Пример #1
0
 private static TMP_FontAsset SearchForGlyphInternal(TMP_FontAsset font, int character, out TMP_Glyph glyph)
 {
     glyph = null;
     if (font == null)
     {
         return(null);
     }
     if (font.characterDictionary.TryGetValue(character, out glyph))
     {
         return(font);
     }
     if (font.fallbackFontAssets != null && font.fallbackFontAssets.Count > 0)
     {
         int num = 0;
         while (num < font.fallbackFontAssets.Count && glyph == null)
         {
             TMP_FontAsset tmp_FontAsset = font.fallbackFontAssets[num];
             if (!(tmp_FontAsset == null))
             {
                 int instanceID = tmp_FontAsset.GetInstanceID();
                 if (!TMP_FontUtilities.k_searchedFontAssets.Contains(instanceID))
                 {
                     TMP_FontUtilities.k_searchedFontAssets.Add(instanceID);
                     tmp_FontAsset = TMP_FontUtilities.SearchForGlyphInternal(tmp_FontAsset, character, out glyph);
                     if (tmp_FontAsset != null)
                     {
                         return(tmp_FontAsset);
                     }
                 }
             }
             num++;
         }
     }
     return(null);
 }
Пример #2
0
 private static TMP_FontAsset SearchForGlyphInternal(TMP_FontAsset font, int character, out TMP_Glyph glyph)
 {
     glyph = null;
     if (font == null)
     {
         return(null);
     }
     if (font.characterDictionary.TryGetValue(character, out glyph))
     {
         return(font);
     }
     if (font.fallbackFontAssets != null && font.fallbackFontAssets.Count > 0)
     {
         for (int i = 0; i < font.fallbackFontAssets.Count; i++)
         {
             if (glyph != null)
             {
                 break;
             }
             TMP_FontAsset tMP_FontAsset = font.fallbackFontAssets[i];
             int           instanceID    = tMP_FontAsset.GetInstanceID();
             if (!(tMP_FontAsset == null) && !k_searchedFontAssets.Contains(instanceID))
             {
                 k_searchedFontAssets.Add(instanceID);
                 tMP_FontAsset = SearchForGlyphInternal(tMP_FontAsset, character, out glyph);
                 if (tMP_FontAsset != null)
                 {
                     return(tMP_FontAsset);
                 }
             }
         }
     }
     return(null);
 }
Пример #3
0
 private void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
 {
     if (font.GetInstanceID() == m_fontAsset.GetInstanceID() && m_fallbackMaterial != null)
     {
         m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightNormal, m_fontAsset.normalStyle);
         m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightBold, m_fontAsset.boldStyle);
     }
 }
Пример #4
0
        /// <summary>
        /// Function to check if a certain font asset is contained in the material reference array.
        /// </summary>
        /// <param name="materialReferences"></param>
        /// <param name="fontAsset"></param>
        /// <returns></returns>
        public static bool Contains(MaterialReference[] materialReferences, TMP_FontAsset fontAsset)
        {
            int id = fontAsset.GetInstanceID();

            for (int i = 0; i < materialReferences.Length && materialReferences[i].fontAsset != null; i++)
            {
                if (materialReferences[i].fontAsset.GetInstanceID() == id)
                    return true;
            }

            return false;
        }
Пример #5
0
        private void InternalRegisterFontAssetForDefinitionRefresh(TMP_FontAsset fontAsset)
        {
            int id = fontAsset.GetInstanceID();

            if (m_FontAssetDefinitionRefreshQueueLookup.Contains(id))
            {
                return;
            }

            m_FontAssetDefinitionRefreshQueueLookup.Add(id);
            m_FontAssetDefinitionRefreshQueue.Add(fontAsset);
        }
Пример #6
0
 // Event received when font asset properties are changed in Font Inspector
 void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
 {
     if (m_fontAsset != null && font.GetInstanceID() == m_fontAsset.GetInstanceID())
     {
         // Copy Normal and Bold Weight
         if (m_fallbackMaterial != null)
         {
             if (TMP_Settings.matchMaterialPreset)
             {
                 TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
                 TMP_MaterialManager.CleanupFallbackMaterials();
             }
         }
     }
 }
        public static bool Contains(MaterialReference[] materialReferences, TMP_FontAsset fontAsset)
        {
            int instanceID = fontAsset.GetInstanceID();
            int num        = 0;

            while (num < materialReferences.Length && materialReferences[num].fontAsset != null)
            {
                if (materialReferences[num].fontAsset.GetInstanceID() == instanceID)
                {
                    return(true);
                }
                num++;
            }
            return(false);
        }
Пример #8
0
        private static TMP_FontAsset SearchForGlyphInternal(TMP_FontAsset font, int character, out TMP_Glyph glyph)
        {
            glyph = null;

            if (font == null)
            {
                return(null);
            }

            if (font.characterDictionary.TryGetValue(character, out glyph))
            {
                return(font);
            }
            else if (font.fallbackFontAssets != null && font.fallbackFontAssets.Count > 0)
            {
                for (int i = 0; i < font.fallbackFontAssets.Count && glyph == null; i++)
                {
                    TMP_FontAsset temp = font.fallbackFontAssets[i];
                    if (temp == null)
                    {
                        continue;
                    }

                    int id = temp.GetInstanceID();

                    // Skip over the fallback font asset in the event it is null or if already searched.
                    if (k_searchedFontAssets.Contains(id))
                    {
                        continue;
                    }

                    // Add to list of font assets already searched.
                    k_searchedFontAssets.Add(id);

                    temp = SearchForGlyphInternal(temp, character, out glyph);

                    if (temp != null)
                    {
                        return(temp);
                    }
                }
            }

            return(null);
        }
Пример #9
0
        private static TMP_FontAsset SearchForCharacterInternal(TMP_FontAsset font, uint unicode, out TMP_Character character)
        {
            character = null;

            if (font == null)
            {
                return(null);
            }

            if (font.characterLookupTable.TryGetValue(unicode, out character))
            {
                return(font);
            }
            else if (font.fallbackFontAssetTable != null && font.fallbackFontAssetTable.Count > 0)
            {
                for (int i = 0; i < font.fallbackFontAssetTable.Count && character == null; i++)
                {
                    TMP_FontAsset temp = font.fallbackFontAssetTable[i];
                    if (temp == null)
                    {
                        continue;
                    }

                    int id = temp.GetInstanceID();

                    // Skip over the fallback font asset in the event it is null or if already searched.
                    if (k_searchedFontAssets.Contains(id))
                    {
                        continue;
                    }

                    // Add to list of font assets already searched.
                    k_searchedFontAssets.Add(id);

                    temp = SearchForCharacterInternal(temp, unicode, out character);

                    if (temp != null)
                    {
                        return(temp);
                    }
                }
            }

            return(null);
        }
Пример #10
0
        /// <summary>
        /// Internal function returning the text element character for the given unicode value taking into consideration the font style and weight.
        /// Function searches the source font asset, list of font assets assigned as alternative typefaces and list of fallback font assets.
        /// </summary>
        private static TMP_Character GetCharacterFromFontAsset_Internal(uint unicode, TMP_FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, FontWeight fontWeight, out bool isAlternativeTypeface, out TMP_FontAsset fontAsset)
        {
            fontAsset             = null;
            isAlternativeTypeface = false;
            TMP_Character characterData = null;

            #region FONT WEIGHT AND FONT STYLE HANDLING
            // Determine if a font weight or style is used. If so check if an alternative typeface is assigned for the given weight and / or style.
            bool isItalic = (fontStyle & FontStyles.Italic) == FontStyles.Italic;

            if (isItalic || fontWeight != FontWeight.Regular)
            {
                // Get reference to the font weight pairs of the given font asset.
                TMP_FontWeightPair[] fontWeights = sourceFontAsset.fontWeightTable;

                int fontWeightIndex = 4;
                switch (fontWeight)
                {
                case FontWeight.Thin:
                    fontWeightIndex = 1;
                    break;

                case FontWeight.ExtraLight:
                    fontWeightIndex = 2;
                    break;

                case FontWeight.Light:
                    fontWeightIndex = 3;
                    break;

                case FontWeight.Regular:
                    fontWeightIndex = 4;
                    break;

                case FontWeight.Medium:
                    fontWeightIndex = 5;
                    break;

                case FontWeight.SemiBold:
                    fontWeightIndex = 6;
                    break;

                case FontWeight.Bold:
                    fontWeightIndex = 7;
                    break;

                case FontWeight.Heavy:
                    fontWeightIndex = 8;
                    break;

                case FontWeight.Black:
                    fontWeightIndex = 9;
                    break;
                }

                fontAsset = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface;

                if (fontAsset != null)
                {
                    if (fontAsset.characterLookupTable.TryGetValue(unicode, out characterData))
                    {
                        isAlternativeTypeface = true;

                        return(characterData);
                    }
                    else if (fontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
                    {
                        if (fontAsset.TryAddCharacterInternal(unicode, out characterData))
                        {
                            isAlternativeTypeface = true;

                            return(characterData);
                        }

                        // Check if the source font file contains the requested character.
                        //if (TryGetCharacterFromFontFile(unicode, fontAsset, out characterData))
                        //{
                        //    isAlternativeTypeface = true;

                        //    return characterData;
                        //}

                        // If we find the requested character, we add it to the font asset character table
                        // and return its character data.
                        // We also add this character to the list of characters we will need to add to the font atlas.
                        // We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
                        // Alternatively, we could also add multiple pages of font atlas textures (feature consideration).
                    }

                    // At this point, we were not able to find the requested character in the alternative typeface
                    // so we check the source font asset and its potential fallbacks.
                }
            }
            #endregion

            // Search the source font asset for the requested character.
            if (sourceFontAsset.characterLookupTable.TryGetValue(unicode, out characterData))
            {
                // We were able to locate the requested character in the given font asset.
                fontAsset = sourceFontAsset;

                return(characterData);
            }
            else if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic)
            {
                if (sourceFontAsset.TryAddCharacterInternal(unicode, out characterData))
                {
                    fontAsset = sourceFontAsset;

                    return(characterData);
                }

                //// Check if the source font file contains the requested character.
                //if (TryGetCharacterFromFontFile(unicode, sourceFontAsset, out characterData))
                //{
                //    fontAsset = sourceFontAsset;

                //    //fontAsset.AddCharacterToRasterList(unicode);

                //    return characterData;
                //}

                // If we find the requested character, we add it to the font asset character table
                // and return its character data.
                // We also add this character to the list of characters we will need to add to the font atlas.
                // We assume the font atlas has room otherwise this font asset should not be marked as dynamic.
                // Alternatively, we could also add multiple pages of font atlas textures (feature consideration)
            }

            // Search fallback font assets if we still don't have a valid character and include fallback is set to true.
            if (characterData == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null)
            {
                // Get reference to the list of fallback font assets.
                List <TMP_FontAsset> fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable;
                int fallbackCount = fallbackFontAssets.Count;

                if (fallbackFontAssets != null && fallbackCount > 0)
                {
                    for (int i = 0; i < fallbackCount && characterData == null; i++)
                    {
                        TMP_FontAsset temp = fallbackFontAssets[i];

                        if (temp == null)
                        {
                            continue;
                        }

                        int id = temp.GetInstanceID();

                        // Skip over the fallback font asset in the event it is null or if already searched.
                        if (k_SearchedFontAssets.Contains(id))
                        {
                            continue;
                        }

                        // Add to list of font assets already searched.
                        k_SearchedFontAssets.Add(id);

                        characterData = GetCharacterFromFontAsset_Internal(unicode, temp, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface, out fontAsset);

                        if (characterData != null)
                        {
                            return(characterData);
                        }
                    }
                }
            }

            return(null);
        }
        /// <summary>
        /// Function to check if a certain font asset is contained in the material reference array.
        /// </summary>
        /// <param name="materialReferences"></param>
        /// <param name="fontAsset"></param>
        /// <returns></returns>
        public static bool Contains(MaterialReference[] materialReferences, TMP_FontAsset fontAsset)
        {
            int id = fontAsset.GetInstanceID();

            for (int i = 0; i < materialReferences.Length && materialReferences[i].fontAsset != null; i++)
            {
                if (materialReferences[i].fontAsset.GetInstanceID() == id)
                    return true;
            }

            return false;
        }