コード例 #1
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <DualityFont> targetRef = env.GetOutput <DualityFont>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    DualityFont target = targetRef.Res;

                    // Retrieve import parameters
                    float     size            = env.GetOrInitParameter(targetRef, "Size", 16.0f);
                    FontStyle style           = env.GetOrInitParameter(targetRef, "Style", FontStyle.Regular);
                    string    extendedCharSet = env.GetOrInitParameter(targetRef, "ExtendedCharSet", string.Empty);
                    bool      antialiasing    = env.GetOrInitParameter(targetRef, "AntiAlias", true);
                    bool      monospace       = env.GetOrInitParameter(targetRef, "Monospace", false);

                    // Load the TrueType Font and render all the required glyphs
                    byte[]           trueTypeData = File.ReadAllBytes(input.Path);
                    RenderedFontData fontData     = this.RenderGlyphs(
                        trueTypeData,
                        size,
                        style,
                        !string.IsNullOrEmpty(extendedCharSet) ? new FontCharSet(extendedCharSet) : null,
                        antialiasing,
                        monospace);

                    // Transfer our rendered Font data to the Font Resource
                    target.SetGlyphData(
                        fontData.Bitmap,
                        fontData.Atlas,
                        fontData.GlyphData,
                        fontData.Metrics);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }
コード例 #2
0
        public void Import(IAssetImportEnvironment env)
        {
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <Duality.Resources.Font> targetRef = env.GetOutput <Duality.Resources.Font>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    Duality.Resources.Font target = targetRef.Res;

                    var fileFormat = FigureOutFontFileFormat(input.Path);

                    switch (fileFormat)
                    {
                    case FontFileFormat.BMFont:
                    {
                        var fontData = LoadBMFontData(input.Path);

                        var textureData = LoadPixelData(fontData, Path.GetFullPath(Path.GetDirectoryName(input.Path)));
                        target.SetGlyphData(textureData,
                                            fontData.Atlas.ToArray(),
                                            fontData.Glyps.ToArray(),
                                            fontData.Height,
                                            fontData.Ascent,
                                            fontData.BodyAscent,
                                            fontData.Descent,
                                            fontData.Baseline);

                        target.Size = fontData.Size;
                        //target.Kerning = true;


                        env.AddOutput(targetRef, input.Path);

                        break;
                    }
                    }
                }
            }
        }
コード例 #3
0
        public void Import(IAssetImportEnvironment env)
        {
            // Handle all available input. No need to filter or ask for this anymore, as
            // the preparation step already made a selection with AcceptsInput. We won't
            // get any input here that didn't match.
            foreach (AssetImportInput input in env.Input)
            {
                // Request a target Resource with a name matching the input
                ContentRef <DualityFont> targetRef = env.GetOutput <DualityFont>(input.AssetName);

                // If we successfully acquired one, proceed with the import
                if (targetRef.IsAvailable)
                {
                    DualityFont target = targetRef.Res;

                    // Retrieve import parameters
                    float               size          = env.GetOrInitParameter(targetRef, "Size", 16.0f);
                    FontStyle           style         = env.GetOrInitParameter(targetRef, "Style", FontStyle.Regular);
                    string              customCharSet = env.GetOrInitParameter(targetRef, "CustomCharSet", string.Empty);
                    List <UnicodeBlock> unicodeBlocks = env.GetOrInitParameter(targetRef, "UnicodeBlocks", new List <UnicodeBlock>(DefaultBlocks));
                    bool antialiasing = env.GetOrInitParameter(targetRef, "AntiAlias", true);
                    bool monospace    = env.GetOrInitParameter(targetRef, "Monospace", false);

                    HashSet <char> fullCharSet = new HashSet <char>();

                    if (!string.IsNullOrWhiteSpace(customCharSet))
                    {
                        string[] blocks = customCharSet.Split(',');
                        ulong    start  = 0;
                        ulong    end    = 0;

                        foreach (string block in blocks)
                        {
                            string[] limits = block.Split(new[] { '-' }, 3);
                            if (!ulong.TryParse(limits[0], NumberStyles.HexNumber, null, out start))
                            {
                                Log.Editor.WriteError("Cannot parse value " + limits[0] + "; CustomCharSet will be ignored. Please verify the value and repeat the import.");
                            }

                            if (limits.Length == 1)
                            {
                                end = start;
                            }
                            else
                            {
                                if (limits.Length == 2 && !ulong.TryParse(limits[1], NumberStyles.HexNumber, null, out end))
                                {
                                    Log.Editor.WriteError("Cannot parse value " + limits[1] + "; CustomCharSet will be ignored. Please verify the value and repeat the import.");
                                }

                                else if (limits.Length > 2)
                                {
                                    Log.Editor.WriteError("Unexpected values " + limits[2] + " in range " + block + " will be ignored. Please verify the value and repeat the import.");
                                }

                                if (start > end)
                                {
                                    Log.Editor.WriteWarning(start + " is bigger than " + end + "; block will be ignored. Please verify the value and repeat the import.");
                                }
                            }

                            for (char c = (char)start; c <= (char)end; c++)
                            {
                                if (!char.IsControl(c))
                                {
                                    fullCharSet.Add(c);
                                }
                            }
                        }
                    }

                    if (unicodeBlocks != null)
                    {
                        Type unicodeBlockType     = typeof(UnicodeBlock);
                        Type unicodeRangeAttrType = typeof(UnicodeRangeAttribute);

                        foreach (UnicodeBlock block in unicodeBlocks)
                        {
                            UnicodeRangeAttribute range = unicodeBlockType.GetMember(block.ToString())
                                                          .First()
                                                          .GetCustomAttributes(unicodeRangeAttrType, false)
                                                          .FirstOrDefault() as UnicodeRangeAttribute;

                            if (range != null)
                            {
                                for (char c = (char)range.CharStart; c <= (char)range.CharEnd; c++)
                                {
                                    if (!char.IsControl(c))
                                    {
                                        fullCharSet.Add(c);
                                    }
                                }
                            }
                        }
                    }

                    // Load the TrueType Font and render all the required glyphs
                    byte[]           trueTypeData = File.ReadAllBytes(input.Path);
                    RenderedFontData fontData     = this.RenderGlyphs(
                        trueTypeData,
                        size,
                        style,
                        new FontCharSet(new string(fullCharSet.ToArray())),
                        antialiasing,
                        monospace);

                    // Transfer our rendered Font data to the Font Resource
                    target.SetGlyphData(
                        fontData.Bitmap,
                        fontData.Atlas,
                        fontData.GlyphData,
                        fontData.Metrics);

                    // Add the requested output to signal that we've done something with it
                    env.AddOutput(targetRef, input.Path);
                }
            }
        }