GlobalGameJame/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_ContextMenus.cs

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2020-01-31 15:10:04 +00:00
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
namespace TMPro.EditorUtilities
{
public class TMP_ContextMenus : Editor
{
private static Texture m_copiedTexture;
private static Material m_copiedProperties;
private static Material m_copiedAtlasProperties;
// Add a Context Menu to the Texture Editor Panel to allow Copy / Paste of Texture.
[MenuItem("CONTEXT/Texture/Copy", false, 2000)]
static void CopyTexture(MenuCommand command)
{
m_copiedTexture = command.context as Texture;
}
// Select the currently assigned material or material preset.
[MenuItem("CONTEXT/Material/Select Material", false, 500)]
static void SelectMaterial(MenuCommand command)
{
Material mat = command.context as Material;
// Select current material
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(mat);
}
// Add a Context Menu to allow easy duplication of the Material.
[MenuItem("CONTEXT/Material/Create Material Preset", false)]
static void DuplicateMaterial(MenuCommand command)
{
// Get the type of text object
// If material is not a base material, we get material leaks...
Material source_Mat = (Material)command.context;
if (!EditorUtility.IsPersistent(source_Mat))
{
Debug.LogWarning("Material is an instance and cannot be converted into a permanent asset.");
return;
}
string assetPath = AssetDatabase.GetAssetPath(source_Mat).Split('.')[0];
Material duplicate = new Material(source_Mat);
// Need to manually copy the shader keywords
duplicate.shaderKeywords = source_Mat.shaderKeywords;
AssetDatabase.CreateAsset(duplicate, AssetDatabase.GenerateUniqueAssetPath(assetPath + ".mat"));
// Assign duplicate Material to selected object (if one is)
if (Selection.activeGameObject != null)
{
TMP_Text textObject = Selection.activeGameObject.GetComponent<TMP_Text>();
if (textObject != null)
{
textObject.fontSharedMaterial = duplicate;
}
else
{
TMP_SubMesh subMeshObject = Selection.activeGameObject.GetComponent<TMP_SubMesh>();
if (subMeshObject != null)
subMeshObject.sharedMaterial = duplicate;
else
{
TMP_SubMeshUI subMeshUIObject = Selection.activeGameObject.GetComponent<TMP_SubMeshUI>();
if (subMeshUIObject != null)
subMeshUIObject.sharedMaterial = duplicate;
}
}
}
// Ping newly created Material Preset.
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(duplicate);
}
//[MenuItem("CONTEXT/MaterialComponent/Copy Material Properties", false)]
[MenuItem("CONTEXT/Material/Copy Material Properties", false)]
static void CopyMaterialProperties(MenuCommand command)
{
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
m_copiedProperties = new Material(mat);
m_copiedProperties.shaderKeywords = mat.shaderKeywords;
m_copiedProperties.hideFlags = HideFlags.DontSave;
}
// PASTE MATERIAL
//[MenuItem("CONTEXT/MaterialComponent/Paste Material Properties", false)]
[MenuItem("CONTEXT/Material/Paste Material Properties", false)]
static void PasteMaterialProperties(MenuCommand command)
{
if (m_copiedProperties == null)
{
Debug.LogWarning("No Material Properties to Paste. Use Copy Material Properties first.");
return;
}
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
Undo.RecordObject(mat, "Paste Material");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
{
// Preserve unique SDF properties from destination material.
m_copiedProperties.SetTexture(ShaderUtilities.ID_MainTex, mat.GetTexture(ShaderUtilities.ID_MainTex));
m_copiedProperties.SetFloat(ShaderUtilities.ID_GradientScale, mat.GetFloat(ShaderUtilities.ID_GradientScale));
m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureWidth, mat.GetFloat(ShaderUtilities.ID_TextureWidth));
m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureHeight, mat.GetFloat(ShaderUtilities.ID_TextureHeight));
}
EditorShaderUtilities.CopyMaterialProperties(m_copiedProperties, mat);
// Copy ShaderKeywords from one material to the other.
mat.shaderKeywords = m_copiedProperties.shaderKeywords;
// Let TextMeshPro Objects that this mat has changed.
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
}
// Enable Resetting of Material properties without losing unique properties of the font atlas.
[MenuItem("CONTEXT/Material/Reset", false, 2100)]
static void ResetSettings(MenuCommand command)
{
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
Undo.RecordObject(mat, "Reset Material");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
{
// Copy unique properties of the SDF Material
var texture = mat.GetTexture(ShaderUtilities.ID_MainTex);
var gradientScale = mat.GetFloat(ShaderUtilities.ID_GradientScale);
var texWidth = mat.GetFloat(ShaderUtilities.ID_TextureWidth);
var texHeight = mat.GetFloat(ShaderUtilities.ID_TextureHeight);
var stencilId = 0.0f;
var stencilComp = 0.0f;
if (mat.HasProperty(ShaderUtilities.ID_StencilID))
{
stencilId = mat.GetFloat(ShaderUtilities.ID_StencilID);
stencilComp = mat.GetFloat(ShaderUtilities.ID_StencilComp);
}
var normalWeight = mat.GetFloat(ShaderUtilities.ID_WeightNormal);
var boldWeight = mat.GetFloat(ShaderUtilities.ID_WeightBold);
// Reset the material
Unsupported.SmartReset(mat);
// Reset ShaderKeywords
mat.shaderKeywords = new string[0]; // { "BEVEL_OFF", "GLOW_OFF", "UNDERLAY_OFF" };
// Copy unique material properties back to the material.
mat.SetTexture(ShaderUtilities.ID_MainTex, texture);
mat.SetFloat(ShaderUtilities.ID_GradientScale, gradientScale);
mat.SetFloat(ShaderUtilities.ID_TextureWidth, texWidth);
mat.SetFloat(ShaderUtilities.ID_TextureHeight, texHeight);
if (mat.HasProperty(ShaderUtilities.ID_StencilID))
{
mat.SetFloat(ShaderUtilities.ID_StencilID, stencilId);
mat.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
}
mat.SetFloat(ShaderUtilities.ID_WeightNormal, normalWeight);
mat.SetFloat(ShaderUtilities.ID_WeightBold, boldWeight);
}
else
{
Unsupported.SmartReset(mat);
}
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
}
//This function is used for debugging and fixing potentially broken font atlas links.
[MenuItem("CONTEXT/Material/Copy Atlas", false, 2000)]
static void CopyAtlas(MenuCommand command)
{
Material mat = command.context as Material;
m_copiedAtlasProperties = new Material(mat);
m_copiedAtlasProperties.hideFlags = HideFlags.DontSave;
}
// This function is used for debugging and fixing potentially broken font atlas links
[MenuItem("CONTEXT/Material/Paste Atlas", false, 2001)]
static void PasteAtlas(MenuCommand command)
{
Material mat = command.context as Material;
if (m_copiedAtlasProperties != null)
{
Undo.RecordObject(mat, "Paste Texture");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedAtlasProperties.GetTexture(ShaderUtilities.ID_MainTex));
mat.SetFloat(ShaderUtilities.ID_GradientScale, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_GradientScale));
mat.SetFloat(ShaderUtilities.ID_TextureWidth, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureWidth));
mat.SetFloat(ShaderUtilities.ID_TextureHeight, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureHeight));
}
else if (m_copiedTexture != null)
{
Undo.RecordObject(mat, "Paste Texture");
mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedTexture);
}
//DestroyImmediate(m_copiedAtlasProperties);
}
// Context Menus for TMPro Font Assets
//This function is used for debugging and fixing potentially broken font atlas links.
[MenuItem("CONTEXT/TMP_FontAsset/Extract Atlas", false, 2100)]
static void ExtractAtlas(MenuCommand command)
{
TMP_FontAsset font = command.context as TMP_FontAsset;
string fontPath = AssetDatabase.GetAssetPath(font);
string texPath = Path.GetDirectoryName(fontPath) + "/" + Path.GetFileNameWithoutExtension(fontPath) + " Atlas.png";
// Create a Serialized Object of the texture to allow us to make it readable.
SerializedObject texprop = new SerializedObject(font.material.GetTexture(ShaderUtilities.ID_MainTex));
texprop.FindProperty("m_IsReadable").boolValue = true;
texprop.ApplyModifiedProperties();
// Create a copy of the texture.
Texture2D tex = Instantiate(font.material.GetTexture(ShaderUtilities.ID_MainTex)) as Texture2D;
// Set the texture to not readable again.
texprop.FindProperty("m_IsReadable").boolValue = false;
texprop.ApplyModifiedProperties();
Debug.Log(texPath);
// Saving File for Debug
var pngData = tex.EncodeToPNG();
File.WriteAllBytes(texPath, pngData);
AssetDatabase.Refresh();
DestroyImmediate(tex);
}
/// <summary>
///
/// </summary>
/// <param name="command"></param>
[MenuItem("CONTEXT/TMP_FontAsset/Update Atlas Texture...", false, 2000)]
static void RegenerateFontAsset(MenuCommand command)
{
TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
if (fontAsset != null)
{
TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(fontAsset);
}
}
/// <summary>
/// Clear Font Asset Data
/// </summary>
/// <param name="command"></param>
[MenuItem("CONTEXT/TMP_FontAsset/Reset", false, 100)]
static void ClearFontAssetData(MenuCommand command)
{
TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
if (fontAsset != null && Selection.activeObject != fontAsset)
{
Selection.activeObject = fontAsset;
}
fontAsset.ClearFontAssetData(true);
TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
}
[MenuItem("CONTEXT/TrueTypeFontImporter/Create TMP Font Asset...", false, 200)]
static void CreateFontAsset(MenuCommand command)
{
TrueTypeFontImporter importer = command.context as TrueTypeFontImporter;
if (importer != null)
{
Font sourceFontFile = AssetDatabase.LoadAssetAtPath<Font>(importer.assetPath);
if (sourceFontFile)
TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(sourceFontFile);
}
}
}
}