Singularity/Library/PackageCache/com.unity.textmeshpro@3.0.8/Scripts/Editor/TMP_EditorUtility.cs

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C#
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2024-05-06 14:45:45 -04:00
using UnityEngine;
using UnityEditor;
using System.Text;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace TMPro.EditorUtilities
{
public static class TMP_EditorUtility
{
/// <summary>
/// Returns the relative path of the package.
/// </summary>
public static string packageRelativePath
{
get
{
if (string.IsNullOrEmpty(m_PackagePath))
m_PackagePath = GetPackageRelativePath();
return m_PackagePath;
}
}
[SerializeField]
private static string m_PackagePath;
/// <summary>
/// Returns the fully qualified path of the package.
/// </summary>
public static string packageFullPath
{
get
{
if (string.IsNullOrEmpty(m_PackageFullPath))
m_PackageFullPath = GetPackageFullPath();
return m_PackageFullPath;
}
}
[SerializeField]
private static string m_PackageFullPath;
// Static Fields Related to locating the TextMesh Pro Asset
private static string folderPath = "Not Found";
private static EditorWindow Gameview;
private static bool isInitialized = false;
private static void GetGameview()
{
System.Reflection.Assembly assembly = typeof(UnityEditor.EditorWindow).Assembly;
System.Type type = assembly.GetType("UnityEditor.GameView");
Gameview = EditorWindow.GetWindow(type);
}
public static void RepaintAll()
{
if (isInitialized == false)
{
GetGameview();
isInitialized = true;
}
SceneView.RepaintAll();
Gameview.Repaint();
}
/// <summary>
/// Create and return a new asset in a smart location based on the current selection and then select it.
/// </summary>
/// <param name="name">
/// Name of the new asset. Do not include the .asset extension.
/// </param>
/// <returns>
/// The new asset.
/// </returns>
public static T CreateAsset<T>(string name) where T : ScriptableObject
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (path.Length == 0)
{
// no asset selected, place in asset root
path = "Assets/" + name + ".asset";
}
else if (Directory.Exists(path))
{
// place in currently selected directory
path += "/" + name + ".asset";
}
else {
// place in current selection's containing directory
path = Path.GetDirectoryName(path) + "/" + name + ".asset";
}
T asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, AssetDatabase.GenerateUniqueAssetPath(path));
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
return asset;
}
// Function used to find all materials which reference a font atlas so we can update all their references.
public static Material[] FindMaterialReferences(TMP_FontAsset fontAsset)
{
List<Material> refs = new List<Material>();
Material mat = fontAsset.material;
refs.Add(mat);
// Get materials matching the search pattern.
string searchPattern = "t:Material" + " " + fontAsset.name.Split(new char[] { ' ' })[0];
string[] materialAssetGUIDs = AssetDatabase.FindAssets(searchPattern);
for (int i = 0; i < materialAssetGUIDs.Length; i++)
{
string materialPath = AssetDatabase.GUIDToAssetPath(materialAssetGUIDs[i]);
Material targetMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (targetMaterial.HasProperty(ShaderUtilities.ID_MainTex) && targetMaterial.GetTexture(ShaderUtilities.ID_MainTex) != null && mat.GetTexture(ShaderUtilities.ID_MainTex) != null && targetMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID() == mat.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
{
if (!refs.Contains(targetMaterial))
refs.Add(targetMaterial);
}
else
{
// TODO: Find a more efficient method to unload resources.
//Resources.UnloadAsset(targetMaterial.GetTexture(ShaderUtilities.ID_MainTex));
}
}
return refs.ToArray();
}
// Function used to find the Font Asset which matches the given Material Preset and Font Atlas Texture.
public static TMP_FontAsset FindMatchingFontAsset(Material mat)
{
if (mat.GetTexture(ShaderUtilities.ID_MainTex) == null) return null;
// Find the dependent assets of this material.
string[] dependentAssets = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(mat), false);
for (int i = 0; i < dependentAssets.Length; i++)
{
TMP_FontAsset fontAsset = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(dependentAssets[i]);
if (fontAsset != null)
return fontAsset;
}
return null;
}
private static string GetPackageRelativePath()
{
// Check for potential UPM package
string packagePath = Path.GetFullPath("Packages/com.unity.textmeshpro");
if (Directory.Exists(packagePath))
{
return "Packages/com.unity.textmeshpro";
}
packagePath = Path.GetFullPath("Assets/..");
if (Directory.Exists(packagePath))
{
// Search default location for development package
if (Directory.Exists(packagePath + "/Assets/Packages/com.unity.TextMeshPro/Editor Resources"))
{
return "Assets/Packages/com.unity.TextMeshPro";
}
// Search for default location of normal TextMesh Pro AssetStore package
if (Directory.Exists(packagePath + "/Assets/TextMesh Pro/Editor Resources"))
{
return "Assets/TextMesh Pro";
}
// Search for potential alternative locations in the user project
string[] matchingPaths = Directory.GetDirectories(packagePath, "TextMesh Pro", SearchOption.AllDirectories);
packagePath = ValidateLocation(matchingPaths, packagePath);
if (packagePath != null) return packagePath;
}
return null;
}
private static string GetPackageFullPath()
{
// Check for potential UPM package
string packagePath = Path.GetFullPath("Packages/com.unity.textmeshpro");
if (Directory.Exists(packagePath))
{
return packagePath;
}
packagePath = Path.GetFullPath("Assets/..");
if (Directory.Exists(packagePath))
{
// Search default location for development package
if (Directory.Exists(packagePath + "/Assets/Packages/com.unity.TextMeshPro/Editor Resources"))
{
return packagePath + "/Assets/Packages/com.unity.TextMeshPro";
}
// Search for default location of normal TextMesh Pro AssetStore package
if (Directory.Exists(packagePath + "/Assets/TextMesh Pro/Editor Resources"))
{
return packagePath + "/Assets/TextMesh Pro";
}
// Search for potential alternative locations in the user project
string[] matchingPaths = Directory.GetDirectories(packagePath, "TextMesh Pro", SearchOption.AllDirectories);
string path = ValidateLocation(matchingPaths, packagePath);
if (path != null) return packagePath + path;
}
return null;
}
/// <summary>
/// Method to validate the location of the asset folder by making sure the GUISkins folder exists.
/// </summary>
/// <param name="paths"></param>
/// <returns></returns>
private static string ValidateLocation(string[] paths, string projectPath)
{
for (int i = 0; i < paths.Length; i++)
{
// Check if any of the matching directories contain a GUISkins directory.
if (Directory.Exists(paths[i] + "/Editor Resources"))
{
folderPath = paths[i].Replace(projectPath, "");
folderPath = folderPath.TrimStart('\\', '/');
return folderPath;
}
}
return null;
}
/// <summary>
/// Function which returns a string containing a sequence of Decimal character ranges.
/// </summary>
/// <param name="characterSet"></param>
/// <returns></returns>
public static string GetDecimalCharacterSequence(int[] characterSet)
{
if (characterSet == null || characterSet.Length == 0)
return string.Empty;
string characterSequence = string.Empty;
int count = characterSet.Length;
int first = characterSet[0];
int last = first;
for (int i = 1; i < count; i++)
{
if (characterSet[i - 1] + 1 == characterSet[i])
{
last = characterSet[i];
}
else
{
if (first == last)
characterSequence += first + ",";
else
characterSequence += first + "-" + last + ",";
first = last = characterSet[i];
}
}
// handle the final group
if (first == last)
characterSequence += first;
else
characterSequence += first + "-" + last;
return characterSequence;
}
/// <summary>
/// Function which returns a string containing a sequence of Unicode (Hex) character ranges.
/// </summary>
/// <param name="characterSet"></param>
/// <returns></returns>
public static string GetUnicodeCharacterSequence(int[] characterSet)
{
if (characterSet == null || characterSet.Length == 0)
return string.Empty;
string characterSequence = string.Empty;
int count = characterSet.Length;
int first = characterSet[0];
int last = first;
for (int i = 1; i < count; i++)
{
if (characterSet[i - 1] + 1 == characterSet[i])
{
last = characterSet[i];
}
else
{
if (first == last)
characterSequence += first.ToString("X2") + ",";
else
characterSequence += first.ToString("X2") + "-" + last.ToString("X2") + ",";
first = last = characterSet[i];
}
}
// handle the final group
if (first == last)
characterSequence += first.ToString("X2");
else
characterSequence += first.ToString("X2") + "-" + last.ToString("X2");
return characterSequence;
}
/// <summary>
///
/// </summary>
/// <param name="rect"></param>
/// <param name="thickness"></param>
/// <param name="color"></param>
public static void DrawBox(Rect rect, float thickness, Color color)
{
EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + thickness, rect.width + thickness * 2, thickness), color);
EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + thickness, thickness, rect.height - thickness * 2), color);
EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + rect.height - thickness * 2, rect.width + thickness * 2, thickness), color);
EditorGUI.DrawRect(new Rect(rect.x + rect.width, rect.y + thickness, thickness, rect.height - thickness * 2), color);
}
/// <summary>
/// Function to return the horizontal alignment grid value.
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public static int GetHorizontalAlignmentGridValue(int value)
{
if ((value & 0x1) == 0x1)
return 0;
else if ((value & 0x2) == 0x2)
return 1;
else if ((value & 0x4) == 0x4)
return 2;
else if ((value & 0x8) == 0x8)
return 3;
else if ((value & 0x10) == 0x10)
return 4;
else if ((value & 0x20) == 0x20)
return 5;
return 0;
}
/// <summary>
/// Function to return the vertical alignment grid value.
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public static int GetVerticalAlignmentGridValue(int value)
{
if ((value & 0x100) == 0x100)
return 0;
if ((value & 0x200) == 0x200)
return 1;
if ((value & 0x400) == 0x400)
return 2;
if ((value & 0x800) == 0x800)
return 3;
if ((value & 0x1000) == 0x1000)
return 4;
if ((value & 0x2000) == 0x2000)
return 5;
return 0;
}
public static void DrawColorProperty(Rect rect, SerializedProperty property)
{
int oldIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
if (EditorGUIUtility.wideMode)
{
EditorGUI.PropertyField(new Rect(rect.x, rect.y, 50f, rect.height), property, GUIContent.none);
rect.x += 50f;
rect.width = Mathf.Min(100f, rect.width - 55f);
}
else
{
rect.height /= 2f;
rect.width = Mathf.Min(100f, rect.width - 5f);
EditorGUI.PropertyField(rect, property, GUIContent.none);
rect.y += rect.height;
}
EditorGUI.BeginChangeCheck();
string colorString = EditorGUI.TextField(rect, string.Format("#{0}", ColorUtility.ToHtmlStringRGBA(property.colorValue)));
if (EditorGUI.EndChangeCheck())
{
Color color;
if (ColorUtility.TryParseHtmlString(colorString, out color))
{
property.colorValue = color;
}
}
EditorGUI.indentLevel = oldIndent;
}
public static bool EditorToggle(Rect position, bool value, GUIContent content, GUIStyle style)
{
var id = GUIUtility.GetControlID(content, FocusType.Keyboard, position);
var evt = Event.current;
// Toggle selected toggle on space or return key
if (GUIUtility.keyboardControl == id && evt.type == EventType.KeyDown && (evt.keyCode == KeyCode.Space || evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter))
{
value = !value;
evt.Use();
GUI.changed = true;
}
if (evt.type == EventType.MouseDown && position.Contains(Event.current.mousePosition))
{
GUIUtility.keyboardControl = id;
EditorGUIUtility.editingTextField = false;
HandleUtility.Repaint();
}
return GUI.Toggle(position, id, value, content, style);
}
}
}