsKey(nameHashCode) == false)
m_NameLookup.Add(nameHashCode, i);
uint unicode = m_SpriteCharacterTable[i].unicode;
if (unicode != 0xFFFE && m_SpriteCharacterLookup.ContainsKey(unicode) == false)
m_SpriteCharacterLookup.Add(unicode, spriteCharacter);
}
m_IsSpriteAssetLookupTablesDirty = false;
}
/// <summary>
/// Function which returns the sprite index using the hashcode of the name
/// </summary>
/// <param name="hashCode"></param>
/// <returns></returns>
public int GetSpriteIndexFromHashcode(int hashCode)
{
if (m_NameLookup == null)
UpdateLookupTables();
int index;
if (m_NameLookup.TryGetValue(hashCode, out index))
return index;
return -1;
}
/// <summary>
/// Returns the index of the sprite for the given unicode value.
/// </summary>
/// <param name="unicode"></param>
/// <returns></returns>
public int GetSpriteIndexFromUnicode (uint unicode)
{
if (m_SpriteCharacterLookup == null)
UpdateLookupTables();
TMP_SpriteCharacter spriteCharacter;
if (m_SpriteCharacterLookup.TryGetValue(unicode, out spriteCharacter))
return (int)spriteCharacter.glyphIndex;
return -1;
}
/// <summary>
/// Returns the index of the sprite for the given name.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public int GetSpriteIndexFromName (string name)
{
if (m_NameLookup == null)
UpdateLookupTables();
int hashCode = TMP_TextUtilities.GetSimpleHashCode(name);
return GetSpriteIndexFromHashcode(hashCode);
}
/// <summary>
/// Used to keep track of which Sprite Assets have been searched.
/// </summary>
private static HashSet<int> k_searchedSpriteAssets;
/// <summary>
/// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
/// </summary>
/// <param name="spriteAsset">The font asset to search for the given character.</param>
/// <param name="unicode">The character to find.</param>
/// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param>
/// <returns></returns>
public static TMP_SpriteAsset SearchForSpriteByUnicode(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
{
// Check to make sure sprite asset is not null
if (spriteAsset == null) { spriteIndex = -1; return null; }
// Get sprite index for the given unicode
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
if (spriteIndex != -1)
return spriteAsset;
// Initialize list to track instance of Sprite Assets that have already been searched.
if (k_searchedSpriteAssets == null)
k_searchedSpriteAssets = new HashSet<int>();
else
k_searchedSpriteAssets.Clear();
// Get instance ID of sprite asset and add to list.
int id = spriteAsset.GetInstanceID();
k_searchedSpriteAssets.Add(id);
// Search potential fallback sprite assets if includeFallbacks is true.
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
// Search default sprite asset potentially assigned in the TMP Settings.
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
return SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, unicode, true, out spriteIndex);
spriteIndex = -1;
return null;
}
/// <summary>
/// Search through the given list of sprite assets and fallbacks for a sprite whose unicode value matches the target unicode.
/// </summary>
/// <param name="spriteAssets"></param>
/// <param name="unicode"></param>
/// <param name="includeFallbacks"></param>
/// <param name="spriteIndex"></param>
/// <returns></returns>
private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(List<TMP_SpriteAsset> spriteAssets, uint unicode, bool includeFallbacks, out int spriteIndex)
{
for (int i = 0; i < spriteAssets.Count; i++)
{
TMP_SpriteAsset temp = spriteAssets[i];
if (temp == null) continue;
int id = temp.GetInstanceID();
// Skip sprite asset if it has already been searched.
if (k_searchedSpriteAssets.Add(id) == false)
continue;
temp = SearchForSpriteByUnicodeInternal(temp, unicode, includeFallbacks, out spriteIndex);
if (temp != null)
return temp;
}
spriteIndex = -1;
return null;
}
/// <summary>
/// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode.
/// </summary>
/// <param name="spriteAsset"></param>
/// <param name="unicode"></param>
/// <param name="includeFallbacks"></param>
/// <param name="spriteIndex"></param>
/// <returns></returns>
private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
{
// Get sprite index for the given unicode
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
if (spriteIndex != -1)
return spriteAsset;
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
spriteIndex = -1;
return null;
}
/// <summary>
/// Search the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
/// </summary>
/// <param name="spriteAsset">The Sprite Asset to search for the given sprite whose name matches the hashcode value</param>
/// <param name="hashCode">The hash code value matching the name of the sprite</param>
/// <param name="includeFallbacks">Include fallback sprite assets in the search</param>
/// <param name="spriteIndex">The index of the sprite matching the provided hash code</param>
/// <returns>The Sprite Asset that contains the sprite</returns>
public static TMP_SpriteAsset SearchForSpriteByHashCode(TMP_SpriteAsset spriteAsset, int hashCode, bool includeFallbacks, out int spriteIndex)
{
// Make sure sprite asset is not null
if (spriteAsset == null) { spriteIndex = -1; return null; }
spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
if (spriteIndex != -1)
return spriteAsset;
// Initialize or clear list to Sprite Assets that have already been searched.
if (k_searchedSpriteAssets == null)
k_searchedSpriteAssets = new HashSet<int>();
else
k_searchedSpriteAssets.Clear();
int id = spriteAsset.instanceID;
// Add to list of font assets already searched.
k_searchedSpriteAssets.Add(id);
TMP_SpriteAsset tempSpriteAsset;
// Search potential fallbacks assigned to local sprite asset.
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
{
tempSpriteAsset = SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
if (spriteIndex != -1)
return tempSpriteAsset;
}
// Search default sprite asset potentially assigned in the TMP Settings.
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
{
tempSpriteAsset = SearchForSpriteByHashCodeInternal(TMP_Settings.defaultSpriteAsset, hashCode, true, out spriteIndex);
if (spriteIndex != -1)
return tempSpriteAsset;
}
// Clear search list since we are now looking for the missing sprite character.
k_searchedSpriteAssets.Clear();
uint missingSpriteCharacterUnicode = TMP_Settings.missingCharacterSpriteUnicode;
// Get sprite index for the given unicode
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(missingSpriteCharacterUnicode);
if (spriteIndex != -1)
return spriteAsset;
// Add current sprite asset to list of assets already searched.
k_searchedSpriteAssets.Add(id);
// Search for the missing sprite character in the local sprite asset and potential fallbacks.
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
{
tempSpriteAsset = SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, missingSpriteCharacterUnicode, true, out spriteIndex);
if (spriteIndex != -1)
return tempSpriteAsset;
}
// Search for the missing sprite character in the default sprite asset and potential fallbacks.
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
{
tempSpriteAsset = SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, missingSpriteCharacterUnicode, true, out spriteIndex);
if (spriteIndex != -1)
return tempSpriteAsset;
}
spriteIndex = -1;
return null;
}
/// <summary>
/// Search through the given list of sprite assets and fallbacks for a sprite whose hash code value of its name matches the target hash code.
/// </summary>
/// <param name="spriteAssets"></param>
/// <param name="hashCode"></param>
/// <param name="searchFallbacks"></param>
/// <param name="spriteIndex"></param>
/// <returns></returns>
private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(List<TMP_SpriteAsset> spriteAssets, int hashCode, bool searchFallbacks, out int spriteIndex)
{
// Search through the list of sprite assets
for (int i = 0; i < spriteAssets.Count; i++)
{
TMP_SpriteAsset temp = spriteAssets[i];
if (temp == null) continue;
int id = temp.instanceID;
// Skip sprite asset if it has already been searched.
if (k_searchedSpriteAssets.Add(id) == false)
continue;
temp = SearchForSpriteByHashCodeInternal(temp, hashCode, searchFallbacks, out spriteIndex);
if (temp != null)
return temp;
}
spriteIndex = -1;
return null;
}
/// <summary>
/// Search through the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
/// </summary>
/// <param name="spriteAsset"></param>
/// <param name="hashCode"></param>
/// <param name="searchFallbacks"></param>
/// <param name="spriteIndex"></param>
/// <returns></returns>
private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(TMP_SpriteAsset spriteAsset, int hashCode, bool searchFallbacks, out int spriteIndex)
{
// Get the sprite for the given hash code.
spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
if (spriteIndex != -1)
return spriteAsset;
if (searchFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
return SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
spriteIndex = -1;
return null;
}
/// <summary>
/// Sort the sprite glyph table by glyph index.
/// </summary>
public void SortGlyphTable()
{
if (m_SpriteGlyphTable == null || m_SpriteGlyphTable.Count == 0) return;
m_SpriteGlyphTable = m_SpriteGlyphTable.OrderBy(item => item.index).ToList();
}
/// <summary>
/// Sort the sprite character table by Unicode values.
/// </summary>
internal void SortCharacterTable()
{
if (m_SpriteCharacterTable != null && m_SpriteCharacterTable.Count > 0)
m_SpriteCharacterTable = m_SpriteCharacterTable.OrderBy(c => c.unicode).ToList();
}
/// <summary>
/// Sort both sprite glyph and character tables.
/// </summary>
internal void SortGlyphAndCharacterTables()
{
SortGlyphTable();
SortCharacterTable();
}
/// <summary>
/// Internal method used to upgrade sprite asset.
/// </summary>
private void UpgradeSpriteAsset()
{
m_Version = "1.1.0";
Debug.Log("Upgrading sprite asset [" + this.name + "] to version " + m_Version + ".", this);
// Convert legacy glyph and character tables to new format
m_SpriteCharacterTable.Clear();
m_SpriteGlyphTable.Clear();
for (int i = 0; i < spriteInfoList.Count; i++)
{
TMP_Sprite oldSprite = spriteInfoList[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
spriteGlyph.index = (uint)i;
spriteGlyph.sprite = oldSprite.sprite;
spriteGlyph.metrics = new GlyphMetrics(oldSprite.width, oldSprite.height, oldSprite.xOffset, oldSprite.yOffset, oldSprite.xAdvance);
spriteGlyph.glyphRect = new GlyphRect((int)oldSprite.x, (int)oldSprite.y, (int)oldSprite.width, (int)oldSprite.height);
spriteGlyph.scale = 1.0f;
spriteGlyph.atlasIndex = 0;
m_SpriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter();
spriteCharacter.glyph = spriteGlyph;
spriteCharacter.unicode = oldSprite.unicode == 0x0 ? 0xFFFE : (uint)oldSprite.unicode;
spriteCharacter.name = oldSprite.name;
spriteCharacter.scale = oldSprite.scale;
m_SpriteCharacterTable.Add(spriteCharacter);
}
// Clear legacy glyph info list.
//spriteInfoList.Clear();
UpdateLookupTables();
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
UnityEditor.AssetDatabase.SaveAssets();
#endif
}
}
}