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542 lines
21 KiB
542 lines
21 KiB
#if FAIRYGUI_TMPRO |
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using System; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.TextCore; |
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using TMPro; |
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namespace FairyGUI |
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{ |
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/// <summary> |
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/// TextMeshPro text adapter for FairyGUI. Most of codes were taken from TextMeshPro! |
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/// Note that not all of TextMeshPro features are supported. |
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/// </summary> |
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public class TMPFont : BaseFont |
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{ |
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protected TMP_FontAsset _fontAsset; |
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FontStyles _style; |
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float _scale; |
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float _padding; |
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float _stylePadding; |
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float _ascent; |
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float _lineHeight; |
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float _boldMultiplier; |
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FontWeight _defaultFontWeight; |
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FontWeight _fontWeight; |
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TextFormat _format; |
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TMP_Character _char; |
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TMP_Character _lineChar; |
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Material _material; |
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MaterialManager _manager; |
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public TMPFont() |
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{ |
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this.canTint = true; |
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this.shader = "FairyGUI/TextMeshPro/Distance Field"; |
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this.keepCrisp = true; |
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_defaultFontWeight = FontWeight.Medium; |
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} |
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override public void Dispose() |
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{ |
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Release(); |
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} |
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public TMP_FontAsset fontAsset |
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{ |
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get { return _fontAsset; } |
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set |
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{ |
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_fontAsset = value; |
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Init(); |
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} |
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} |
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public FontWeight fontWeight |
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{ |
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get { return _defaultFontWeight; } |
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set { _defaultFontWeight = value; } |
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} |
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void Release() |
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{ |
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if (_manager != null) |
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{ |
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_manager.onCreateNewMaterial -= OnCreateNewMaterial; |
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_manager = null; |
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} |
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if (mainTexture != null) |
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{ |
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mainTexture.Dispose(); |
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mainTexture = null; |
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} |
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if (_material != null) |
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{ |
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Material.DestroyImmediate(_material); |
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_material = null; |
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} |
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} |
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void Init() |
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{ |
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Release(); |
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mainTexture = new NTexture(_fontAsset.atlasTexture); |
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mainTexture.destroyMethod = DestroyMethod.None; |
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_manager = mainTexture.GetMaterialManager(this.shader); |
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_manager.onCreateNewMaterial += OnCreateNewMaterial; |
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_material = new Material(_fontAsset.material); //copy |
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_material.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width); |
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_material.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height); |
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_material.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1); |
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_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); |
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_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); |
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// _ascent = _fontAsset.faceInfo.ascentLine; |
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// _lineHeight = _fontAsset.faceInfo.lineHeight; |
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_ascent = _fontAsset.faceInfo.pointSize; |
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_lineHeight = _fontAsset.faceInfo.pointSize * 1.25f; |
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_lineChar = GetCharacterFromFontAsset('_', FontStyles.Normal); |
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} |
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void OnCreateNewMaterial(Material mat) |
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{ |
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mat.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width); |
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mat.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height); |
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mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1); |
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mat.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); |
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mat.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); |
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} |
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override public void UpdateGraphics(NGraphics graphics) |
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{ |
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MaterialPropertyBlock block = graphics.materialPropertyBlock; |
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if (_format.outline > 0) |
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{ |
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graphics.ToggleKeyword("OUTLINE_ON", true); |
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, _format.outline); |
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block.SetColor(ShaderUtilities.ID_OutlineColor, _format.outlineColor); |
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} |
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else |
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{ |
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graphics.ToggleKeyword("OUTLINE_ON", false); |
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block.SetFloat(ShaderUtilities.ID_OutlineWidth, 0); |
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} |
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if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0) |
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{ |
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graphics.ToggleKeyword("UNDERLAY_ON", true); |
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block.SetColor(ShaderUtilities.ID_UnderlayColor, _format.shadowColor); |
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, _format.shadowOffset.x); |
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, -_format.shadowOffset.y); |
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, _format.underlaySoftness); |
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} |
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else |
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{ |
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graphics.ToggleKeyword("UNDERLAY_ON", false); |
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, 0); |
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block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, 0); |
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block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, 0); |
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} |
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block.SetFloat(ShaderUtilities.ID_FaceDilate, _format.faceDilate); |
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block.SetFloat(ShaderUtilities.ID_OutlineSoftness, _format.outlineSoftness); |
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if (_material.HasProperty(ShaderUtilities.ID_ScaleRatio_A)) |
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{ |
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//ShaderUtilities.GetPadding does not support handle materialproperyblock, we have to use a temp material |
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_material.SetFloat(ShaderUtilities.ID_OutlineWidth, block.GetFloat(ShaderUtilities.ID_OutlineWidth)); |
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_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetX)); |
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_material.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, block.GetFloat(ShaderUtilities.ID_UnderlayOffsetY)); |
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_material.SetFloat(ShaderUtilities.ID_UnderlaySoftness, block.GetFloat(ShaderUtilities.ID_UnderlaySoftness)); |
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_material.SetFloat(ShaderUtilities.ID_FaceDilate, block.GetFloat(ShaderUtilities.ID_FaceDilate)); |
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_material.SetFloat(ShaderUtilities.ID_OutlineSoftness, block.GetFloat(ShaderUtilities.ID_OutlineSoftness)); |
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_padding = ShaderUtilities.GetPadding(_material, false, false); |
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//and then set back the properteis |
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_A, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A)); |
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_B, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_B)); |
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block.SetFloat(ShaderUtilities.ID_ScaleRatio_C, _material.GetFloat(ShaderUtilities.ID_ScaleRatio_C)); |
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} |
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// Set Padding based on selected font style |
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#region Handle Style Padding |
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if (((_style & FontStyles.Bold) == FontStyles.Bold)) // Checks for any combination of Bold Style. |
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{ |
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if (_material.HasProperty(ShaderUtilities.ID_GradientScale)) |
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{ |
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float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale); |
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_stylePadding = _fontAsset.boldStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A); |
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// Clamp overall padding to Gradient Scale size. |
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if (_stylePadding + _padding > gradientScale) |
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_padding = gradientScale - _stylePadding; |
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} |
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else |
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_stylePadding = 0; |
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} |
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else |
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{ |
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if (_material.HasProperty(ShaderUtilities.ID_GradientScale)) |
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{ |
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float gradientScale = _material.GetFloat(ShaderUtilities.ID_GradientScale); |
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_stylePadding = _fontAsset.normalStyle / 4.0f * gradientScale * _material.GetFloat(ShaderUtilities.ID_ScaleRatio_A); |
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// Clamp overall padding to Gradient Scale size. |
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if (_stylePadding + _padding > gradientScale) |
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_padding = gradientScale - _stylePadding; |
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} |
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else |
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_stylePadding = 0; |
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} |
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#endregion Handle Style Padding |
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} |
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override public void SetFormat(TextFormat format, float fontSizeScale) |
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{ |
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_format = format; |
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float size = format.size * fontSizeScale; |
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript || _format.specialStyle == TextFormat.SpecialStyle.Superscript) |
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size *= SupScale; |
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_scale = size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale; |
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_style = FontStyles.Normal; |
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if (format.bold) |
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{ |
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_style |= FontStyles.Bold; |
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_fontWeight = FontWeight.Bold; |
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_boldMultiplier = 1 + _fontAsset.boldSpacing * 0.01f; |
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} |
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else |
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{ |
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_fontWeight = _defaultFontWeight; |
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_boldMultiplier = 1.0f; |
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} |
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if (format.italic) |
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_style |= FontStyles.Italic; |
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format.FillVertexColors(vertexColors); |
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} |
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override public bool GetGlyph(char ch, out float width, out float height, out float baseline) |
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{ |
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_char = GetCharacterFromFontAsset(ch, _style); |
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if (_char != null) |
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{ |
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width = _char.glyph.metrics.horizontalAdvance * _boldMultiplier * _scale; |
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height = _lineHeight * _scale; |
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baseline = _ascent * _scale; |
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript) |
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{ |
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height /= SupScale; |
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baseline /= SupScale; |
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} |
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript) |
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{ |
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height = height / SupScale + baseline * SupOffset; |
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baseline *= (SupOffset + 1 / SupScale); |
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} |
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height = Mathf.RoundToInt(height); |
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baseline = Mathf.RoundToInt(baseline); |
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return true; |
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} |
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else |
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{ |
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width = 0; |
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height = 0; |
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baseline = 0; |
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return false; |
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} |
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} |
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TMP_Character GetCharacterFromFontAsset(uint unicode, FontStyles fontStyle) |
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{ |
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bool isAlternativeTypeface; |
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#pragma warning disable |
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TMP_FontAsset actualAsset; |
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#pragma warning restore |
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return TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, _fontWeight, |
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out isAlternativeTypeface |
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//,out actualAsset //old TMP version need this line |
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); |
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} |
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static Vector3 bottomLeft; |
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static Vector3 topLeft; |
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static Vector3 topRight; |
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static Vector3 bottomRight; |
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static Vector4 uvBottomLeft; |
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static Vector4 uvTopLeft; |
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static Vector4 uvTopRight; |
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static Vector4 uvBottomRight; |
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static Vector4 uv2BottomLeft; |
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static Vector4 uv2TopLeft; |
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static Vector4 uv2TopRight; |
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static Vector4 uv2BottomRight; |
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static Color32[] vertexColors = new Color32[4]; |
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override public int DrawGlyph(float x, float y, |
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List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList) |
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{ |
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GlyphMetrics metrics = _char.glyph.metrics; |
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GlyphRect rect = _char.glyph.glyphRect; |
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if (_format.specialStyle == TextFormat.SpecialStyle.Subscript) |
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y = y - Mathf.RoundToInt(_ascent * _scale * SupOffset); |
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else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript) |
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y = y + Mathf.RoundToInt(_ascent * _scale * (1 / SupScale - 1 + SupOffset)); |
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topLeft.x = x + (metrics.horizontalBearingX - _padding - _stylePadding) * _scale; |
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topLeft.y = y + (metrics.horizontalBearingY + _padding) * _scale; |
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bottomRight.x = topLeft.x + (metrics.width + _padding * 2 + _stylePadding * 2) * _scale; |
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bottomRight.y = topLeft.y - (metrics.height + _padding * 2) * _scale; |
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topRight.x = bottomRight.x; |
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topRight.y = topLeft.y; |
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bottomLeft.x = topLeft.x; |
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bottomLeft.y = bottomRight.y; |
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#region Handle Italic & Shearing |
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if (((_style & FontStyles.Italic) == FontStyles.Italic)) |
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{ |
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// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount. |
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float shear_value = _fontAsset.italicStyle * 0.01f; |
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Vector3 topShear = new Vector3(shear_value * ((metrics.horizontalBearingY + _padding + _stylePadding) * _scale), 0, 0); |
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Vector3 bottomShear = new Vector3(shear_value * (((metrics.horizontalBearingY - metrics.height - _padding - _stylePadding)) * _scale), 0, 0); |
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topLeft += topShear; |
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bottomLeft += bottomShear; |
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topRight += topShear; |
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bottomRight += bottomShear; |
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} |
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#endregion Handle Italics & Shearing |
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vertList.Add(bottomLeft); |
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vertList.Add(topLeft); |
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vertList.Add(topRight); |
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vertList.Add(bottomRight); |
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float u = (rect.x - _padding - _stylePadding) / _fontAsset.atlasWidth; |
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float v = (rect.y - _padding - _stylePadding) / _fontAsset.atlasHeight; |
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float uw = (rect.width + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasWidth; |
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float vw = (rect.height + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasHeight; |
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uvBottomLeft = new Vector2(u, v); |
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uvTopLeft = new Vector2(u, v + vw); |
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uvTopRight = new Vector2(u + uw, v + vw); |
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uvBottomRight = new Vector2(u + uw, v); |
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float xScale = _scale * 0.01f; |
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if (_format.bold) |
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xScale *= -1; |
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uv2BottomLeft = new Vector2(0, xScale); |
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uv2TopLeft = new Vector2(511, xScale); |
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uv2TopRight = new Vector2(2093567, xScale); |
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uv2BottomRight = new Vector2(2093056, xScale); |
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uvList.Add(uvBottomLeft); |
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uvList.Add(uvTopLeft); |
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uvList.Add(uvTopRight); |
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uvList.Add(uvBottomRight); |
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uv2List.Add(uv2BottomLeft); |
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uv2List.Add(uv2TopLeft); |
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uv2List.Add(uv2TopRight); |
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uv2List.Add(uv2BottomRight); |
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colList.Add(vertexColors[0]); |
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colList.Add(vertexColors[1]); |
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colList.Add(vertexColors[2]); |
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colList.Add(vertexColors[3]); |
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return 4; |
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} |
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override public int DrawLine(float x, float y, float width, int fontSize, int type, |
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List<Vector3> vertList, List<Vector2> uvList, List<Vector2> uv2List, List<Color32> colList) |
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{ |
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if (_lineChar == null) |
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return 0; |
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float thickness; |
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float offset; |
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if (type == 0) |
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{ |
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thickness = _fontAsset.faceInfo.underlineThickness; |
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offset = _fontAsset.faceInfo.underlineOffset; |
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} |
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else |
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{ |
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thickness = _fontAsset.faceInfo.strikethroughThickness; |
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offset = _fontAsset.faceInfo.strikethroughOffset; |
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} |
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float scale = (float)fontSize / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale; |
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float segmentWidth = _lineChar.glyph.metrics.width / 2 * scale; |
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if (width < _lineChar.glyph.metrics.width * scale) |
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segmentWidth = width / 2f; |
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// UNDERLINE VERTICES FOR (3) LINE SEGMENTS |
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#region UNDERLINE VERTICES |
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thickness = thickness * scale; |
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if (thickness < 1) |
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thickness = 1; |
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offset = Mathf.RoundToInt(offset * scale); |
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// Front Part of the Underline |
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y += offset; |
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topLeft.x = x; |
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topLeft.y = y + _padding * scale; |
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bottomRight.x = x + segmentWidth; |
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bottomRight.y = y - thickness - _padding * scale; |
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topRight.x = bottomRight.x; |
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topRight.y = topLeft.y; |
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bottomLeft.x = topLeft.x; |
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bottomLeft.y = bottomRight.y; |
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vertList.Add(bottomLeft); |
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vertList.Add(topLeft); |
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vertList.Add(topRight); |
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vertList.Add(bottomRight); |
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// Middle Part of the Underline |
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topLeft = topRight; |
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bottomLeft = bottomRight; |
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topRight.x = x + width - segmentWidth; |
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bottomRight.x = topRight.x; |
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vertList.Add(bottomLeft); |
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vertList.Add(topLeft); |
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vertList.Add(topRight); |
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vertList.Add(bottomRight); |
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// End Part of the Underline |
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topLeft = topRight; |
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bottomLeft = bottomRight; |
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topRight.x = x + width; |
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bottomRight.x = topRight.x; |
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vertList.Add(bottomLeft); |
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vertList.Add(topLeft); |
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vertList.Add(topRight); |
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vertList.Add(bottomRight); |
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#endregion |
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// UNDERLINE UV0 |
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#region HANDLE UV0 |
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// Calculate UV required to setup the 3 Quads for the Underline. |
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Vector2 uv0 = new Vector2((_lineChar.glyph.glyphRect.x - _padding) / _fontAsset.atlasWidth, (_lineChar.glyph.glyphRect.y - _padding) / _fontAsset.atlasHeight); // bottom left |
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Vector2 uv1 = new Vector2(uv0.x, (_lineChar.glyph.glyphRect.y + _lineChar.glyph.glyphRect.height + _padding) / _fontAsset.atlasHeight); // top left |
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Vector2 uv2 = new Vector2((_lineChar.glyph.glyphRect.x - _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Left |
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Vector2 uv3 = new Vector2(uv2.x, uv0.y); // Mid Bottom Left |
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Vector2 uv4 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + (float)_lineChar.glyph.glyphRect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Right |
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Vector2 uv5 = new Vector2(uv4.x, uv0.y); // Mid Bottom right |
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Vector2 uv6 = new Vector2((_lineChar.glyph.glyphRect.x + _padding + _lineChar.glyph.glyphRect.width) / _fontAsset.atlasWidth, uv1.y); // End Part - Bottom Right |
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Vector2 uv7 = new Vector2(uv6.x, uv0.y); // End Part - Top Right |
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uvList.Add(uv0); |
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uvList.Add(uv1); |
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uvList.Add(uv2); |
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uvList.Add(uv3); |
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// Middle Part of the Underline |
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uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv0.y)); |
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uvList.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv1.y)); |
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uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv1.y)); |
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uvList.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv0.y)); |
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// Right Part of the Underline |
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uvList.Add(uv5); |
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uvList.Add(uv4); |
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uvList.Add(uv6); |
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uvList.Add(uv7); |
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#endregion |
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|
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// UNDERLINE UV2 |
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#region HANDLE UV2 - SDF SCALE |
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// UV1 contains Face / Border UV layout. |
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float segUv1 = segmentWidth / width; |
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float segUv2 = 1 - segUv1; |
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//Calculate the xScale or how much the UV's are getting stretched on the X axis for the middle section of the underline. |
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float xScale = scale * 0.01f; |
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uv2List.Add(PackUV(0, 0, xScale)); |
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uv2List.Add(PackUV(0, 1, xScale)); |
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uv2List.Add(PackUV(segUv1, 1, xScale)); |
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uv2List.Add(PackUV(segUv1, 0, xScale)); |
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uv2List.Add(PackUV(segUv1, 0, xScale)); |
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uv2List.Add(PackUV(segUv1, 1, xScale)); |
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uv2List.Add(PackUV(segUv2, 1, xScale)); |
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uv2List.Add(PackUV(segUv2, 0, xScale)); |
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uv2List.Add(PackUV(segUv2, 0, xScale)); |
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uv2List.Add(PackUV(segUv2, 1, xScale)); |
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uv2List.Add(PackUV(1, 1, xScale)); |
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uv2List.Add(PackUV(1, 0, xScale)); |
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#endregion |
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// UNDERLINE VERTEX COLORS |
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#region |
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// Alpha is the lower of the vertex color or tag color alpha used. |
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for (int i = 0; i < 12; i++) |
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colList.Add(vertexColors[0]); |
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#endregion |
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return 12; |
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} |
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Vector2 PackUV(float x, float y, float xScale) |
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{ |
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double x0 = (int)(x * 511); |
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double y0 = (int)(y * 511); |
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return new Vector2((float)((x0 * 4096) + y0), xScale); |
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} |
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override public bool HasCharacter(char ch) |
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{ |
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return _fontAsset.HasCharacter(ch); |
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} |
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override public int GetLineHeight(int size) |
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{ |
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return Mathf.RoundToInt(_lineHeight * ((float)size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale)); |
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} |
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} |
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} |
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#endif |