Initial Commit
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.TextCore;
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using UnityEngine.TextCore.LowLevel;
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using TMPro;
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namespace TMPro
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{
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public static class TMP_FontAsset_CreationMenu
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{
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[MenuItem("Assets/Create/TextMeshPro/Font Asset Variant", false, 105)]
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public static void CreateFontAssetVariant()
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{
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Object target = Selection.activeObject;
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// Make sure the selection is a font file
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if (target == null || target.GetType() != typeof(TMP_FontAsset))
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{
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Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
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return;
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}
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// Make sure TMP Essential Resources have been imported in the user project.
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if (TMP_Settings.instance == null)
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{
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Debug.Log("Unable to create font asset. Please import the TMP Essential Resources.");
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return;
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}
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TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target;
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string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
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string folderPath = Path.GetDirectoryName(sourceFontFilePath);
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string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
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string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Variant.asset");
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// Set Texture and Material reference to the source font asset.
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TMP_FontAsset fontAsset = ScriptableObject.Instantiate<TMP_FontAsset>(sourceFontAsset);
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AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
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fontAsset.atlasPopulationMode = AtlasPopulationMode.Static;
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// Initialize array for the font atlas textures.
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fontAsset.atlasTextures = sourceFontAsset.atlasTextures;
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fontAsset.material = sourceFontAsset.material;
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// Not sure if this is still necessary in newer versions of Unity.
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EditorUtility.SetDirty(fontAsset);
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AssetDatabase.SaveAssets();
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}
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/*
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[MenuItem("Assets/Create/TextMeshPro/Font Asset Fallback", false, 105)]
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public static void CreateFallbackFontAsset()
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{
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Object target = Selection.activeObject;
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// Make sure the selection is a font file
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if (target == null || target.GetType() != typeof(TMP_FontAsset))
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{
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Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
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return;
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}
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TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target;
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string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
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string folderPath = Path.GetDirectoryName(sourceFontFilePath);
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string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
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string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Fallback.asset");
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//// Create new TM Font Asset.
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TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
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AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
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fontAsset.version = "1.1.0";
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fontAsset.faceInfo = sourceFontAsset.faceInfo;
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fontAsset.m_SourceFontFileGUID = sourceFontAsset.m_SourceFontFileGUID;
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fontAsset.m_SourceFontFile_EditorRef = sourceFontAsset.m_SourceFontFile_EditorRef;
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fontAsset.atlasPopulationMode = TMP_FontAsset.AtlasPopulationMode.Dynamic;
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int atlasWidth = fontAsset.atlasWidth = sourceFontAsset.atlasWidth;
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int atlasHeight = fontAsset.atlasHeight = sourceFontAsset.atlasHeight;
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int atlasPadding = fontAsset.atlasPadding = sourceFontAsset.atlasPadding;
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fontAsset.atlasRenderMode = sourceFontAsset.atlasRenderMode;
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// Initialize array for the font atlas textures.
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fontAsset.atlasTextures = new Texture2D[1];
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// Create and add font atlas texture
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Texture2D texture = new Texture2D(atlasWidth, atlasHeight, TextureFormat.Alpha8, false);
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Color32[] colors = new Color32[atlasWidth * atlasHeight];
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texture.SetPixels32(colors);
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texture.name = assetName + " Atlas";
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fontAsset.atlasTextures[0] = texture;
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AssetDatabase.AddObjectToAsset(texture, fontAsset);
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// Add free rectangle of the size of the texture.
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int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1;
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fontAsset.m_FreeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) };
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fontAsset.m_UsedGlyphRects = new List<GlyphRect>();
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// Create new Material and Add it as Sub-Asset
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Material tmp_material = new Material(sourceFontAsset.material);
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tmp_material.name = texture.name + " Material";
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tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
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tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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fontAsset.material = tmp_material;
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AssetDatabase.AddObjectToAsset(tmp_material, fontAsset);
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// Add Font Asset Creation Settings
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// TODO
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// Not sure if this is still necessary in newer versions of Unity.
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EditorUtility.SetDirty(fontAsset);
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AssetDatabase.SaveAssets();
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}
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*/
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//[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", true)]
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//public static bool CreateFontAssetMenuValidation()
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//{
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// return false;
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//}
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[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", false, 100)]
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public static void CreateFontAsset()
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{
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Object[] targets = Selection.objects;
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if (targets == null)
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{
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Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
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return;
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}
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for (int i = 0; i < targets.Length; i++)
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{
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Object target = targets[i];
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// Make sure the selection is a font file
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if (target == null || target.GetType() != typeof(Font))
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{
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Debug.LogWarning("Selected Object [" + target.name + "] is not a Font file. A Font file must be selected in order to create a Font Asset.", target);
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continue;
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}
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CreateFontAssetFromSelectedObject(target);
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}
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}
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static void CreateFontAssetFromSelectedObject(Object target)
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{
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Font sourceFont = (Font)target;
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string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
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string folderPath = Path.GetDirectoryName(sourceFontFilePath);
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string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
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string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " SDF.asset");
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// Initialize FontEngine
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FontEngine.InitializeFontEngine();
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// Load Font Face
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if (FontEngine.LoadFontFace(sourceFont, 90) != FontEngineError.Success)
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{
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Debug.LogWarning("Unable to load font face for [" + sourceFont.name + "]. Make sure \"Include Font Data\" is enabled in the Font Import Settings.", sourceFont);
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return;
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}
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// Create new Font Asset
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TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
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AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
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fontAsset.version = "1.1.0";
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fontAsset.faceInfo = FontEngine.GetFaceInfo();
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// Set font reference and GUID
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fontAsset.m_SourceFontFileGUID = AssetDatabase.AssetPathToGUID(sourceFontFilePath);
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fontAsset.m_SourceFontFile_EditorRef = sourceFont;
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fontAsset.atlasPopulationMode = AtlasPopulationMode.Dynamic;
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// Default atlas resolution is 1024 x 1024.
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int atlasWidth = fontAsset.atlasWidth = 1024;
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int atlasHeight = fontAsset.atlasHeight = 1024;
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int atlasPadding = fontAsset.atlasPadding = 9;
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fontAsset.atlasRenderMode = GlyphRenderMode.SDFAA;
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// Initialize array for the font atlas textures.
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fontAsset.atlasTextures = new Texture2D[1];
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// Create atlas texture of size zero.
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Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false);
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texture.name = assetName + " Atlas";
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fontAsset.atlasTextures[0] = texture;
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AssetDatabase.AddObjectToAsset(texture, fontAsset);
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// Add free rectangle of the size of the texture.
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int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1;
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fontAsset.freeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) };
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fontAsset.usedGlyphRects = new List<GlyphRect>();
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// Create new Material and Add it as Sub-Asset
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Shader default_Shader = Shader.Find("TextMeshPro/Distance Field");
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Material tmp_material = new Material(default_Shader);
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tmp_material.name = texture.name + " Material";
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tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
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tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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fontAsset.material = tmp_material;
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AssetDatabase.AddObjectToAsset(tmp_material, fontAsset);
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// Add Font Asset Creation Settings
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fontAsset.creationSettings = new FontAssetCreationSettings(fontAsset.m_SourceFontFileGUID, fontAsset.faceInfo.pointSize, 0, atlasPadding, 0, 1024, 1024, 7, string.Empty, (int)GlyphRenderMode.SDFAA);
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// Not sure if this is still necessary in newer versions of Unity.
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EditorUtility.SetDirty(fontAsset);
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AssetDatabase.SaveAssets();
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}
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}
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}
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