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