using System; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.TextCore; using UnityEngine.TextCore.LowLevel; using UnityEngine.Profiling; using System.Collections; using System.Collections.Generic; using System.Linq; namespace TMPro { public enum AtlasPopulationMode { Static = 0x0, Dynamic = 0x1, } [Serializable] public class TMP_FontAsset : TMP_Asset { /// /// The version of the font asset class. /// Version 1.1.0 adds support for the new TextCore.FontEngine and Dynamic SDF system. /// public string version { get { return m_Version; } internal set { m_Version = value; } } [SerializeField] private string m_Version; /// /// This field is set when the font asset is first created. /// [SerializeField] internal string m_SourceFontFileGUID; #if UNITY_EDITOR /// /// Persistent reference to the source font file maintained in the editor. /// [SerializeField] internal Font m_SourceFontFile_EditorRef; #endif /// /// Source font file when atlas population mode is set to dynamic. Null when the atlas population mode is set to static. /// public Font sourceFontFile { get { return m_SourceFontFile; } internal set { m_SourceFontFile = value; } } [SerializeField] private Font m_SourceFontFile; public AtlasPopulationMode atlasPopulationMode { get { return m_AtlasPopulationMode; } set { m_AtlasPopulationMode = value; #if UNITY_EDITOR if (m_AtlasPopulationMode == AtlasPopulationMode.Static) m_SourceFontFile = null; else if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) m_SourceFontFile = m_SourceFontFile_EditorRef; #endif } } [SerializeField] private AtlasPopulationMode m_AtlasPopulationMode; /// /// Information about the font face. /// public FaceInfo faceInfo { get { return m_FaceInfo; } internal set { m_FaceInfo = value; } } [SerializeField] private FaceInfo m_FaceInfo; /// /// List of glyphs contained in the font asset. /// public List glyphTable { get { return m_GlyphTable; } internal set { m_GlyphTable = value; } } [SerializeField] private List m_GlyphTable = new List(); /// /// Dictionary used to lookup glyphs contained in the font asset by their index. /// public Dictionary glyphLookupTable { get { if (m_GlyphLookupDictionary == null) ReadFontAssetDefinition(); return m_GlyphLookupDictionary; } } private Dictionary m_GlyphLookupDictionary; /// /// List containing the characters of the given font asset. /// public List characterTable { get { return m_CharacterTable; } internal set { m_CharacterTable = value; } } [SerializeField] private List m_CharacterTable = new List(); /// /// Dictionary used to lookup characters contained in the font asset by their unicode values. /// public Dictionary characterLookupTable { get { if (m_CharacterLookupDictionary == null) ReadFontAssetDefinition(); return m_CharacterLookupDictionary; } } private Dictionary m_CharacterLookupDictionary; /// /// The font atlas used by this font asset. /// This is always the texture at index [0] of the fontAtlasTextures. /// public Texture2D atlasTexture { get { if (m_AtlasTexture == null) { m_AtlasTexture = atlasTextures[0]; } return m_AtlasTexture; } } private Texture2D m_AtlasTexture; /// /// Array of atlas textures that contain the glyphs used by this font asset. /// public Texture2D[] atlasTextures { get { if (m_AtlasTextures == null) { // } return m_AtlasTextures; } set { m_AtlasTextures = value; } } [SerializeField] private Texture2D[] m_AtlasTextures; /// /// Index of the font atlas texture that still has available space to add new glyphs. /// [SerializeField] internal int m_AtlasTextureIndex; /// /// List of spaces occupied by glyphs in a given texture. /// internal List usedGlyphRects { get { return m_UsedGlyphRects; } set { m_UsedGlyphRects = value; } } [SerializeField] private List m_UsedGlyphRects; /// /// List of spaces available in a given texture to add new glyphs. /// internal List freeGlyphRects { get { return m_FreeGlyphRects; } set { m_FreeGlyphRects = value; } } [SerializeField] private List m_FreeGlyphRects; /// /// The general information about the font. /// This property and FaceInfo_Legacy type are not longer used in version 1.1.0 of the font asset. /// [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] public Texture2D atlas; // Should add a property to make this read-only. /// /// The width of the atlas texture(s) used by this font asset. /// public int atlasWidth { get { return m_AtlasWidth; } internal set { m_AtlasWidth = value; } } [SerializeField] private int m_AtlasWidth; /// /// The height of the atlas texture(s) used by this font asset. /// public int atlasHeight { get { return m_AtlasHeight; } internal set { m_AtlasHeight = value; } } [SerializeField] private int m_AtlasHeight; /// /// The padding used between glyphs contained in the atlas texture(s) used by this font asset. /// public int atlasPadding { get { return m_AtlasPadding; } internal set { m_AtlasPadding = value; } } [SerializeField] private int m_AtlasPadding; public GlyphRenderMode atlasRenderMode { get { return m_AtlasRenderMode; } internal set { m_AtlasRenderMode = value; } } [SerializeField] private GlyphRenderMode m_AtlasRenderMode; // Legacy field that will eventually be removed. [SerializeField] internal List m_glyphInfoList; [SerializeField] [FormerlySerializedAs("m_kerningInfo")] internal KerningTable m_KerningTable = new KerningTable(); /// /// Table containing the various font features of this font asset. /// public TMP_FontFeatureTable fontFeatureTable { get { return m_FontFeatureTable; } internal set { m_FontFeatureTable = value; } } [SerializeField] private TMP_FontFeatureTable m_FontFeatureTable = new TMP_FontFeatureTable(); // Legacy field that will eventually be removed [SerializeField] #pragma warning disable 0649 private List fallbackFontAssets; /// /// List containing the Fallback font assets for this font. /// public List fallbackFontAssetTable { get { return m_FallbackFontAssetTable; } set { m_FallbackFontAssetTable = value; } } [SerializeField] public List m_FallbackFontAssetTable; /// /// The settings used in the Font Asset Creator when this font asset was created or edited. /// public FontAssetCreationSettings creationSettings { get { return m_CreationSettings; } set { m_CreationSettings = value; } } [SerializeField] internal FontAssetCreationSettings m_CreationSettings; /// /// Array containing font assets to be used as alternative typefaces for the various potential font weights of this font asset. /// 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 /// /// 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. /// [SerializeField] private TMP_FontWeightPair[] fontWeights = null; //private int[] m_characterSet; // Array containing all the characters in this font asset. /// /// Defines the dilation of the text when using regular style. /// public float normalStyle = 0; /// /// The spacing between characters when using regular style. /// public float normalSpacingOffset = 0; /// /// Defines the dilation of the text when using bold style. /// public float boldStyle = 0.75f; /// /// The spacing between characters when using regular style. /// public float boldSpacing = 7f; /// /// Defines the slant of the text when using italic style. /// public byte italicStyle = 35; public byte tabSize = 10; private byte m_oldTabSize; internal bool m_IsFontAssetLookupTablesDirty = false; /// /// Create new instance of a font asset using default settings. /// /// /// public static TMP_FontAsset CreateFontAsset(Font font) { return CreateFontAsset(font, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024, AtlasPopulationMode.Dynamic); } /// /// Create new instance of a font asset. /// /// The source font file. /// The sampling point size. /// The padding / spread between individual glyphs in the font asset. /// /// The atlas texture width. /// The atlas texture height. /// /// public static TMP_FontAsset CreateFontAsset(Font font, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic) { TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); fontAsset.m_Version = "1.1.0"; // Set face information FontEngine.InitializeFontEngine(); FontEngine.LoadFontFace(font, samplingPointSize); fontAsset.faceInfo = FontEngine.GetFaceInfo(); // Set font reference and GUID if (atlasPopulationMode == AtlasPopulationMode.Dynamic) fontAsset.sourceFontFile = font; // Set persistent reference to source font file in the Editor only. #if UNITY_EDITOR UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(font, out string guid, out long localID); fontAsset.m_SourceFontFileGUID = guid; fontAsset.m_SourceFontFile_EditorRef = font; #endif fontAsset.atlasPopulationMode = atlasPopulationMode; 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. Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false); //texture.name = assetName + " Atlas"; fontAsset.atlasTextures[0] = texture; // Add free rectangle of the size of the texture. int packingModifier; if (((GlyphRasterModes)renderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP) { packingModifier = 0; // Optimize by adding static ref to shader. Material tmp_material = new Material(ShaderUtilities.ShaderRef_MobileBitmap); //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() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; fontAsset.usedGlyphRects = new List(); // TODO: Consider adding support for extracting glyph positioning data fontAsset.ReadFontAssetDefinition(); return fontAsset; } void Awake() { //Debug.Log("TMP Font Asset [" + this.name + "] with Version #" + m_Version + " has been enabled!"); // Check version number of font asset to see if it needs to be upgraded. if (this.material != null && string.IsNullOrEmpty(m_Version)) UpgradeFontAsset(); } #if UNITY_EDITOR void OnValidate() { //if (m_oldTabSize != tabSize) //{ // m_oldTabSize = tabSize; // ReadFontAssetDefinition(); //} // Handle changes to atlas population mode //if (m_AtlasPopulationMode == AtlasPopulationMode.Static) // m_SourceFontFile = null; //else //{ // string path = UnityEditor.AssetDatabase.GUIDToAssetPath(m_SourceFontFileGUID); // if (path != string.Empty) // m_SourceFontFile = UnityEditor.AssetDatabase.LoadAssetAtPath(path); //} } #endif /// /// Read the various data tables of the font asset to populate its different dictionaries to allow for faster lookup of related font asset data. /// internal void InitializeDictionaryLookupTables() { // Create new instance of the glyph lookup dictionary or clear the existing one. if (m_GlyphLookupDictionary == null) m_GlyphLookupDictionary = new Dictionary(); else m_GlyphLookupDictionary.Clear(); int glyphCount = m_GlyphTable.Count; // Initialize glyph index array or clear the existing one. if (m_GlyphIndexList == null) m_GlyphIndexList = new List(); else m_GlyphIndexList.Clear(); // Add the characters contained in the character table into the 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); } } // Create new instance of the character lookup dictionary or clear the existing one. if (m_CharacterLookupDictionary == null) m_CharacterLookupDictionary = new Dictionary(); else m_CharacterLookupDictionary.Clear(); // Add the characters contained in the character table into 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; if (m_CharacterLookupDictionary.ContainsKey(unicode) == false) m_CharacterLookupDictionary.Add(unicode, character); if (m_GlyphLookupDictionary.ContainsKey(glyphIndex)) { character.glyph = m_GlyphLookupDictionary[glyphIndex]; } } // 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_GlyphPairAdjustmentRecordLookupDictionary == null) m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary = new Dictionary(); else m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Clear(); List glyphPairAdjustmentRecords = m_FontFeatureTable.m_GlyphPairAdjustmentRecords; if (glyphPairAdjustmentRecords != null) { for (int i = 0; i < glyphPairAdjustmentRecords.Count; i++) { TMP_GlyphPairAdjustmentRecord record = glyphPairAdjustmentRecords[i]; long key = new GlyphPairKey(record).key; m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(key, record); } } } /// /// /// public void ReadFontAssetDefinition() { //Debug.Log("Reading Font Definition for " + this.name + "."); // Check version number of font asset to see if it needs to be upgraded. if (this.material != null && string.IsNullOrEmpty(m_Version)) UpgradeFontAsset(); // Initialize lookup tables for characters and glyphs. InitializeDictionaryLookupTables(); // Add Tab char(9) to Dictionary. if (m_CharacterLookupDictionary.ContainsKey(9) == false) { Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, m_FaceInfo.tabWidth * tabSize), GlyphRect.zero, 1.0f, 0); m_CharacterLookupDictionary.Add(9, new TMP_Character(9, glyph)); } // Add Linefeed LF char(10) and Carriage Return CR char(13) if (m_CharacterLookupDictionary.ContainsKey(10) == false) { Glyph glyph = new Glyph(0, new GlyphMetrics(10, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); m_CharacterLookupDictionary.Add(10, new TMP_Character(10, glyph)); if (!m_CharacterLookupDictionary.ContainsKey(13)) m_CharacterLookupDictionary.Add(13, new TMP_Character(13, glyph)); } // Add Zero Width Space 8203 (0x200B) if (m_CharacterLookupDictionary.ContainsKey(8203) == false) { Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); m_CharacterLookupDictionary.Add(8203, new TMP_Character(8203, glyph)); } // Add Zero Width Non-Breaking Space 8288 (0x2060) if (m_CharacterLookupDictionary.ContainsKey(8288) == false) { Glyph glyph = new Glyph(0, new GlyphMetrics(0, 0, 0, 0, 0), GlyphRect.zero, 1.0f, 0); m_CharacterLookupDictionary.Add(8288, new TMP_Character(8288, glyph)); } // Add Non-Breaking Hyphen 8209 (0x2011) if (m_CharacterLookupDictionary.ContainsKey(8209) == false) { if (m_CharacterLookupDictionary.TryGetValue(45, out TMP_Character character)) m_CharacterLookupDictionary.Add(8209, new TMP_Character(8209, character.glyph)); } // Set Cap Height if (m_FaceInfo.capLine == 0 && m_CharacterLookupDictionary.ContainsKey(72)) { uint glyphIndex = m_CharacterLookupDictionary[72].glyphIndex; m_FaceInfo.capLine = 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; } // Compute Hashcode for the font asset name hashCode = TMP_TextUtilities.GetSimpleHashCode(this.name); // Compute Hashcode for the material name materialHashCode = TMP_TextUtilities.GetSimpleHashCode(material.name); m_IsFontAssetLookupTablesDirty = false; } /// /// Sort the Character table by Unicode values. /// internal void SortCharacterTable() { if (m_CharacterTable != null && m_CharacterTable.Count > 0) m_CharacterTable = m_CharacterTable.OrderBy(c => c.unicode).ToList(); } /// /// Sort the Glyph table by index values. /// internal void SortGlyphTable() { if (m_GlyphTable != null && m_GlyphTable.Count > 0) m_GlyphTable = m_GlyphTable.OrderBy(c => c.index).ToList(); } /// /// Sort both glyph and character tables. /// internal void SortGlyphAndCharacterTables() { SortGlyphTable(); SortCharacterTable(); } /// /// Function to check if a certain character exists in the font asset. /// /// /// public bool HasCharacter(int character) { if (m_CharacterLookupDictionary == null) return false; if (m_CharacterLookupDictionary.ContainsKey((uint)character)) return true; return false; } /// /// Function to check if a certain character exists in the font asset. /// /// /// public bool HasCharacter(char character) { if (m_CharacterLookupDictionary == null) return false; if (m_CharacterLookupDictionary.ContainsKey(character)) return true; return false; } /// /// Function to check if a character is contained in the font asset with the option to also check through fallback font assets. /// /// /// /// public bool HasCharacter(char character, bool searchFallbacks) { // 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 font asset is dynamic and if so try to add the requested character to it. if (m_AtlasPopulationMode == AtlasPopulationMode.Dynamic) { if (TryAddCharacterInternal(character, out TMP_Character temp)) return true; } if (searchFallbacks) { // Check font asset fallbacks if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) { for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) { if (fallbackFontAssetTable[i].HasCharacter_Internal(character, searchFallbacks)) 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++) { if (TMP_Settings.fallbackFontAssets[i].m_CharacterLookupDictionary == null) TMP_Settings.fallbackFontAssets[i].ReadFontAssetDefinition(); if (TMP_Settings.fallbackFontAssets[i].m_CharacterLookupDictionary != null && TMP_Settings.fallbackFontAssets[i].HasCharacter_Internal(character, searchFallbacks)) return true; } } // Check TMP Settings Default Font Asset if (TMP_Settings.defaultFontAsset != null) { if (TMP_Settings.defaultFontAsset.m_CharacterLookupDictionary == null) TMP_Settings.defaultFontAsset.ReadFontAssetDefinition(); if (TMP_Settings.defaultFontAsset.m_CharacterLookupDictionary != null && TMP_Settings.defaultFontAsset.HasCharacter_Internal(character, searchFallbacks)) return true; } } return false; } /// /// 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. /// /// /// /// bool HasCharacter_Internal(char character, bool searchFallbacks) { // 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; if (searchFallbacks) { // Check Font Asset Fallback fonts. if (fallbackFontAssetTable != null && fallbackFontAssetTable.Count > 0) { for (int i = 0; i < fallbackFontAssetTable.Count && fallbackFontAssetTable[i] != null; i++) { if (fallbackFontAssetTable[i].HasCharacter_Internal(character, searchFallbacks)) return true; } } } return false; } /// /// Function to check if certain characters exists in the font asset. Function returns a list of missing characters. /// /// /// public bool HasCharacters(string text, out List missingCharacters) { if (m_CharacterLookupDictionary == null) { missingCharacters = null; return false; } missingCharacters = new List(); 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; } /// /// Function to check if certain characters exists in the font asset. Function returns false if any characters are missing. /// /// String containing the characters to check /// public bool HasCharacters(string text) { if (m_CharacterLookupDictionary == null) return false; for (int i = 0; i < text.Length; i++) { if (!m_CharacterLookupDictionary.ContainsKey(text[i])) return false; } return true; } /// /// Function to extract all the characters from a font asset. /// /// /// 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; } /// /// Function which returns an array that contains all the characters from a font asset. /// /// /// 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; } // ================================================================================ // 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. // ================================================================================ /// /// Determines if the font asset is already registered to be updated. /// //private bool m_IsAlreadyRegisteredForUpdate; /// /// List of glyphs that need to be added / packed in atlas texture. /// private List m_GlyphsToPack = new List(); /// /// List of glyphs that have been packed in the atlas texture and ready to be rendered. /// private List m_GlyphsPacked = new List(); /// /// /// private List m_GlyphsToRender = new List(); /// /// List used in the process of adding new glyphs to the atlas texture. /// private List m_GlyphIndexList = new List(); private List m_CharactersToAdd = new List(); /// /// Internal static array used to avoid allocations when using the GetGlyphPairAdjustmentTable(). /// internal static uint[] s_GlyphIndexArray = new uint[16]; /// /// Internal static list used to track characters that could not be added to the font asset. /// internal static List s_MissingCharacterList = new List(16); /// /// Try adding the characters from the provided string to the font asset. /// /// Array that contains the characters to add to the font asset. /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(uint[] unicodes) { return TryAddCharacters(unicodes, out uint[] missingUnicodes); } /// /// Try adding the characters from the provided string to the font asset. /// /// Array that contains the characters to add to the font asset. /// Array containing the characters that could not be added to the font asset. /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(uint[] unicodes, out uint[] missingUnicodes) { s_MissingCharacterList.Clear(); // 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 = unicodes.ToArray(); return false; } Profiler.BeginSample("TMP.TryAddCharacter"); // Load font face. if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) { Profiler.EndSample(); missingUnicodes = unicodes.ToArray(); return false; } // Clear data structures used to track which glyph needs to be added to atlas texture. m_GlyphIndexList.Clear(); m_CharactersToAdd.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); if (glyphIndex == 0) { 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)) { character.glyph = m_GlyphLookupDictionary[glyphIndex]; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); continue; } m_GlyphIndexList.Add(glyphIndex); m_CharactersToAdd.Add(character); } if (m_GlyphIndexList.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."); Profiler.EndSample(); missingUnicodes = unicodes.ToArray(); return false; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //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 allCharactersAdded = FontEngine.TryAddGlyphsToTexture(m_GlyphIndexList, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph[] glyphs); // Add new glyphs to relevant data structures. for (int i = 0; i < glyphs.Length; i++) { Glyph glyph = glyphs[i]; uint glyphIndex = glyph.index; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); } // Add new characters to relevant data structures. for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out Glyph glyph) == false) { s_MissingCharacterList.Add(character.unicode); continue; } character.glyph = glyph; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(character.unicode, character); } #if UNITY_EDITOR // Makes the changes to the font asset persistent. if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); missingUnicodes = null; if (s_MissingCharacterList.Count > 0) missingUnicodes = s_MissingCharacterList.ToArray(); return allCharactersAdded && !isMissingCharacters; } /// /// Try adding the characters from the provided string to the font asset. /// /// String containing the characters to add to the font asset. /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(string characters) { return TryAddCharacters(characters, out string missingCharacters); } /// /// Try adding the characters from the provided string to the font asset. /// /// String containing the characters to add to the font asset. /// String containing the characters that could not be added to the font asset. /// Returns true if all the characters were successfully added to the font asset. Return false otherwise. public bool TryAddCharacters(string characters, out string missingCharacters) { // 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; return false; } // Load font face. if (FontEngine.LoadFontFace(m_SourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) { missingCharacters = characters; return false; } // Clear data structures used to track which glyph needs to be added to atlas texture. m_GlyphIndexList.Clear(); m_CharactersToAdd.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) { // Might want to keep track and report the missing characters. 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)) { character.glyph = m_GlyphLookupDictionary[glyphIndex]; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(unicode, character); continue; } // Add glyph to list of glyphs to add and glyph lookup map. m_GlyphIndexList.Add(glyphIndex); m_CharactersToAdd.Add(character); } if (m_GlyphIndexList.Count == 0) { missingCharacters = characters; return false; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //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 allCharactersAdded = FontEngine.TryAddGlyphsToTexture(m_GlyphIndexList, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph[] glyphs); for (int i = 0; i < glyphs.Length; i++) { Glyph glyph = glyphs[i]; uint glyphIndex = glyph.index; // Add new glyph to glyph table. m_GlyphTable.Add(glyph); m_GlyphLookupDictionary.Add(glyphIndex, glyph); } missingCharacters = string.Empty; // Add new characters to relevant data structures. for (int i = 0; i < m_CharactersToAdd.Count; i++) { TMP_Character character = m_CharactersToAdd[i]; if (m_GlyphLookupDictionary.TryGetValue(character.glyphIndex, out Glyph glyph) == false) { // TODO: Revise to avoid string concatenation. missingCharacters += (char)character.unicode; continue; } character.glyph = glyph; m_CharacterTable.Add(character); m_CharacterLookupDictionary.Add(character.unicode, character); } #if UNITY_EDITOR // Makes the changes to the font asset persistent. if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif return allCharactersAdded && !isMissingCharacters; } /// /// NOT USED CURRENTLY - Try adding character using Unicode value to font asset. /// /// The Unicode value of the character. /// The character data if successfully added to the font asset. Null otherwise. /// Returns true if the character has been added. False otherwise. 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 == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //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]); } if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph 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; } /// /// To be removed. /// /// /// 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 == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //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; } /// /// 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. /// /// The Unicode value of the character. /// The character data if successfully added to the font asset. Null otherwise. /// Returns true if the character has been added. False otherwise. internal bool TryAddCharacterInternal(uint unicode, out TMP_Character character) { character = null; // Load font face. if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) return false; uint glyphIndex = FontEngine.GetGlyphIndex(unicode); if (glyphIndex == 0) return false; Profiler.BeginSample("TMP.TryAddCharacter"); // 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 (TMP_Settings.getFontFeaturesAtRuntime) UpdateGlyphAdjustmentRecords(unicode, glyphIndex); #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(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } // Resize the Atlas Texture to the appropriate size if (m_AtlasTextures[m_AtlasTextureIndex].width == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { // TODO: Need texture to be 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]); Profiler.EndSample(); return false; } m_AtlasTextures[m_AtlasTextureIndex].Resize(m_AtlasWidth, m_AtlasHeight); FontEngine.ResetAtlasTexture(m_AtlasTextures[m_AtlasTextureIndex]); } if (FontEngine.TryAddGlyphToTexture(glyphIndex, m_AtlasPadding, GlyphPackingMode.BestShortSideFit, m_FreeGlyphRects, m_UsedGlyphRects, m_AtlasRenderMode, m_AtlasTextures[m_AtlasTextureIndex], out Glyph 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) UpdateGlyphAdjustmentRecords(unicode, glyphIndex); #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(); if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif Profiler.EndSample(); return true; } Profiler.EndSample(); return false; } /// /// Internal function used to get the glyph index for the given unicode. /// /// /// internal uint GetGlyphIndex(uint unicode) { // Load font face. if (FontEngine.LoadFontFace(sourceFontFile, m_FaceInfo.pointSize) != FontEngineError.Success) return 0; return FontEngine.GetGlyphIndex(unicode); } internal void UpdateAtlasTexture() { // Return if we don't have any glyphs to add to atlas texture. // This is possible if UpdateAtlasTexture() was called manually. //if (m_GlyphsToPack.Count == 0) // return; 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 == 0 || m_AtlasTextures[m_AtlasTextureIndex].height == 0) { //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]); } 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. SortGlyphAndCharacterTables(); TMP_EditorResourceManager.RegisterResourceForUpdate(this); #endif } internal void UpdateGlyphAdjustmentRecords(uint unicode, uint glyphIndex) { Profiler.BeginSample("TMP.UpdateGlyphAdjustmentRecords"); int glyphCount = m_GlyphIndexList.Count; if (s_GlyphIndexArray.Length <= glyphCount) s_GlyphIndexArray = new uint[Mathf.NextPowerOfTwo(glyphCount + 1)]; for (int i = 0; i < glyphCount; i++) s_GlyphIndexArray[i] = m_GlyphIndexList[i]; // Clear unused array elements Array.Clear(s_GlyphIndexArray, glyphCount, s_GlyphIndexArray.Length - glyphCount); // Get glyph pair adjustment records from font file. // TODO: Revise FontEngine bindings to use a more efficient function where only the new glyph index is passed. GlyphPairAdjustmentRecord[] pairAdjustmentRecords = FontEngine.GetGlyphPairAdjustmentTable(s_GlyphIndexArray); if (pairAdjustmentRecords == null || pairAdjustmentRecords.Length == 0) { Profiler.EndSample(); return; } if (m_FontFeatureTable == null) m_FontFeatureTable = new TMP_FontFeatureTable(); for (int i = 0; i < pairAdjustmentRecords.Length && pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex != 0; i++) { long pairKey = (long)pairAdjustmentRecords[i].secondAdjustmentRecord.glyphIndex << 32 | pairAdjustmentRecords[i].firstAdjustmentRecord.glyphIndex; // Check if table already contains a pair adjustment record for this key. if (m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.ContainsKey(pairKey)) continue; TMP_GlyphPairAdjustmentRecord record = new TMP_GlyphPairAdjustmentRecord(pairAdjustmentRecords[i]); m_FontFeatureTable.m_GlyphPairAdjustmentRecords.Add(record); m_FontFeatureTable.m_GlyphPairAdjustmentRecordLookupDictionary.Add(pairKey, record); } #if UNITY_EDITOR m_FontFeatureTable.SortGlyphPairAdjustmentRecords(); #endif Profiler.EndSample(); } /// /// Clears font asset data including the glyph and character tables and textures. /// Function might be changed to Internal and only used in tests. /// /// Will set the atlas texture size to zero width and height if true. public void ClearFontAssetData(bool setAtlasSizeToZero = false) { #if UNITY_EDITOR // Record full object undo in the Editor. //UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, this.atlasTexture }, "Resetting Font Asset"); #endif // 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 = new List() { new GlyphRect(0, 0, m_AtlasWidth - packingModifier, m_AtlasHeight - packingModifier) }; } if (m_GlyphsToPack != null) m_GlyphsToPack.Clear(); if (m_GlyphsPacked != null) m_GlyphsPacked.Clear(); // Clear Glyph Adjustment Table if (m_FontFeatureTable != null && m_FontFeatureTable.m_GlyphPairAdjustmentRecords != null) m_FontFeatureTable.glyphPairAdjustmentRecords.Clear(); m_AtlasTextureIndex = 0; // Clear atlas textures if (m_AtlasTextures != null) { for (int i = 0; i < m_AtlasTextures.Length; i++) { Texture2D texture = m_AtlasTextures[i]; if (i > 0) DestroyImmediate(texture, true); if (texture == null) continue; // TODO: Need texture to be readable. if (m_AtlasTextures[i].isReadable == false) { Debug.LogWarning("Unable to reset font asset [" + this.name + "]'s atlas texture. Please make the texture [" + m_AtlasTextures[i].name + "] readable.", m_AtlasTextures[i]); continue; } if (setAtlasSizeToZero) { texture.Resize(0, 0, TextureFormat.Alpha8, false); } else if (texture.width != m_AtlasWidth || texture.height != m_AtlasHeight) { texture.Resize(m_AtlasWidth, m_AtlasHeight, TextureFormat.Alpha8, false); } // Clear texture atlas FontEngine.ResetAtlasTexture(texture); texture.Apply(); if (i == 0) m_AtlasTexture = texture; m_AtlasTextures[i] = texture; } } #if UNITY_EDITOR if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForReimport(this); } #endif ReadFontAssetDefinition(); } /// /// Internal method used to upgrade font asset to support Dynamic SDF. /// private 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) { 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(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(); //#if UNITY_EDITOR // TODO: This is causing a crash in Unity and related to AssetDatabase.LoadAssetAtPath and Resources.Load() // Load font to allow us to get the glyph index. //string path = UnityEditor.AssetDatabase.GUIDToAssetPath(m_SourceFontFileGUID); //if (path != string.Empty) //{ //m_SourceFontFile_EditorRef = UnityEditor.AssetDatabase.LoadAssetAtPath(path); //FontEngine.LoadFontFace(m_SourceFontFile_EditorRef); //} //#endif 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; //#if UNITY_EDITOR //if (m_SourceFontFile_EditorRef != null) // glyphIndex = FontEngine.GetGlyphIndex((uint)oldGlyph.id); //#endif 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, 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, glyph)); } // Clear legacy glyph info list. //m_glyphInfoList.Clear(); ReadFontAssetDefinition(); // Convert atlas textures data to new format // TODO #if UNITY_EDITOR if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif } /// /// /// 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(pairCount); for (int i = 0; i < pairCount; i++) { KerningPair pair = m_KerningTable.kerningPairs[i]; uint firstGlyphIndex = 0; if (m_CharacterLookupDictionary.TryGetValue(pair.firstGlyph, out TMP_Character firstCharacter)) firstGlyphIndex = firstCharacter.glyphIndex; uint secondGlyphIndex = 0; if (m_CharacterLookupDictionary.TryGetValue(pair.secondGlyph, out TMP_Character secondCharacter)) secondGlyphIndex = secondCharacter.glyphIndex; TMP_GlyphAdjustmentRecord firstAdjustmentRecord = new TMP_GlyphAdjustmentRecord(firstGlyphIndex, new TMP_GlyphValueRecord(pair.firstGlyphAdjustments.xPlacement, pair.firstGlyphAdjustments.yPlacement, pair.firstGlyphAdjustments.xAdvance, pair.firstGlyphAdjustments.yAdvance)); TMP_GlyphAdjustmentRecord secondAdjustmentRecord = new TMP_GlyphAdjustmentRecord(secondGlyphIndex, new TMP_GlyphValueRecord(pair.secondGlyphAdjustments.xPlacement, pair.secondGlyphAdjustments.yPlacement, pair.secondGlyphAdjustments.xAdvance, pair.secondGlyphAdjustments.yAdvance)); TMP_GlyphPairAdjustmentRecord record = new TMP_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 if (UnityEditor.EditorUtility.IsPersistent(this)) { TMP_EditorResourceManager.RegisterResourceForUpdate(this); } #endif } } }