#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