forked from BilalY/Rasagar
565 lines
21 KiB
C#
565 lines
21 KiB
C#
using UnityEngine;
|
|
using UnityEngine.TextCore;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine.Serialization;
|
|
|
|
|
|
namespace TMPro
|
|
{
|
|
[HelpURL("https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/TextMeshPro/Sprites.html")]
|
|
[ExcludeFromPresetAttribute]
|
|
public class TMP_SpriteAsset : TMP_Asset
|
|
{
|
|
internal Dictionary<int, int> m_NameLookup;
|
|
internal Dictionary<uint, int> m_GlyphIndexLookup;
|
|
|
|
// The texture which contains the sprites.
|
|
public Texture spriteSheet;
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public List<TMP_SpriteCharacter> spriteCharacterTable
|
|
{
|
|
get
|
|
{
|
|
if (m_GlyphIndexLookup == null)
|
|
UpdateLookupTables();
|
|
|
|
return m_SpriteCharacterTable;
|
|
}
|
|
internal set { m_SpriteCharacterTable = value; }
|
|
}
|
|
[SerializeField]
|
|
private List<TMP_SpriteCharacter> m_SpriteCharacterTable = new List<TMP_SpriteCharacter>();
|
|
|
|
|
|
/// <summary>
|
|
/// Dictionary used to lookup sprite characters by their unicode value.
|
|
/// </summary>
|
|
public Dictionary<uint, TMP_SpriteCharacter> spriteCharacterLookupTable
|
|
{
|
|
get
|
|
{
|
|
if (m_SpriteCharacterLookup == null)
|
|
UpdateLookupTables();
|
|
|
|
return m_SpriteCharacterLookup;
|
|
}
|
|
internal set { m_SpriteCharacterLookup = value; }
|
|
}
|
|
internal Dictionary<uint, TMP_SpriteCharacter> m_SpriteCharacterLookup;
|
|
|
|
public List<TMP_SpriteGlyph> spriteGlyphTable
|
|
{
|
|
get { return m_GlyphTable; }
|
|
internal set { m_GlyphTable = value; }
|
|
}
|
|
[FormerlySerializedAs("m_SpriteGlyphTable")]
|
|
[SerializeField]
|
|
private List<TMP_SpriteGlyph> m_GlyphTable = new List<TMP_SpriteGlyph>();
|
|
|
|
internal Dictionary<uint, TMP_SpriteGlyph> m_SpriteGlyphLookup;
|
|
|
|
// List which contains the SpriteInfo for the sprites contained in the sprite sheet.
|
|
public List<TMP_Sprite> spriteInfoList;
|
|
|
|
/// <summary>
|
|
/// List which contains the Fallback font assets for this font.
|
|
/// </summary>
|
|
[SerializeField]
|
|
public List<TMP_SpriteAsset> fallbackSpriteAssets;
|
|
|
|
internal bool m_IsSpriteAssetLookupTablesDirty = false;
|
|
|
|
|
|
void Awake()
|
|
{
|
|
// Check version number of sprite asset to see if it needs to be upgraded.
|
|
if (this.material != null && string.IsNullOrEmpty(m_Version))
|
|
UpgradeSpriteAsset();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Create a material for the sprite asset.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
Material GetDefaultSpriteMaterial()
|
|
{
|
|
ShaderUtilities.GetShaderPropertyIDs();
|
|
|
|
// Add a new material
|
|
Shader shader = Shader.Find("TextMeshPro/Sprite");
|
|
Material tempMaterial = new Material(shader);
|
|
tempMaterial.SetTexture(ShaderUtilities.ID_MainTex, spriteSheet);
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.AssetDatabase.AddObjectToAsset(tempMaterial, this);
|
|
UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(this));
|
|
#endif
|
|
|
|
return tempMaterial;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to update the sprite name and unicode lookup tables.
|
|
/// This function should be called when a sprite's name or unicode value changes or when a new sprite is added.
|
|
/// </summary>
|
|
public void UpdateLookupTables()
|
|
{
|
|
//Debug.Log("Updating [" + this.name + "] Lookup tables.");
|
|
|
|
// Check version number of sprite asset to see if it needs to be upgraded.
|
|
if (this.material != null && string.IsNullOrEmpty(m_Version))
|
|
UpgradeSpriteAsset();
|
|
|
|
// Initialize / Clear glyph index lookup dictionary.
|
|
if (m_GlyphIndexLookup == null)
|
|
m_GlyphIndexLookup = new Dictionary<uint, int>();
|
|
else
|
|
m_GlyphIndexLookup.Clear();
|
|
|
|
//
|
|
if (m_SpriteGlyphLookup == null)
|
|
m_SpriteGlyphLookup = new Dictionary<uint, TMP_SpriteGlyph>();
|
|
else
|
|
m_SpriteGlyphLookup.Clear();
|
|
|
|
// Initialize SpriteGlyphLookup
|
|
for (int i = 0; i < m_GlyphTable.Count; i++)
|
|
{
|
|
TMP_SpriteGlyph spriteGlyph = m_GlyphTable[i];
|
|
uint glyphIndex = spriteGlyph.index;
|
|
|
|
if (m_GlyphIndexLookup.ContainsKey(glyphIndex) == false)
|
|
m_GlyphIndexLookup.Add(glyphIndex, i);
|
|
|
|
if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
|
|
m_SpriteGlyphLookup.Add(glyphIndex, spriteGlyph);
|
|
}
|
|
|
|
// Initialize name lookup
|
|
if (m_NameLookup == null)
|
|
m_NameLookup = new Dictionary<int, int>();
|
|
else
|
|
m_NameLookup.Clear();
|
|
|
|
|
|
// Initialize character lookup
|
|
if (m_SpriteCharacterLookup == null)
|
|
m_SpriteCharacterLookup = new Dictionary<uint, TMP_SpriteCharacter>();
|
|
else
|
|
m_SpriteCharacterLookup.Clear();
|
|
|
|
|
|
// Populate Sprite Character lookup tables
|
|
for (int i = 0; i < m_SpriteCharacterTable.Count; i++)
|
|
{
|
|
TMP_SpriteCharacter spriteCharacter = m_SpriteCharacterTable[i];
|
|
|
|
// Make sure sprite character is valid
|
|
if (spriteCharacter == null)
|
|
continue;
|
|
|
|
uint glyphIndex = spriteCharacter.glyphIndex;
|
|
|
|
// Lookup the glyph for this character
|
|
if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
|
|
continue;
|
|
|
|
// Assign glyph and text asset to this character
|
|
spriteCharacter.glyph = m_SpriteGlyphLookup[glyphIndex];
|
|
spriteCharacter.textAsset = this;
|
|
|
|
int nameHashCode = TMP_TextUtilities.GetHashCode(m_SpriteCharacterTable[i].name);
|
|
|
|
if (m_NameLookup.ContainsKey(nameHashCode) == false)
|
|
m_NameLookup.Add(nameHashCode, i);
|
|
|
|
uint unicode = m_SpriteCharacterTable[i].unicode;
|
|
|
|
if (unicode != 0xFFFE && m_SpriteCharacterLookup.ContainsKey(unicode) == false)
|
|
m_SpriteCharacterLookup.Add(unicode, spriteCharacter);
|
|
}
|
|
|
|
m_IsSpriteAssetLookupTablesDirty = false;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function which returns the sprite index using the hashcode of the name
|
|
/// </summary>
|
|
/// <param name="hashCode"></param>
|
|
/// <returns></returns>
|
|
public int GetSpriteIndexFromHashcode(int hashCode)
|
|
{
|
|
if (m_NameLookup == null)
|
|
UpdateLookupTables();
|
|
|
|
int index;
|
|
|
|
if (m_NameLookup.TryGetValue(hashCode, out index))
|
|
return index;
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Returns the index of the sprite for the given unicode value.
|
|
/// </summary>
|
|
/// <param name="unicode"></param>
|
|
/// <returns></returns>
|
|
public int GetSpriteIndexFromUnicode (uint unicode)
|
|
{
|
|
if (m_SpriteCharacterLookup == null)
|
|
UpdateLookupTables();
|
|
|
|
TMP_SpriteCharacter spriteCharacter;
|
|
|
|
if (m_SpriteCharacterLookup.TryGetValue(unicode, out spriteCharacter))
|
|
return (int)spriteCharacter.glyphIndex;
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Returns the index of the sprite for the given name.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <returns></returns>
|
|
public int GetSpriteIndexFromName (string name)
|
|
{
|
|
if (m_NameLookup == null)
|
|
UpdateLookupTables();
|
|
|
|
int hashCode = TMP_TextUtilities.GetSimpleHashCode(name);
|
|
|
|
return GetSpriteIndexFromHashcode(hashCode);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Used to keep track of which Sprite Assets have been searched.
|
|
/// </summary>
|
|
private static HashSet<int> k_searchedSpriteAssets;
|
|
|
|
/// <summary>
|
|
/// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
|
|
/// </summary>
|
|
/// <param name="spriteAsset">The font asset to search for the given character.</param>
|
|
/// <param name="unicode">The character to find.</param>
|
|
/// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param>
|
|
/// <returns></returns>
|
|
public static TMP_SpriteAsset SearchForSpriteByUnicode(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
|
|
{
|
|
// Check to make sure sprite asset is not null
|
|
if (spriteAsset == null) { spriteIndex = -1; return null; }
|
|
|
|
// Get sprite index for the given unicode
|
|
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
|
|
if (spriteIndex != -1)
|
|
return spriteAsset;
|
|
|
|
// Initialize list to track instance of Sprite Assets that have already been searched.
|
|
if (k_searchedSpriteAssets == null)
|
|
k_searchedSpriteAssets = new HashSet<int>();
|
|
else
|
|
k_searchedSpriteAssets.Clear();
|
|
|
|
// Get instance ID of sprite asset and add to list.
|
|
int id = spriteAsset.GetInstanceID();
|
|
k_searchedSpriteAssets.Add(id);
|
|
|
|
// Search potential fallback sprite assets if includeFallbacks is true.
|
|
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
|
|
return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
|
|
|
|
// Search default sprite asset potentially assigned in the TMP Settings.
|
|
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
|
|
return SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, unicode, true, out spriteIndex);
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Search through the given list of sprite assets and fallbacks for a sprite whose unicode value matches the target unicode.
|
|
/// </summary>
|
|
/// <param name="spriteAssets"></param>
|
|
/// <param name="unicode"></param>
|
|
/// <param name="includeFallbacks"></param>
|
|
/// <param name="spriteIndex"></param>
|
|
/// <returns></returns>
|
|
private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(List<TMP_SpriteAsset> spriteAssets, uint unicode, bool includeFallbacks, out int spriteIndex)
|
|
{
|
|
for (int i = 0; i < spriteAssets.Count; i++)
|
|
{
|
|
TMP_SpriteAsset temp = spriteAssets[i];
|
|
if (temp == null) continue;
|
|
|
|
int id = temp.GetInstanceID();
|
|
|
|
// Skip sprite asset if it has already been searched.
|
|
if (k_searchedSpriteAssets.Add(id) == false)
|
|
continue;
|
|
|
|
temp = SearchForSpriteByUnicodeInternal(temp, unicode, includeFallbacks, out spriteIndex);
|
|
|
|
if (temp != null)
|
|
return temp;
|
|
}
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode.
|
|
/// </summary>
|
|
/// <param name="spriteAsset"></param>
|
|
/// <param name="unicode"></param>
|
|
/// <param name="includeFallbacks"></param>
|
|
/// <param name="spriteIndex"></param>
|
|
/// <returns></returns>
|
|
private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
|
|
{
|
|
// Get sprite index for the given unicode
|
|
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
|
|
|
|
if (spriteIndex != -1)
|
|
return spriteAsset;
|
|
|
|
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
|
|
return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Search the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
|
|
/// </summary>
|
|
/// <param name="spriteAsset">The Sprite Asset to search for the given sprite whose name matches the hashcode value</param>
|
|
/// <param name="hashCode">The hash code value matching the name of the sprite</param>
|
|
/// <param name="includeFallbacks">Include fallback sprite assets in the search</param>
|
|
/// <param name="spriteIndex">The index of the sprite matching the provided hash code</param>
|
|
/// <returns>The Sprite Asset that contains the sprite</returns>
|
|
public static TMP_SpriteAsset SearchForSpriteByHashCode(TMP_SpriteAsset spriteAsset, int hashCode, bool includeFallbacks, out int spriteIndex)
|
|
{
|
|
// Make sure sprite asset is not null
|
|
if (spriteAsset == null) { spriteIndex = -1; return null; }
|
|
|
|
spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
|
|
if (spriteIndex != -1)
|
|
return spriteAsset;
|
|
|
|
// Initialize or clear list to Sprite Assets that have already been searched.
|
|
if (k_searchedSpriteAssets == null)
|
|
k_searchedSpriteAssets = new HashSet<int>();
|
|
else
|
|
k_searchedSpriteAssets.Clear();
|
|
|
|
int id = spriteAsset.instanceID;
|
|
|
|
// Add to list of font assets already searched.
|
|
k_searchedSpriteAssets.Add(id);
|
|
|
|
TMP_SpriteAsset tempSpriteAsset;
|
|
|
|
// Search potential fallbacks assigned to local sprite asset.
|
|
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
|
|
{
|
|
tempSpriteAsset = SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
|
|
|
|
if (spriteIndex != -1)
|
|
return tempSpriteAsset;
|
|
}
|
|
|
|
// Search default sprite asset potentially assigned in the TMP Settings.
|
|
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
|
|
{
|
|
tempSpriteAsset = SearchForSpriteByHashCodeInternal(TMP_Settings.defaultSpriteAsset, hashCode, true, out spriteIndex);
|
|
|
|
if (spriteIndex != -1)
|
|
return tempSpriteAsset;
|
|
}
|
|
|
|
// Clear search list since we are now looking for the missing sprite character.
|
|
k_searchedSpriteAssets.Clear();
|
|
|
|
uint missingSpriteCharacterUnicode = TMP_Settings.missingCharacterSpriteUnicode;
|
|
|
|
// Get sprite index for the given unicode
|
|
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(missingSpriteCharacterUnicode);
|
|
if (spriteIndex != -1)
|
|
return spriteAsset;
|
|
|
|
// Add current sprite asset to list of assets already searched.
|
|
k_searchedSpriteAssets.Add(id);
|
|
|
|
// Search for the missing sprite character in the local sprite asset and potential fallbacks.
|
|
if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
|
|
{
|
|
tempSpriteAsset = SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, missingSpriteCharacterUnicode, true, out spriteIndex);
|
|
|
|
if (spriteIndex != -1)
|
|
return tempSpriteAsset;
|
|
}
|
|
|
|
// Search for the missing sprite character in the default sprite asset and potential fallbacks.
|
|
if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
|
|
{
|
|
tempSpriteAsset = SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, missingSpriteCharacterUnicode, true, out spriteIndex);
|
|
if (spriteIndex != -1)
|
|
return tempSpriteAsset;
|
|
}
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Search through the given list of sprite assets and fallbacks for a sprite whose hash code value of its name matches the target hash code.
|
|
/// </summary>
|
|
/// <param name="spriteAssets"></param>
|
|
/// <param name="hashCode"></param>
|
|
/// <param name="searchFallbacks"></param>
|
|
/// <param name="spriteIndex"></param>
|
|
/// <returns></returns>
|
|
private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(List<TMP_SpriteAsset> spriteAssets, int hashCode, bool searchFallbacks, out int spriteIndex)
|
|
{
|
|
// Search through the list of sprite assets
|
|
for (int i = 0; i < spriteAssets.Count; i++)
|
|
{
|
|
TMP_SpriteAsset temp = spriteAssets[i];
|
|
if (temp == null) continue;
|
|
|
|
int id = temp.instanceID;
|
|
|
|
// Skip sprite asset if it has already been searched.
|
|
if (k_searchedSpriteAssets.Add(id) == false)
|
|
continue;
|
|
|
|
temp = SearchForSpriteByHashCodeInternal(temp, hashCode, searchFallbacks, out spriteIndex);
|
|
|
|
if (temp != null)
|
|
return temp;
|
|
}
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Search through the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
|
|
/// </summary>
|
|
/// <param name="spriteAsset"></param>
|
|
/// <param name="hashCode"></param>
|
|
/// <param name="searchFallbacks"></param>
|
|
/// <param name="spriteIndex"></param>
|
|
/// <returns></returns>
|
|
private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(TMP_SpriteAsset spriteAsset, int hashCode, bool searchFallbacks, out int spriteIndex)
|
|
{
|
|
// Get the sprite for the given hash code.
|
|
spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
|
|
if (spriteIndex != -1)
|
|
return spriteAsset;
|
|
|
|
if (searchFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
|
|
return SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
|
|
|
|
spriteIndex = -1;
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Sort the sprite glyph table by glyph index.
|
|
/// </summary>
|
|
public void SortGlyphTable()
|
|
{
|
|
if (m_GlyphTable == null || m_GlyphTable.Count == 0) return;
|
|
|
|
m_GlyphTable = m_GlyphTable.OrderBy(item => item.index).ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sort the sprite character table by Unicode values.
|
|
/// </summary>
|
|
internal void SortCharacterTable()
|
|
{
|
|
if (m_SpriteCharacterTable != null && m_SpriteCharacterTable.Count > 0)
|
|
m_SpriteCharacterTable = m_SpriteCharacterTable.OrderBy(c => c.unicode).ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sort both sprite glyph and character tables.
|
|
/// </summary>
|
|
internal void SortGlyphAndCharacterTables()
|
|
{
|
|
SortGlyphTable();
|
|
SortCharacterTable();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Internal method used to upgrade sprite asset.
|
|
/// </summary>
|
|
private void UpgradeSpriteAsset()
|
|
{
|
|
m_Version = "1.1.0";
|
|
|
|
Debug.Log("Upgrading sprite asset [" + this.name + "] to version " + m_Version + ".", this);
|
|
|
|
// Convert legacy glyph and character tables to new format
|
|
m_SpriteCharacterTable.Clear();
|
|
m_GlyphTable.Clear();
|
|
|
|
for (int i = 0; i < spriteInfoList.Count; i++)
|
|
{
|
|
TMP_Sprite oldSprite = spriteInfoList[i];
|
|
|
|
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
|
|
spriteGlyph.index = (uint)i;
|
|
spriteGlyph.sprite = oldSprite.sprite;
|
|
spriteGlyph.metrics = new GlyphMetrics(oldSprite.width, oldSprite.height, oldSprite.xOffset, oldSprite.yOffset, oldSprite.xAdvance);
|
|
spriteGlyph.glyphRect = new GlyphRect((int)oldSprite.x, (int)oldSprite.y, (int)oldSprite.width, (int)oldSprite.height);
|
|
|
|
spriteGlyph.scale = 1.0f;
|
|
spriteGlyph.atlasIndex = 0;
|
|
|
|
m_GlyphTable.Add(spriteGlyph);
|
|
|
|
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter();
|
|
spriteCharacter.glyph = spriteGlyph;
|
|
spriteCharacter.unicode = oldSprite.unicode == 0x0 ? 0xFFFE : (uint)oldSprite.unicode;
|
|
spriteCharacter.name = oldSprite.name;
|
|
spriteCharacter.scale = oldSprite.scale;
|
|
|
|
m_SpriteCharacterTable.Add(spriteCharacter);
|
|
}
|
|
|
|
// Clear legacy glyph info list.
|
|
//spriteInfoList.Clear();
|
|
|
|
UpdateLookupTables();
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.EditorUtility.SetDirty(this);
|
|
UnityEditor.AssetDatabase.SaveAssets();
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|