using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace TMPro
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{
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public class MaterialReferenceManager
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{
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private static MaterialReferenceManager s_Instance;
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// Dictionaries used to track Asset references.
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private Dictionary<int, Material> m_FontMaterialReferenceLookup = new Dictionary<int, Material>();
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private Dictionary<int, TMP_FontAsset> m_FontAssetReferenceLookup = new Dictionary<int, TMP_FontAsset>();
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private Dictionary<int, TMP_SpriteAsset> m_SpriteAssetReferenceLookup = new Dictionary<int, TMP_SpriteAsset>();
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private Dictionary<int, TMP_ColorGradient> m_ColorGradientReferenceLookup = new Dictionary<int, TMP_ColorGradient>();
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/// <summary>
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/// Get a singleton instance of the registry
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/// </summary>
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public static MaterialReferenceManager instance
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{
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get
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{
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if (MaterialReferenceManager.s_Instance == null)
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MaterialReferenceManager.s_Instance = new MaterialReferenceManager();
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return MaterialReferenceManager.s_Instance;
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}
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}
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/// <summary>
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/// Add new font asset reference to dictionary.
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/// </summary>
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/// <param name="fontAsset"></param>
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public static void AddFontAsset(TMP_FontAsset fontAsset)
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{
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MaterialReferenceManager.instance.AddFontAssetInternal(fontAsset);
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}
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/// <summary>
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/// Add new Font Asset reference to dictionary.
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/// </summary>
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/// <param name="fontAsset"></param>
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private void AddFontAssetInternal(TMP_FontAsset fontAsset)
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{
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if (m_FontAssetReferenceLookup.ContainsKey(fontAsset.hashCode)) return;
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// Add reference to the font asset.
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m_FontAssetReferenceLookup.Add(fontAsset.hashCode, fontAsset);
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// Add reference to the font material.
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m_FontMaterialReferenceLookup.Add(fontAsset.materialHashCode, fontAsset.material);
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}
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/// <summary>
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/// Add new Sprite Asset to dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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public static void AddSpriteAsset(TMP_SpriteAsset spriteAsset)
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{
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MaterialReferenceManager.instance.AddSpriteAssetInternal(spriteAsset);
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}
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/// <summary>
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/// Internal method to add a new sprite asset to the dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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private void AddSpriteAssetInternal(TMP_SpriteAsset spriteAsset)
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{
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if (m_SpriteAssetReferenceLookup.ContainsKey(spriteAsset.hashCode)) return;
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// Add reference to sprite asset.
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m_SpriteAssetReferenceLookup.Add(spriteAsset.hashCode, spriteAsset);
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// Adding reference to the sprite asset material as well
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m_FontMaterialReferenceLookup.Add(spriteAsset.hashCode, spriteAsset.material);
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}
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/// <summary>
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/// Add new Sprite Asset to dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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public static void AddSpriteAsset(int hashCode, TMP_SpriteAsset spriteAsset)
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{
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MaterialReferenceManager.instance.AddSpriteAssetInternal(hashCode, spriteAsset);
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}
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/// <summary>
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/// Internal method to add a new sprite asset to the dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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private void AddSpriteAssetInternal(int hashCode, TMP_SpriteAsset spriteAsset)
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{
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if (m_SpriteAssetReferenceLookup.ContainsKey(hashCode)) return;
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// Add reference to Sprite Asset.
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m_SpriteAssetReferenceLookup.Add(hashCode, spriteAsset);
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// Add reference to Sprite Asset using the asset hashcode.
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m_FontMaterialReferenceLookup.Add(hashCode, spriteAsset.material);
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// Compatibility check
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if (spriteAsset.hashCode == 0) spriteAsset.hashCode = hashCode;
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}
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/// <summary>
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/// Add new Material reference to dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="material"></param>
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public static void AddFontMaterial(int hashCode, Material material)
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{
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MaterialReferenceManager.instance.AddFontMaterialInternal(hashCode, material);
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}
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/// <summary>
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/// Add new material reference to dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="material"></param>
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private void AddFontMaterialInternal(int hashCode, Material material)
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{
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// Since this function is called after checking if the material is
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// contained in the dictionary, there is no need to check again.
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m_FontMaterialReferenceLookup.Add(hashCode, material);
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}
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/// <summary>
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/// Add new Color Gradient Preset to dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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public static void AddColorGradientPreset(int hashCode, TMP_ColorGradient spriteAsset)
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{
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MaterialReferenceManager.instance.AddColorGradientPreset_Internal(hashCode, spriteAsset);
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}
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/// <summary>
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/// Internal method to add a new Color Gradient Preset to the dictionary.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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private void AddColorGradientPreset_Internal(int hashCode, TMP_ColorGradient spriteAsset)
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{
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if (m_ColorGradientReferenceLookup.ContainsKey(hashCode)) return;
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// Add reference to Color Gradient Preset Asset.
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m_ColorGradientReferenceLookup.Add(hashCode, spriteAsset);
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}
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/// <summary>
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/// Add new material reference and return the index of this new reference in the materialReferences array.
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/// </summary>
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/// <param name="material"></param>
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/// <param name="materialHashCode"></param>
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/// <param name="fontAsset"></param>
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//public int AddMaterial(Material material, int materialHashCode, TMP_FontAsset fontAsset)
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//{
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// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
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// {
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// int index = m_MaterialReferenceLookup.Count;
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// materialReferences[index].fontAsset = fontAsset;
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// materialReferences[index].material = material;
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// materialReferences[index].isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
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// materialReferences[index].index = index;
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// materialReferences[index].referenceCount = 0;
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// m_MaterialReferenceLookup[materialHashCode] = index;
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// // Compute Padding value and store it
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// // TODO
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// int fontAssetHashCode = fontAsset.hashCode;
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// if (!m_FontAssetReferenceLookup.ContainsKey(fontAssetHashCode))
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// m_FontAssetReferenceLookup.Add(fontAssetHashCode, fontAsset);
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// m_countInternal += 1;
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// return index;
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// }
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// else
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// {
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// return m_MaterialReferenceLookup[materialHashCode];
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// }
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//}
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/// <summary>
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/// Add new material reference and return the index of this new reference in the materialReferences array.
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/// </summary>
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/// <param name="material"></param>
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/// <param name="materialHashCode"></param>
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/// <param name="spriteAsset"></param>
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/// <returns></returns>
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//public int AddMaterial(Material material, int materialHashCode, TMP_SpriteAsset spriteAsset)
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//{
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// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
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// {
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// int index = m_MaterialReferenceLookup.Count;
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// materialReferences[index].fontAsset = materialReferences[0].fontAsset;
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// materialReferences[index].spriteAsset = spriteAsset;
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// materialReferences[index].material = material;
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// materialReferences[index].isDefaultMaterial = true;
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// materialReferences[index].index = index;
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// materialReferences[index].referenceCount = 0;
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// m_MaterialReferenceLookup[materialHashCode] = index;
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// int spriteAssetHashCode = spriteAsset.hashCode;
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// if (!m_SpriteAssetReferenceLookup.ContainsKey(spriteAssetHashCode))
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// m_SpriteAssetReferenceLookup.Add(spriteAssetHashCode, spriteAsset);
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// m_countInternal += 1;
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// return index;
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// }
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// else
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// {
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// return m_MaterialReferenceLookup[materialHashCode];
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// }
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//}
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/// <summary>
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/// Function to check if the font asset is already referenced.
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/// </summary>
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/// <param name="font"></param>
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/// <returns></returns>
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public bool Contains(TMP_FontAsset font)
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{
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if (m_FontAssetReferenceLookup.ContainsKey(font.hashCode))
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return true;
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return false;
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}
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/// <summary>
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/// Function to check if the sprite asset is already referenced.
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/// </summary>
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/// <param name="font"></param>
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/// <returns></returns>
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public bool Contains(TMP_SpriteAsset sprite)
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{
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if (m_FontAssetReferenceLookup.ContainsKey(sprite.hashCode))
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return true;
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return false;
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}
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/// <summary>
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/// Function returning the Font Asset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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public static bool TryGetFontAsset(int hashCode, out TMP_FontAsset fontAsset)
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{
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return MaterialReferenceManager.instance.TryGetFontAssetInternal(hashCode, out fontAsset);
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}
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/// <summary>
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/// Internal Function returning the Font Asset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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private bool TryGetFontAssetInternal(int hashCode, out TMP_FontAsset fontAsset)
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{
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fontAsset = null;
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if (m_FontAssetReferenceLookup.TryGetValue(hashCode, out fontAsset))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Function returning the Sprite Asset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="spriteAsset"></param>
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/// <returns></returns>
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public static bool TryGetSpriteAsset(int hashCode, out TMP_SpriteAsset spriteAsset)
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{
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return MaterialReferenceManager.instance.TryGetSpriteAssetInternal(hashCode, out spriteAsset);
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}
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/// <summary>
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/// Internal function returning the Sprite Asset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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private bool TryGetSpriteAssetInternal(int hashCode, out TMP_SpriteAsset spriteAsset)
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{
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spriteAsset = null;
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if (m_SpriteAssetReferenceLookup.TryGetValue(hashCode, out spriteAsset))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Function returning the Color Gradient Preset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="gradientPreset"></param>
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/// <returns></returns>
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public static bool TryGetColorGradientPreset(int hashCode, out TMP_ColorGradient gradientPreset)
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{
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return MaterialReferenceManager.instance.TryGetColorGradientPresetInternal(hashCode, out gradientPreset);
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}
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/// <summary>
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/// Internal function returning the Color Gradient Preset corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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private bool TryGetColorGradientPresetInternal(int hashCode, out TMP_ColorGradient gradientPreset)
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{
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gradientPreset = null;
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if (m_ColorGradientReferenceLookup.TryGetValue(hashCode, out gradientPreset))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Function returning the Font Material corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="material"></param>
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/// <returns></returns>
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public static bool TryGetMaterial(int hashCode, out Material material)
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{
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return MaterialReferenceManager.instance.TryGetMaterialInternal(hashCode, out material);
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}
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/// <summary>
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/// Internal function returning the Font Material corresponding to the provided hash code.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="material"></param>
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/// <returns></returns>
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private bool TryGetMaterialInternal(int hashCode, out Material material)
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{
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material = null;
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if (m_FontMaterialReferenceLookup.TryGetValue(hashCode, out material))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Function to lookup a material based on hash code and returning the MaterialReference containing this material.
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/// </summary>
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/// <param name="hashCode"></param>
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/// <param name="material"></param>
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/// <returns></returns>
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//public bool TryGetMaterial(int hashCode, out MaterialReference materialReference)
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//{
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// int materialIndex = -1;
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// if (m_MaterialReferenceLookup.TryGetValue(hashCode, out materialIndex))
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// {
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// materialReference = materialReferences[materialIndex];
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// return true;
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// }
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// materialReference = new MaterialReference();
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// return false;
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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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/// <returns></returns>
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//public int GetMaterialIndex(TMP_FontAsset fontAsset)
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//{
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// if (m_MaterialReferenceLookup.ContainsKey(fontAsset.materialHashCode))
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// return m_MaterialReferenceLookup[fontAsset.materialHashCode];
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// return -1;
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//}
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/// <summary>
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///
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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//public TMP_FontAsset GetFontAsset(int index)
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//{
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// if (index >= 0 && index < materialReferences.Length)
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// return materialReferences[index].fontAsset;
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// return null;
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//}
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/// <summary>
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///
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/// </summary>
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/// <param name="material"></param>
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/// <param name="materialHashCode"></param>
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/// <param name="fontAsset"></param>
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//public void SetDefaultMaterial(Material material, int materialHashCode, TMP_FontAsset fontAsset)
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//{
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// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
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// {
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// materialReferences[0].fontAsset = fontAsset;
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// materialReferences[0].material = material;
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// materialReferences[0].index = 0;
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// materialReferences[0].isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
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// materialReferences[0].referenceCount = 0;
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// m_MaterialReferenceLookup[materialHashCode] = 0;
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// // Compute Padding value and store it
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// // TODO
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// int fontHashCode = fontAsset.hashCode;
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// if (!m_FontAssetReferenceLookup.ContainsKey(fontHashCode))
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// m_FontAssetReferenceLookup.Add(fontHashCode, fontAsset);
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// }
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// else
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// {
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// materialReferences[0].fontAsset = fontAsset;
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// materialReferences[0].material = material;
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// materialReferences[0].index = 0;
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// materialReferences[0].referenceCount = 0;
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// m_MaterialReferenceLookup[materialHashCode] = 0;
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// }
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// // Compute padding
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// // TODO
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// m_countInternal = 1;
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//}
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/// <summary>
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///
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/// </summary>
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//public void Clear()
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//{
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// //m_currentIndex = 0;
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// m_MaterialReferenceLookup.Clear();
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// m_SpriteAssetReferenceLookup.Clear();
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// m_FontAssetReferenceLookup.Clear();
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//}
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/// <summary>
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/// Function to clear the reference count for each of the material references.
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/// </summary>
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//public void ClearReferenceCount()
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//{
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// m_countInternal = 0;
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// for (int i = 0; i < materialReferences.Length; i++)
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// {
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// if (materialReferences[i].fontAsset == null)
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// return;
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// materialReferences[i].referenceCount = 0;
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// }
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//}
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}
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public struct MaterialReference
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{
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public int index;
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public TMP_FontAsset fontAsset;
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public TMP_SpriteAsset spriteAsset;
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public Material material;
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public bool isDefaultMaterial;
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public bool isFallbackMaterial;
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public Material fallbackMaterial;
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public float padding;
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public int referenceCount;
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/// <summary>
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/// Constructor for new Material Reference.
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/// </summary>
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/// <param name="index"></param>
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/// <param name="fontAsset"></param>
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/// <param name="spriteAsset"></param>
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/// <param name="material"></param>
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/// <param name="padding"></param>
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public MaterialReference(int index, TMP_FontAsset fontAsset, TMP_SpriteAsset spriteAsset, Material material, float padding)
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{
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this.index = index;
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this.fontAsset = fontAsset;
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this.spriteAsset = spriteAsset;
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this.material = material;
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this.isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
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this.isFallbackMaterial = false;
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this.fallbackMaterial = null;
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this.padding = padding;
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this.referenceCount = 0;
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}
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/// <summary>
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/// Function to check if a certain font asset is contained in the material reference array.
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/// </summary>
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/// <param name="materialReferences"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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public static bool Contains(MaterialReference[] materialReferences, TMP_FontAsset fontAsset)
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{
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int id = fontAsset.GetInstanceID();
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for (int i = 0; i < materialReferences.Length && materialReferences[i].fontAsset != null; i++)
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{
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if (materialReferences[i].fontAsset.GetInstanceID() == id)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Function to add a new material reference and returning its index in the material reference array.
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/// </summary>
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/// <param name="material"></param>
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/// <param name="fontAsset"></param>
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/// <param name="materialReferences"></param>
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/// <param name="materialReferenceIndexLookup"></param>
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/// <returns></returns>
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public static int AddMaterialReference(Material material, TMP_FontAsset fontAsset, MaterialReference[] materialReferences, Dictionary<int, int> materialReferenceIndexLookup)
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{
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int materialID = material.GetInstanceID();
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int index = 0;
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if (materialReferenceIndexLookup.TryGetValue(materialID, out index))
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{
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return index;
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}
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else
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{
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index = materialReferenceIndexLookup.Count;
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// Add new reference index
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materialReferenceIndexLookup[materialID] = index;
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materialReferences[index].index = index;
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materialReferences[index].fontAsset = fontAsset;
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materialReferences[index].spriteAsset = null;
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materialReferences[index].material = material;
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materialReferences[index].isDefaultMaterial = materialID == fontAsset.material.GetInstanceID() ? true : false;
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//materialReferences[index].padding = 0;
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materialReferences[index].referenceCount = 0;
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return index;
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="material"></param>
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/// <param name="spriteAsset"></param>
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/// <param name="materialReferences"></param>
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/// <param name="materialReferenceIndexLookup"></param>
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/// <returns></returns>
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public static int AddMaterialReference(Material material, TMP_SpriteAsset spriteAsset, MaterialReference[] materialReferences, Dictionary<int, int> materialReferenceIndexLookup)
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{
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int materialID = material.GetInstanceID();
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int index = 0;
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if (materialReferenceIndexLookup.TryGetValue(materialID, out index))
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{
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return index;
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}
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else
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{
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index = materialReferenceIndexLookup.Count;
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// Add new reference index
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materialReferenceIndexLookup[materialID] = index;
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materialReferences[index].index = index;
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materialReferences[index].fontAsset = materialReferences[0].fontAsset;
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materialReferences[index].spriteAsset = spriteAsset;
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materialReferences[index].material = material;
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materialReferences[index].isDefaultMaterial = true;
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//materialReferences[index].padding = 0;
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materialReferences[index].referenceCount = 0;
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return index;
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}
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}
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}
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}
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