forked from BilalY/Rasagar
230 lines
9.9 KiB
C#
230 lines
9.9 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace TMPro
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{
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/// <summary>
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///
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/// </summary>
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public class TMP_ResourceManager
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{
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// ======================================================
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// TEXT SETTINGS MANAGEMENT
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// ======================================================
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private static TMP_Settings s_TextSettings;
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internal static TMP_Settings GetTextSettings()
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{
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if (s_TextSettings == null)
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{
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// Try loading the TMP Settings from a Resources folder in the user project.
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s_TextSettings = Resources.Load<TMP_Settings>("TextSettings"); // ?? ScriptableObject.CreateInstance<TMP_Settings>();
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#if UNITY_EDITOR
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if (s_TextSettings == null)
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{
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// Open TMP Resources Importer to enable the user to import the TMP Essential Resources and option TMP Examples & Extras
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TMP_PackageResourceImporterWindow.ShowPackageImporterWindow();
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}
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#endif
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}
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return s_TextSettings;
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}
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// ======================================================
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// FONT ASSET MANAGEMENT - Fields, Properties and Functions
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// ======================================================
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struct FontAssetRef
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{
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public int nameHashCode;
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public int familyNameHashCode;
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public int styleNameHashCode;
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public long familyNameAndStyleHashCode;
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public readonly TMP_FontAsset fontAsset;
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public FontAssetRef(int nameHashCode, int familyNameHashCode, int styleNameHashCode, TMP_FontAsset fontAsset)
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{
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// Use familyNameHashCode for font assets created at runtime as these asset do not typically have a names.
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this.nameHashCode = nameHashCode != 0 ? nameHashCode : familyNameHashCode;
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this.familyNameHashCode = familyNameHashCode;
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this.styleNameHashCode = styleNameHashCode;
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this.familyNameAndStyleHashCode = (long) styleNameHashCode << 32 | (uint) familyNameHashCode;
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this.fontAsset = fontAsset;
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}
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}
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static readonly Dictionary<int, FontAssetRef> s_FontAssetReferences = new Dictionary<int, FontAssetRef>();
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static readonly Dictionary<int, TMP_FontAsset> s_FontAssetNameReferenceLookup = new Dictionary<int, TMP_FontAsset>();
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static readonly Dictionary<long, TMP_FontAsset> s_FontAssetFamilyNameAndStyleReferenceLookup = new Dictionary<long, TMP_FontAsset>();
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static readonly List<int> s_FontAssetRemovalList = new List<int>(16);
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static readonly int k_RegularStyleHashCode = TMP_TextUtilities.GetHashCode("Regular");
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/// <summary>
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/// Add font asset to resource manager.
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/// </summary>
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/// <param name="fontAsset">Font asset to be added to the resource manager.</param>
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public static void AddFontAsset(TMP_FontAsset fontAsset)
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{
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int instanceID = fontAsset.instanceID;
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if (!s_FontAssetReferences.ContainsKey(instanceID))
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{
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FontAssetRef fontAssetRef = new FontAssetRef(fontAsset.hashCode, fontAsset.familyNameHashCode, fontAsset.styleNameHashCode, fontAsset);
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s_FontAssetReferences.Add(instanceID, fontAssetRef);
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// Add font asset to name reference lookup
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if (!s_FontAssetNameReferenceLookup.ContainsKey(fontAssetRef.nameHashCode))
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s_FontAssetNameReferenceLookup.Add(fontAssetRef.nameHashCode, fontAsset);
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// Add font asset to family name and style lookup
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if (!s_FontAssetFamilyNameAndStyleReferenceLookup.ContainsKey(fontAssetRef.familyNameAndStyleHashCode))
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s_FontAssetFamilyNameAndStyleReferenceLookup.Add(fontAssetRef.familyNameAndStyleHashCode, fontAsset);
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}
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else
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{
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FontAssetRef fontAssetRef = s_FontAssetReferences[instanceID];
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// Return if font asset name, family and style name have not changed.
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if (fontAssetRef.nameHashCode == fontAsset.hashCode && fontAssetRef.familyNameHashCode == fontAsset.familyNameHashCode && fontAssetRef.styleNameHashCode == fontAsset.styleNameHashCode)
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return;
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// Check if font asset name has changed
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if (fontAssetRef.nameHashCode != fontAsset.hashCode)
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{
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s_FontAssetNameReferenceLookup.Remove(fontAssetRef.nameHashCode);
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fontAssetRef.nameHashCode = fontAsset.hashCode;
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if (!s_FontAssetNameReferenceLookup.ContainsKey(fontAssetRef.nameHashCode))
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s_FontAssetNameReferenceLookup.Add(fontAssetRef.nameHashCode, fontAsset);
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}
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// Check if family or style name has changed
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if (fontAssetRef.familyNameHashCode != fontAsset.familyNameHashCode || fontAssetRef.styleNameHashCode != fontAsset.styleNameHashCode)
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{
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s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(fontAssetRef.familyNameAndStyleHashCode);
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fontAssetRef.familyNameHashCode = fontAsset.familyNameHashCode;
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fontAssetRef.styleNameHashCode = fontAsset.styleNameHashCode;
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fontAssetRef.familyNameAndStyleHashCode = (long) fontAsset.styleNameHashCode << 32 | (uint) fontAsset.familyNameHashCode;
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if (!s_FontAssetFamilyNameAndStyleReferenceLookup.ContainsKey(fontAssetRef.familyNameAndStyleHashCode))
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s_FontAssetFamilyNameAndStyleReferenceLookup.Add(fontAssetRef.familyNameAndStyleHashCode, fontAsset);
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}
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s_FontAssetReferences[instanceID] = fontAssetRef;
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}
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}
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/// <summary>
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/// Remove font asset from resource manager.
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/// </summary>
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/// <param name="fontAsset">Font asset to be removed from the resource manager.</param>
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public static void RemoveFontAsset(TMP_FontAsset fontAsset)
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{
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int instanceID = fontAsset.instanceID;
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if (s_FontAssetReferences.TryGetValue(instanceID, out FontAssetRef reference))
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{
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s_FontAssetNameReferenceLookup.Remove(reference.nameHashCode);
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s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(reference.familyNameAndStyleHashCode);
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s_FontAssetReferences.Remove(instanceID);
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}
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}
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/// <summary>
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/// Try getting a reference to the font asset using the hash code calculated from its file name.
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/// </summary>
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/// <param name="nameHashcode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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internal static bool TryGetFontAssetByName(int nameHashcode, out TMP_FontAsset fontAsset)
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{
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fontAsset = null;
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return s_FontAssetNameReferenceLookup.TryGetValue(nameHashcode, out fontAsset);
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}
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/// <summary>
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/// Try getting a reference to the font asset using the hash code calculated from font's family and style name.
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/// </summary>
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/// <param name="familyNameHashCode"></param>
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/// <param name="styleNameHashCode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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internal static bool TryGetFontAssetByFamilyName(int familyNameHashCode, int styleNameHashCode, out TMP_FontAsset fontAsset)
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{
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fontAsset = null;
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if (styleNameHashCode == 0)
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styleNameHashCode = k_RegularStyleHashCode;
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long familyAndStyleNameHashCode = (long) styleNameHashCode << 32 | (uint) familyNameHashCode;
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return s_FontAssetFamilyNameAndStyleReferenceLookup.TryGetValue(familyAndStyleNameHashCode, out fontAsset);
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}
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/// <summary>
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/// Clear all font asset glyph lookup cache.
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/// </summary>
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public static void ClearFontAssetGlyphCache()
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{
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RebuildFontAssetCache();
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}
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/// <summary>
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///
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/// </summary>
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internal static void RebuildFontAssetCache()
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{
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// Iterate over loaded font assets to update affected font assets
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foreach (var pair in s_FontAssetReferences)
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{
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FontAssetRef fontAssetRef = pair.Value;
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TMP_FontAsset fontAsset = fontAssetRef.fontAsset;
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if (fontAsset == null)
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{
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// Remove font asset from our lookup dictionaries
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s_FontAssetNameReferenceLookup.Remove(fontAssetRef.nameHashCode);
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s_FontAssetFamilyNameAndStyleReferenceLookup.Remove(fontAssetRef.familyNameAndStyleHashCode);
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// Add font asset to our removal list
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s_FontAssetRemovalList.Add(pair.Key);
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continue;
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}
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fontAsset.InitializeCharacterLookupDictionary();
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fontAsset.AddSynthesizedCharactersAndFaceMetrics();
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}
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// Remove font assets in our removal list from our font asset references
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for (int i = 0; i < s_FontAssetRemovalList.Count; i++)
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{
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s_FontAssetReferences.Remove(s_FontAssetRemovalList[i]);
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}
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s_FontAssetRemovalList.Clear();
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TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, null);
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}
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// internal static void RebuildFontAssetCache(int instanceID)
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// {
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// // Iterate over loaded font assets to update affected font assets
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// for (int i = 0; i < s_FontAssetReferences.Count; i++)
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// {
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// TMP_FontAsset fontAsset = s_FontAssetReferences[i];
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//
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// if (fontAsset.FallbackSearchQueryLookup.Contains(instanceID))
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// fontAsset.ReadFontAssetDefinition();
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// }
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// }
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}
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}
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