private static bool GenerateSpritesFromBins(// input
        SVGPackedBin[] bins,
        Dictionary <uint, PackedSvgDocRef> loadedDocuments,
        float generationScale,
        Color clearColor,
        bool fastUpload,
        SVGSpritesDictionary previousSprites,
        // output
        List <Texture2D> textures, List <KeyValuePair <SVGSpriteRef, SVGSpriteData> > sprites,
        SVGSpritesListDictionary spritesListDict)
    {
        if (bins == null || loadedDocuments == null || textures == null || sprites == null)
        {
            return(false);
        }

        // sprite reference/key used to get pivot
        SVGSpriteRef tmpRef = new SVGSpriteRef(null, 0);

        for (int i = 0; i < bins.Length; ++i)
        {
            // extract the bin
            SVGPackedBin bin = bins[i];
            // create drawing surface
            SVGSurface surface = SVGAssets.CreateSurface(bin.Width, bin.Height);

            if (surface != null)
            {
                // draw packed rectangles of the current bin
                if (surface.Draw(bin, new SVGColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a), SVGRenderingQuality.Better))
                {
                    // bin rectangles
                    SVGPackedRectangle[] rectangles = bin.Rectangles;
                    // create a 2D texture compatible with the drawing surface
                    Texture2D texture = surface.CreateCompatibleTexture(true, false);

                    if (texture != null)
                    {
                        // push the created texture
                        textures.Add(texture);
                        for (int j = 0; j < rectangles.Length; ++j)
                        {
                            PackedSvgDocRef    svgDocRef;
                            SVGPackedRectangle rect = rectangles[j];
                            // get access to the referenced SVG document
                            if (loadedDocuments.TryGetValue(rect.DocHandle, out svgDocRef))
                            {
                                SVGSpriteAssetFile spriteAsset;
                                Vector2            pivot;
                                Vector4            border;
                                bool inCurrentInstancesGroup;
                                // try to see if this sprite was previously generated, and if so get its pivot
                                tmpRef.TxtAsset = svgDocRef.TxtAsset;
                                tmpRef.ElemIdx  = (int)rect.ElemIdx;
                                // get the previous pivot if present, else start with a default centered pivot
                                if (previousSprites.TryGetValue(tmpRef, out spriteAsset))
                                {
                                    float deltaScaleRatio = generationScale / spriteAsset.SpriteData.GenerationScale;
                                    pivot  = spriteAsset.SpriteData.Pivot;
                                    border = spriteAsset.SpriteData.Border * deltaScaleRatio;
                                    inCurrentInstancesGroup = spriteAsset.SpriteData.InCurrentInstancesGroup;
                                }
                                else
                                {
                                    pivot  = new Vector2(0.5f, 0.5f);
                                    border = Vector4.zero;
                                    inCurrentInstancesGroup = false;
                                }
                                // create a new sprite
                                Sprite sprite = Sprite.Create(texture, new Rect((float)rect.X, (float)((int)bin.Height - rect.Y - rect.Height), (float)rect.Width, (float)rect.Height), pivot, SVGBasicAtlas.SPRITE_PIXELS_PER_UNIT, 0, SpriteMeshType.FullRect, border);
                                sprite.name = svgDocRef.Name + "_" + rect.Name;
                                // push the sprite reference
                                SVGSpriteRef  key   = new SVGSpriteRef(svgDocRef.TxtAsset, (int)rect.ElemIdx);
                                SVGSpriteData value = new SVGSpriteData(sprite, pivot, border, rect.ZOrder, rect.OriginalX, rect.OriginalY, generationScale, inCurrentInstancesGroup);
                                sprites.Add(new KeyValuePair <SVGSpriteRef, SVGSpriteData>(key, value));
                                // check if we are interested in getting, for each SVG document, the list of its generated sprites
                                if (spritesListDict != null)
                                {
                                    SVGSpritesList spritesList;
                                    if (!spritesListDict.TryGetValue(svgDocRef.TxtAsset.GetInstanceID(), out spritesList))
                                    {
                                        // create the list of sprites location relative to the SVG text asset
                                        spritesList = new SVGSpritesList();
                                        spritesListDict.Add(svgDocRef.TxtAsset.GetInstanceID(), spritesList);
                                    }
                                    // add the new sprite the its list
                                    spritesList.Sprites.Add(key);
                                }

                                // decrement document references
                                if (svgDocRef.Dec(1) == 0)
                                {
                                    // we can free AmanithSVG native SVG document
                                    svgDocRef.Document.Dispose();
                                }
                            }
                        }
                        // copy the surface content into the texture
                        if (fastUpload && (Application.isPlaying))
                        {
                            surface.CopyAndDestroy(texture);
                        }
                        else
                        {
                            if (surface.Copy(texture))
                            {
                                // call Apply() so it's actually uploaded to the GPU
                                texture.Apply(false, false);
                            }
                        }
                    }
                }
                // destroy the AmanithSVG rendering surface
                surface.Dispose();
            }
        }
        return(true);
    }
Example #2
0
    /*
        Map a point, expressed in the document viewport system, into the surface viewport.
        The transformation will be performed according to the current document viewport and the
        current surface viewport.

        The includeDstViewportTransformation parameter specifies if the surface viewport transformation must be
        considered during the mapping operation.
    */
    public SVGPoint PointMap(SVGSurface surface, SVGPoint p, bool includeSurfaceViewportTransformation)
    {
        SVGPoint zero = new SVGPoint(0.0f, 0.0f);

        if (surface != null && p != null)
        {
            int err;
            float[] dst = new float[2];

            // update document viewport (AmanithSVG backend)
            if (!this.UpdateViewport())
                return zero;
            // update surface viewport (AmanithSVG backend)
            if (!surface.UpdateViewport())
                return zero;
            // map the specified point
            if ((err = AmanithSVG.svgtPointMap(this._handle, surface.Handle, p.X, p.Y, includeSurfaceViewportTransformation ? AmanithSVG.SVGT_TRUE : AmanithSVG.SVGT_FALSE, dst)) != AmanithSVG.SVGT_NO_ERROR)
            {
                // log an error message
                AmanithSVG.svgtErrorLog("Error mapping a point: ", err);
                return zero;
            }
            // return the result
            return new SVGPoint(dst[0], dst[1]);
        }
        else
            return zero;
    }