b486678290
Library -Artifacts
236 lines
11 KiB
C#
236 lines
11 KiB
C#
using UnityEngine;
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using UnityEngine.TextCore;
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using UnityEngine.TextCore.LowLevel;
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using UnityEditor;
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using System.Collections;
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namespace TMPro.EditorUtilities
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{
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[CustomPropertyDrawer(typeof(TMP_Character))]
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public class TMP_CharacterPropertyDrawer : PropertyDrawer
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{
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private string k_ColorProperty = "_Color";
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int m_GlyphSelectedForEditing = -1;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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SerializedProperty prop_Unicode = property.FindPropertyRelative("m_Unicode");
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SerializedProperty prop_GlyphIndex = property.FindPropertyRelative("m_GlyphIndex");
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SerializedProperty prop_Scale = property.FindPropertyRelative("m_Scale");
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GUIStyle style = new GUIStyle(EditorStyles.label);
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style.richText = true;
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EditorGUIUtility.labelWidth = 40f;
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EditorGUIUtility.fieldWidth = 50;
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Rect rect = new Rect(position.x + 50, position.y, position.width, 49);
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// Display non-editable fields
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if (GUI.enabled == false)
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{
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int unicode = prop_Unicode.intValue;
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EditorGUI.LabelField(new Rect(rect.x, rect.y, 120f, 18), new GUIContent("Unicode: <color=#FFFF80>0x" + unicode.ToString("X") + "</color>"), style);
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EditorGUI.LabelField(new Rect(rect.x + 115, rect.y, 120f, 18), unicode <= 0xFFFF ? new GUIContent("UTF16: <color=#FFFF80>\\u" + unicode.ToString("X4") + "</color>") : new GUIContent("UTF32: <color=#FFFF80>\\U" + unicode.ToString("X8") + "</color>"), style);
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EditorGUI.LabelField(new Rect(rect.x, rect.y + 18, 120, 18), new GUIContent("Glyph ID: <color=#FFFF80>" + prop_GlyphIndex.intValue + "</color>"), style);
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EditorGUI.LabelField(new Rect(rect.x, rect.y + 36, 80, 18), new GUIContent("Scale: <color=#FFFF80>" + prop_Scale.floatValue + "</color>"), style);
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// Draw Glyph (if exists)
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DrawGlyph(position, property);
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}
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else // Display editable fields
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{
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EditorGUIUtility.labelWidth = 55f;
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GUI.SetNextControlName("Unicode Input");
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EditorGUI.BeginChangeCheck();
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string unicode = EditorGUI.TextField(new Rect(rect.x, rect.y, 120, 18), "Unicode:", prop_Unicode.intValue.ToString("X"));
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if (GUI.GetNameOfFocusedControl() == "Unicode Input")
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{
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//Filter out unwanted characters.
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char chr = Event.current.character;
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if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
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{
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Event.current.character = '\0';
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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// Update Unicode value
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prop_Unicode.intValue = TMP_TextUtilities.StringHexToInt(unicode);
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}
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// Cache current glyph index in case it needs to be restored if the new glyph index is invalid.
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int currentGlyphIndex = prop_GlyphIndex.intValue;
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EditorGUIUtility.labelWidth = 59f;
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EditorGUI.BeginChangeCheck();
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EditorGUI.DelayedIntField(new Rect(rect.x, rect.y + 18, 100, 18), prop_GlyphIndex, new GUIContent("Glyph ID:"));
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if (EditorGUI.EndChangeCheck())
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{
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// Get a reference to the font asset
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TMP_FontAsset fontAsset = property.serializedObject.targetObject as TMP_FontAsset;
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// Make sure new glyph index is valid.
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int elementIndex = fontAsset.glyphTable.FindIndex(item => item.index == prop_GlyphIndex.intValue);
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if (elementIndex == -1)
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prop_GlyphIndex.intValue = currentGlyphIndex;
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else
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fontAsset.IsFontAssetLookupTablesDirty = true;
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}
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int glyphIndex = prop_GlyphIndex.intValue;
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// Reset glyph selection if new character has been selected.
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if (GUI.enabled && m_GlyphSelectedForEditing != glyphIndex)
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m_GlyphSelectedForEditing = -1;
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// Display button to edit the glyph data.
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if (GUI.Button(new Rect(rect.x + 120, rect.y + 18, 75, 18), new GUIContent("Edit Glyph")))
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{
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if (m_GlyphSelectedForEditing == -1)
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m_GlyphSelectedForEditing = glyphIndex;
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else
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m_GlyphSelectedForEditing = -1;
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// Button clicks should not result in potential change.
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GUI.changed = false;
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}
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// Show the glyph property drawer if selected
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if (glyphIndex == m_GlyphSelectedForEditing && GUI.enabled)
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{
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// Get a reference to the font asset
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TMP_FontAsset fontAsset = property.serializedObject.targetObject as TMP_FontAsset;
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if (fontAsset != null)
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{
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// Get the index of the glyph in the font asset glyph table.
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int elementIndex = fontAsset.glyphTable.FindIndex(item => item.index == glyphIndex);
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if (elementIndex != -1)
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{
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SerializedProperty prop_GlyphTable = property.serializedObject.FindProperty("m_GlyphTable");
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SerializedProperty prop_Glyph = prop_GlyphTable.GetArrayElementAtIndex(elementIndex);
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SerializedProperty prop_GlyphMetrics = prop_Glyph.FindPropertyRelative("m_Metrics");
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SerializedProperty prop_GlyphRect = prop_Glyph.FindPropertyRelative("m_GlyphRect");
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Rect newRect = EditorGUILayout.GetControlRect(false, 115);
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EditorGUI.DrawRect(new Rect(newRect.x + 52, newRect.y - 20, newRect.width - 52, newRect.height - 5), new Color(0.1f, 0.1f, 0.1f, 0.45f));
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EditorGUI.DrawRect(new Rect(newRect.x + 53, newRect.y - 19, newRect.width - 54, newRect.height - 7), new Color(0.3f, 0.3f, 0.3f, 0.8f));
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// Display GlyphRect
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newRect.x += 55;
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newRect.y -= 18;
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newRect.width += 5;
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EditorGUI.PropertyField(newRect, prop_GlyphRect);
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// Display GlyphMetrics
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newRect.y += 45;
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EditorGUI.PropertyField(newRect, prop_GlyphMetrics);
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rect.y += 120;
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}
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}
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}
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EditorGUIUtility.labelWidth = 39f;
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EditorGUI.PropertyField(new Rect(rect.x, rect.y + 36, 80, 18), prop_Scale, new GUIContent("Scale:"));
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// Draw Glyph (if exists)
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DrawGlyph(position, property);
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}
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return 58;
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}
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void DrawGlyph(Rect position, SerializedProperty property)
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{
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// Get a reference to the atlas texture
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TMP_FontAsset fontAsset = property.serializedObject.targetObject as TMP_FontAsset;
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if (fontAsset == null)
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return;
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// Get a reference to the Glyph Table
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SerializedProperty prop_GlyphTable = property.serializedObject.FindProperty("m_GlyphTable");
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int glyphIndex = property.FindPropertyRelative("m_GlyphIndex").intValue;
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int elementIndex = fontAsset.glyphTable.FindIndex(item => item.index == glyphIndex);
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// Return if we can't find the glyph
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if (elementIndex == -1)
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return;
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SerializedProperty prop_Glyph = prop_GlyphTable.GetArrayElementAtIndex(elementIndex);
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// Get reference to atlas texture.
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int atlasIndex = prop_Glyph.FindPropertyRelative("m_AtlasIndex").intValue;
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Texture2D atlasTexture = fontAsset.atlasTextures.Length > atlasIndex ? fontAsset.atlasTextures[atlasIndex] : null;
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if (atlasTexture == null)
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return;
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Material mat;
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if (((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP)
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{
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mat = TMP_FontAssetEditor.internalBitmapMaterial;
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if (mat == null)
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return;
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mat.mainTexture = atlasTexture;
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mat.SetColor(k_ColorProperty, Color.white);
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}
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else
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{
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mat = TMP_FontAssetEditor.internalSDFMaterial;
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if (mat == null)
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return;
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mat.mainTexture = atlasTexture;
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mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
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}
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// Draw glyph
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Rect glyphDrawPosition = new Rect(position.x, position.y, 48, 58);
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SerializedProperty glyphRectProperty = prop_Glyph.FindPropertyRelative("m_GlyphRect");
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int padding = fontAsset.atlasPadding;
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int glyphOriginX = glyphRectProperty.FindPropertyRelative("m_X").intValue - padding;
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int glyphOriginY = glyphRectProperty.FindPropertyRelative("m_Y").intValue - padding;
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int glyphWidth = glyphRectProperty.FindPropertyRelative("m_Width").intValue + padding * 2;
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int glyphHeight = glyphRectProperty.FindPropertyRelative("m_Height").intValue + padding * 2;
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float normalizedHeight = fontAsset.faceInfo.ascentLine - fontAsset.faceInfo.descentLine;
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float scale = glyphDrawPosition.width / normalizedHeight;
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// Compute the normalized texture coordinates
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Rect texCoords = new Rect((float)glyphOriginX / atlasTexture.width, (float)glyphOriginY / atlasTexture.height, (float)glyphWidth / atlasTexture.width, (float)glyphHeight / atlasTexture.height);
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if (Event.current.type == EventType.Repaint)
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{
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glyphDrawPosition.x += (glyphDrawPosition.width - glyphWidth * scale) / 2;
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glyphDrawPosition.y += (glyphDrawPosition.height - glyphHeight * scale) / 2;
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glyphDrawPosition.width = glyphWidth * scale;
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glyphDrawPosition.height = glyphHeight * scale;
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// Could switch to using the default material of the font asset which would require passing scale to the shader.
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Graphics.DrawTexture(glyphDrawPosition, atlasTexture, texCoords, 0, 0, 0, 0, new Color(1f, 1f, 1f), mat);
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}
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}
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}
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}
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