using UnityEngine;
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using System.Collections.Generic;
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namespace TMPro
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{
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public class TMP_SpriteAsset : TMP_Asset
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{
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internal Dictionary<int, int> m_UnicodeLookup;
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internal Dictionary<int, int> m_NameLookup;
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/// <summary>
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/// Static reference to the default font asset included with TextMesh Pro.
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/// </summary>
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public static TMP_SpriteAsset defaultSpriteAsset
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{
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get
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{
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if (m_defaultSpriteAsset == null)
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{
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m_defaultSpriteAsset = Resources.Load<TMP_SpriteAsset>("Sprite Assets/Default Sprite Asset");
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}
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return m_defaultSpriteAsset;
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}
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}
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public static TMP_SpriteAsset m_defaultSpriteAsset;
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// The texture which contains the sprites.
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public Texture spriteSheet;
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// List which contains the SpriteInfo for the sprites contained in the sprite sheet.
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public List<TMP_Sprite> spriteInfoList;
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/// <summary>
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/// Dictionary used to lookup the index of a given sprite based on a Unicode value.
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/// </summary>
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//private Dictionary<int, int> m_SpriteUnicodeLookup;
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/// <summary>
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/// List which contains the Fallback font assets for this font.
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/// </summary>
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[SerializeField]
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public List<TMP_SpriteAsset> fallbackSpriteAssets;
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//private bool isEditingAsset;
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void OnEnable()
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{
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// Make sure we have a valid material.
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//if (this.material == null && !isEditingAsset)
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// this.material = GetDefaultSpriteMaterial();
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}
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#if UNITY_EDITOR
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/// <summary>
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///
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/// </summary>
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void OnValidate()
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{
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UpdateLookupTables();
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TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, this);
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}
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#endif
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/// <summary>
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/// Create a material for the sprite asset.
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/// </summary>
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/// <returns></returns>
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Material GetDefaultSpriteMaterial()
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{
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//isEditingAsset = true;
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ShaderUtilities.GetShaderPropertyIDs();
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// Add a new material
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Shader shader = Shader.Find("TextMeshPro/Sprite");
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Material tempMaterial = new Material(shader);
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tempMaterial.SetTexture(ShaderUtilities.ID_MainTex, spriteSheet);
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tempMaterial.hideFlags = HideFlags.HideInHierarchy;
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#if UNITY_EDITOR
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UnityEditor.AssetDatabase.AddObjectToAsset(tempMaterial, this);
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UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(this));
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#endif
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//isEditingAsset = false;
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return tempMaterial;
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}
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/// <summary>
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/// Function to update the sprite name and unicode lookup tables.
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/// This function should be called when a sprite's name or unicode value changes or when a new sprite is added.
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/// </summary>
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public void UpdateLookupTables()
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{
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if (m_NameLookup == null) m_NameLookup = new Dictionary<int, int>();
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m_NameLookup.Clear();
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if (m_UnicodeLookup == null) m_UnicodeLookup = new Dictionary<int, int>();
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m_UnicodeLookup.Clear();
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for (int i = 0; i < spriteInfoList.Count; i++)
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{
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int nameHashCode = spriteInfoList[i].hashCode;
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if (m_NameLookup.ContainsKey(nameHashCode) == false)
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m_NameLookup.Add(nameHashCode, i);
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int unicode = spriteInfoList[i].unicode;
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if (m_UnicodeLookup.ContainsKey(unicode) == false)
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m_UnicodeLookup.Add(unicode, i);
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}
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}
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/// <summary>
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/// Function which returns the sprite index using the hashcode of the name
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/// </summary>
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/// <param name="hashCode"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromHashcode(int hashCode)
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{
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if (m_NameLookup == null)
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UpdateLookupTables();
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int index = 0;
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if (m_NameLookup.TryGetValue(hashCode, out index))
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return index;
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return -1;
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}
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/// <summary>
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/// Returns the index of the sprite for the given unicode value.
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/// </summary>
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/// <param name="unicode"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromUnicode (int unicode)
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{
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if (m_UnicodeLookup == null)
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UpdateLookupTables();
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int index = 0;
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if (m_UnicodeLookup.TryGetValue(unicode, out index))
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return index;
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return -1;
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}
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/// <summary>
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/// Returns the index of the sprite for the given name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromName (string name)
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{
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if (m_NameLookup == null)
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UpdateLookupTables();
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int hashCode = TMP_TextUtilities.GetSimpleHashCode(name);
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return GetSpriteIndexFromHashcode(hashCode);
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}
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/// <summary>
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/// Used to keep track of which Sprite Assets have been searched.
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/// </summary>
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private static List<int> k_searchedSpriteAssets;
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/// <summary>
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/// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
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/// </summary>
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/// <param name="spriteAsset">The font asset to search for the given character.</param>
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/// <param name="unicode">The character to find.</param>
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/// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param>
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/// <returns></returns>
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public static TMP_SpriteAsset SearchForSpriteByUnicode(TMP_SpriteAsset spriteAsset, int unicode, bool includeFallbacks, out int spriteIndex)
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{
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// Check to make sure sprite asset is not null
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if (spriteAsset == null) { spriteIndex = -1; return null; }
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// Get sprite index for the given unicode
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spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
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if (spriteIndex != -1)
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return spriteAsset;
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// Initialize list to track instance of Sprite Assets that have already been searched.
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if (k_searchedSpriteAssets == null)
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k_searchedSpriteAssets = new List<int>();
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k_searchedSpriteAssets.Clear();
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// Get instance ID of sprite asset and add to list.
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int id = spriteAsset.GetInstanceID();
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k_searchedSpriteAssets.Add(id);
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// Search potential fallback sprite assets if includeFallbacks is true.
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex);
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// Search default sprite asset potentially assigned in the TMP Settings.
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if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
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return SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, unicode, includeFallbacks, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search through the given list of sprite assets and fallbacks for a sprite whose unicode value matches the target unicode.
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/// </summary>
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/// <param name="spriteAssets"></param>
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/// <param name="unicode"></param>
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/// <param name="includeFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(List<TMP_SpriteAsset> spriteAssets, int unicode, bool includeFallbacks, out int spriteIndex)
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{
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for (int i = 0; i < spriteAssets.Count; i++)
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{
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TMP_SpriteAsset temp = spriteAssets[i];
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if (temp == null) continue;
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int id = temp.GetInstanceID();
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// Skip over the fallback sprite asset if it has already been searched.
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if (k_searchedSpriteAssets.Contains(id)) continue;
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// Add to list of font assets already searched.
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k_searchedSpriteAssets.Add(id);
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temp = SearchForSpriteByUnicodeInternal(temp, unicode, includeFallbacks, out spriteIndex);
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if (temp != null)
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return temp;
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}
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode.
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/// </summary>
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/// <param name="spriteAsset"></param>
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/// <param name="unicode"></param>
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/// <param name="includeFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(TMP_SpriteAsset spriteAsset, int unicode, bool includeFallbacks, out int spriteIndex)
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{
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// Get sprite index for the given unicode
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spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
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if (spriteIndex != -1)
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return spriteAsset;
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
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/// </summary>
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/// <param name="spriteAsset">The Sprite Asset to search for the given sprite whose name matches the hashcode value</param>
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/// <param name="hashCode">The hash code value matching the name of the sprite</param>
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/// <param name="includeFallbacks">Include fallback sprite assets in the search</param>
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/// <param name="spriteIndex">The index of the sprite matching the provided hash code</param>
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/// <returns>The Sprite Asset that contains the sprite</returns>
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public static TMP_SpriteAsset SearchForSpriteByHashCode(TMP_SpriteAsset spriteAsset, int hashCode, bool includeFallbacks, out int spriteIndex)
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{
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// Make sure sprite asset is not null
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if (spriteAsset == null) { spriteIndex = -1; return null; }
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spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
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if (spriteIndex != -1)
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return spriteAsset;
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// Initialize list to track instance of Sprite Assets that have already been searched.
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if (k_searchedSpriteAssets == null)
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k_searchedSpriteAssets = new List<int>();
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k_searchedSpriteAssets.Clear();
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int id = spriteAsset.GetInstanceID();
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// Add to list of font assets already searched.
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k_searchedSpriteAssets.Add(id);
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, includeFallbacks, out spriteIndex);
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// Search default sprite asset potentially assigned in the TMP Settings.
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if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
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return SearchForSpriteByHashCodeInternal(TMP_Settings.defaultSpriteAsset, hashCode, includeFallbacks, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="spriteAssets"></param>
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/// <param name="hashCode"></param>
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/// <param name="searchFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(List<TMP_SpriteAsset> spriteAssets, int hashCode, bool searchFallbacks, out int spriteIndex)
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{
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// Search through the list of sprite assets
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for (int i = 0; i < spriteAssets.Count; i++)
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{
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TMP_SpriteAsset temp = spriteAssets[i];
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if (temp == null) continue;
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int id = temp.GetInstanceID();
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// Skip over the fallback sprite asset if it has already been searched.
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if (k_searchedSpriteAssets.Contains(id)) continue;
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// Add to list of font assets already searched.
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k_searchedSpriteAssets.Add(id);
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temp = SearchForSpriteByHashCodeInternal(temp, hashCode, searchFallbacks, out spriteIndex);
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if (temp != null)
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return temp;
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}
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search through the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
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/// </summary>
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/// <param name="spriteAsset"></param>
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/// <param name="hashCode"></param>
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/// <param name="searchFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(TMP_SpriteAsset spriteAsset, int hashCode, bool searchFallbacks, out int spriteIndex)
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{
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// Get the sprite for the given hash code.
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spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
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if (spriteIndex != -1)
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return spriteAsset;
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if (searchFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, searchFallbacks, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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}
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}
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