forked from BilalY/Rasagar
296 lines
10 KiB
C#
296 lines
10 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEditor;
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using UnityEditor.TextCore.LowLevel;
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namespace TMPro
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{
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static class EditorEventCallbacks
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{
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[InitializeOnLoadMethod]
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internal static void InitializeFontAssetResourceChangeCallBacks()
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{
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TMP_FontAsset.RegisterResourceForUpdate += TMP_EditorResourceManager.RegisterResourceForUpdate;
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TMP_FontAsset.RegisterResourceForReimport += TMP_EditorResourceManager.RegisterResourceForReimport;
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TMP_FontAsset.OnFontAssetTextureChanged += TMP_EditorResourceManager.AddTextureToAsset;
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TMP_FontAsset.SetAtlasTextureIsReadable += FontEngineEditorUtilities.SetAtlasTextureIsReadable;
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TMP_FontAsset.GetSourceFontRef += TMP_EditorResourceManager.GetSourceFontRef;
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TMP_FontAsset.SetSourceFontGUID += TMP_EditorResourceManager.SetSourceFontGUID;
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// Callback to handle clearing dynamic font asset data when closing the Editor
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EditorApplication.quitting += () =>
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{
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// Find all font assets in the project
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string searchPattern = "t:TMP_FontAsset";
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string[] fontAssetGUIDs = AssetDatabase.FindAssets(searchPattern);
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for (int i = 0; i < fontAssetGUIDs.Length; i++)
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{
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string fontAssetPath = AssetDatabase.GUIDToAssetPath(fontAssetGUIDs[i]);
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TMP_FontAsset fontAsset = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(fontAssetPath);
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if (fontAsset != null && (fontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic || fontAsset.atlasPopulationMode == AtlasPopulationMode.DynamicOS) && fontAsset.clearDynamicDataOnBuild && fontAsset.atlasTexture.width != 0)
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{
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Debug.Log("Clearing [" + fontAsset.name + "] dynamic font asset data.");
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fontAsset.ClearCharacterAndGlyphTablesInternal();
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}
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}
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};
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}
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}
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internal class TMP_EditorResourceManager
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{
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private static TMP_EditorResourceManager s_Instance;
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private readonly List<Object> m_ObjectUpdateQueue = new List<Object>();
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private HashSet<int> m_ObjectUpdateQueueLookup = new HashSet<int>();
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private readonly List<Object> m_ObjectReImportQueue = new List<Object>();
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private HashSet<int> m_ObjectReImportQueueLookup = new HashSet<int>();
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private readonly List<TMP_FontAsset> m_FontAssetDefinitionRefreshQueue = new List<TMP_FontAsset>();
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private HashSet<int> m_FontAssetDefinitionRefreshQueueLookup = new HashSet<int>();
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/// <summary>
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/// Get a singleton instance of the manager.
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/// </summary>
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internal static TMP_EditorResourceManager instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new TMP_EditorResourceManager();
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return s_Instance;
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}
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}
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/// <summary>
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/// Register to receive rendering callbacks.
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/// </summary>
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private TMP_EditorResourceManager()
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{
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// Register to the appropriate callback for the given render pipeline.
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if (RenderPipelineManager.currentPipeline == null)
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Camera.onPostRender += OnCameraPostRender;
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else
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{
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#if UNITY_2023_3_OR_NEWER
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RenderPipelineManager.endContextRendering += OnEndOfFrame;
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#else
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RenderPipelineManager.endFrameRendering += OnEndOfFrame;
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#endif
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}
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Canvas.willRenderCanvases += OnPreRenderCanvases;
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}
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void OnCameraPostRender(Camera cam)
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{
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// Exclude the PreRenderCamera
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if (cam.cameraType != CameraType.SceneView)
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return;
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DoPostRenderUpdates();
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}
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void OnPreRenderCanvases()
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{
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DoPreRenderUpdates();
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}
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#if UNITY_2023_3_OR_NEWER
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void OnEndOfFrame(ScriptableRenderContext renderContext, List<Camera> cameras)
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{
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DoPostRenderUpdates();
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}
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#else
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void OnEndOfFrame(ScriptableRenderContext renderContext, Camera[] cameras)
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{
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DoPostRenderUpdates();
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}
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#endif
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/// <summary>
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/// Register resource for re-import.
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/// </summary>
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/// <param name="obj"></param>
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internal static void RegisterResourceForReimport(Object obj)
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{
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// Return if referenced object is not a persistent asset
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if (!EditorUtility.IsPersistent(obj))
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return;
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instance.InternalRegisterResourceForReimport(obj);
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}
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private void InternalRegisterResourceForReimport(Object obj)
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{
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int id = obj.GetInstanceID();
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if (m_ObjectReImportQueueLookup.Contains(id))
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return;
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m_ObjectReImportQueueLookup.Add(id);
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m_ObjectReImportQueue.Add(obj);
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}
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/// <summary>
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/// Register resource to be updated.
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/// </summary>
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/// <param name="obj"></param>
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internal static void RegisterResourceForUpdate(Object obj)
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{
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// Return if referenced object is not a persistent asset
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if (!EditorUtility.IsPersistent(obj))
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return;
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instance.InternalRegisterResourceForUpdate(obj);
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}
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private void InternalRegisterResourceForUpdate(Object obj)
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{
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int id = obj.GetInstanceID();
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if (m_ObjectUpdateQueueLookup.Contains(id))
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return;
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m_ObjectUpdateQueueLookup.Add(id);
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m_ObjectUpdateQueue.Add(obj);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="fontAsset"></param>
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internal static void RegisterFontAssetForDefinitionRefresh(TMP_FontAsset fontAsset)
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{
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instance.InternalRegisterFontAssetForDefinitionRefresh(fontAsset);
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}
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private void InternalRegisterFontAssetForDefinitionRefresh(TMP_FontAsset fontAsset)
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{
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int id = fontAsset.GetInstanceID();
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if (m_FontAssetDefinitionRefreshQueueLookup.Contains(id))
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return;
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m_FontAssetDefinitionRefreshQueueLookup.Add(id);
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m_FontAssetDefinitionRefreshQueue.Add(fontAsset);
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}
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/// <summary>
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/// Add texture as sub asset to the referenced object.
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/// </summary>
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/// <param name="tex">The texture to be added as sub object.</param>
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/// <param name="obj">The object to which this texture sub object will be added.</param>
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internal static void AddTextureToAsset(Texture tex, Object obj)
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{
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// Return if referenced object is not a persistent asset
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if (!EditorUtility.IsPersistent(obj))
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return;
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if (tex != null)
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AssetDatabase.AddObjectToAsset(tex, obj);
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RegisterResourceForReimport(obj);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="guid"></param>
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/// <returns></returns>
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internal static Font GetSourceFontRef(string guid)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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return AssetDatabase.LoadAssetAtPath<Font>(path);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="font"></param>
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/// <returns></returns>
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internal static string SetSourceFontGUID(Font font)
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{
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return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(font));
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}
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void DoPostRenderUpdates()
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{
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// Handle objects that need updating
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int objUpdateCount = m_ObjectUpdateQueue.Count;
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for (int i = 0; i < objUpdateCount; i++)
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{
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EditorUtilities.TMP_PropertyDrawerUtilities.s_RefreshGlyphProxyLookup = true;
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#if TEXTCORE_FONT_ENGINE_1_5_OR_NEWER
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UnityEditor.TextCore.Text.TextCorePropertyDrawerUtilities.s_RefreshGlyphProxyLookup = true;
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#endif
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Object obj = m_ObjectUpdateQueue[i];
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if (obj != null)
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{
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//EditorUtility.SetDirty(obj);
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}
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}
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if (objUpdateCount > 0)
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{
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//Debug.Log("Saving assets");
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//AssetDatabase.SaveAssets();
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m_ObjectUpdateQueue.Clear();
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m_ObjectUpdateQueueLookup.Clear();
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}
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// Handle objects that need re-importing
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int objReImportCount = m_ObjectReImportQueue.Count;
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for (int i = 0; i < objReImportCount; i++)
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{
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Object obj = m_ObjectReImportQueue[i];
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if (obj != null)
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{
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string assetPath = AssetDatabase.GetAssetPath(obj);
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// Exclude Assets not located in the project
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if (assetPath.StartsWith("Assets/", System.StringComparison.OrdinalIgnoreCase))
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AssetDatabase.ImportAsset(assetPath);
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}
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}
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if (objReImportCount > 0)
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{
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m_ObjectReImportQueue.Clear();
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m_ObjectReImportQueueLookup.Clear();
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}
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}
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void DoPreRenderUpdates()
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{
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// Handle Font Asset Definition Refresh
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for (int i = 0; i < m_FontAssetDefinitionRefreshQueue.Count; i++)
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{
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TMP_FontAsset fontAsset = m_FontAssetDefinitionRefreshQueue[i];
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if (fontAsset != null)
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{
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fontAsset.ReadFontAssetDefinition();
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TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
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}
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}
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if (m_FontAssetDefinitionRefreshQueue.Count > 0)
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{
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m_FontAssetDefinitionRefreshQueue.Clear();
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m_FontAssetDefinitionRefreshQueueLookup.Clear();
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}
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}
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}
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}
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