/// <summary> /// Returns the text element (character) for the given unicode value taking into consideration the requested font style and weight. /// Function searches the provided list of font assets, the list of font assets assigned as alternative typefaces to them as well as their fallbacks. /// The font asset out parameter contains a reference to the font asset containing the character. /// The typeface type indicates whether the returned font asset is the source font asset, an alternative typeface or fallback font asset. /// </summary> /// <param name="unicode">The unicode value of the requested character</param> /// <param name="sourceFontAsset">The font asset originating the search query</param> /// <param name="fontAssets">The list of font assets to search</param> /// <param name="includeFallbacks">Determines if the fallback of each font assets on the list will be searched</param> /// <param name="fontStyle">The font style</param> /// <param name="fontWeight">The font weight</param> /// <param name="isAlternativeTypeface">Determines if the OUT font asset is an alternative typeface or fallback font asset</param> /// <returns></returns> public static Character GetCharacterFromFontAssets(uint unicode, FontAsset sourceFontAsset, List <FontAsset> fontAssets, bool includeFallbacks, FontStyles fontStyle, TextFontWeight fontWeight, out bool isAlternativeTypeface) { isAlternativeTypeface = false; // Make sure font asset list is valid if (fontAssets == null || fontAssets.Count == 0) { return(null); } if (includeFallbacks) { if (k_SearchedAssets == null) { k_SearchedAssets = new HashSet <int>(); } else { k_SearchedAssets.Clear(); } } int fontAssetCount = fontAssets.Count; for (int i = 0; i < fontAssetCount; i++) { FontAsset fontAsset = fontAssets[i]; if (fontAsset == null) { continue; } // Add reference to this search query //sourceFontAsset.FallbackSearchQueryLookup.Add(fontAsset.instanceID); Character character = GetCharacterFromFontAsset_Internal(unicode, fontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface); if (character != null) { return(character); } } return(null); }
/// <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 Character GetCharacterFromFontAsset_Internal(uint unicode, FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, TextFontWeight fontWeight, out bool isAlternativeTypeface) { isAlternativeTypeface = false; Character character = 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 != TextFontWeight.Regular) { // Get reference to the font weight pairs of the given font asset. FontWeightPair[] fontWeights = sourceFontAsset.fontWeightTable; int fontWeightIndex = 4; switch (fontWeight) { case TextFontWeight.Thin: fontWeightIndex = 1; break; case TextFontWeight.ExtraLight: fontWeightIndex = 2; break; case TextFontWeight.Light: fontWeightIndex = 3; break; case TextFontWeight.Regular: fontWeightIndex = 4; break; case TextFontWeight.Medium: fontWeightIndex = 5; break; case TextFontWeight.SemiBold: fontWeightIndex = 6; break; case TextFontWeight.Bold: fontWeightIndex = 7; break; case TextFontWeight.Heavy: fontWeightIndex = 8; break; case TextFontWeight.Black: fontWeightIndex = 9; break; } FontAsset temp = isItalic ? fontWeights[fontWeightIndex].italicTypeface : fontWeights[fontWeightIndex].regularTypeface; if (temp != null) { if (temp.characterLookupTable.TryGetValue(unicode, out character)) { isAlternativeTypeface = true; return(character); } if (temp.atlasPopulationMode == AtlasPopulationMode.Dynamic || temp.atlasPopulationMode == AtlasPopulationMode.DynamicOS) { if (temp.TryAddCharacterInternal(unicode, out character)) { isAlternativeTypeface = true; return(character); } // 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 character)) { return(character); } if (sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic || sourceFontAsset.atlasPopulationMode == AtlasPopulationMode.DynamicOS) { if (sourceFontAsset.TryAddCharacterInternal(unicode, out character)) { return(character); } } // Search fallback font assets if we still don't have a valid character and include fallback is set to true. if (character == null && includeFallbacks && sourceFontAsset.fallbackFontAssetTable != null) { // Get reference to the list of fallback font assets. List <FontAsset> fallbackFontAssets = sourceFontAsset.fallbackFontAssetTable; int fallbackCount = fallbackFontAssets.Count; if (fallbackCount == 0) { return(null); } for (int i = 0; i < fallbackCount; i++) { FontAsset temp = fallbackFontAssets[i]; if (temp == null) { continue; } int id = temp.instanceID; // Try adding font asset to search list. If already present skip to the next one otherwise check if it contains the requested character. if (k_SearchedAssets.Add(id) == false) { continue; } // Add reference to this search query //sourceFontAsset.FallbackSearchQueryLookup.Add(id); character = GetCharacterFromFontAsset_Internal(unicode, temp, true, fontStyle, fontWeight, out isAlternativeTypeface); if (character != null) { return(character); } } } return(null); }
internal static Character GetCharacterFromFontAsset(uint unicode, FontAsset sourceFontAsset, bool includeFallbacks, FontStyles fontStyle, TextFontWeight fontWeight, out bool isAlternativeTypeface) { if (includeFallbacks) { if (k_SearchedAssets == null) { k_SearchedAssets = new HashSet <int>(); } else { k_SearchedAssets.Clear(); } } return(GetCharacterFromFontAsset_Internal(unicode, sourceFontAsset, includeFallbacks, fontStyle, fontWeight, out isAlternativeTypeface)); }