Files
lllyasviel 72f9f431f4 first
2017-05-14 16:15:52 +08:00

665 lines
18 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
// Dynamic font support contributed by the NGUI community members:
// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK.
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// Inspector class used to view and edit UIFonts.
/// </summary>
[CustomEditor(typeof(UIFont))]
public class UIFontInspector : Editor
{
enum View
{
Nothing,
Atlas,
Font,
}
enum FontType
{
Bitmap,
Reference,
Dynamic,
}
static View mView = View.Font;
static bool mUseShader = false;
UIFont mFont;
FontType mType = FontType.Bitmap;
UIFont mReplacement = null;
string mSymbolSequence = "";
string mSymbolSprite = "";
BMSymbol mSelectedSymbol = null;
AnimationCurve mCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f));
public override bool HasPreviewGUI () { return mView != View.Nothing; }
void OnSelectFont (Object obj)
{
// Undo doesn't work correctly in this case... so I won't bother.
//NGUIEditorTools.RegisterUndo("Font Change");
//NGUIEditorTools.RegisterUndo("Font Change", mFont);
mFont.replacement = obj as UIFont;
mReplacement = mFont.replacement;
NGUITools.SetDirty(mFont);
}
void OnSelectAtlas (Object obj)
{
if (mFont != null && mFont.atlas != obj)
{
NGUIEditorTools.RegisterUndo("Font Atlas", mFont);
mFont.atlas = obj as UIAtlas;
MarkAsChanged();
}
}
void MarkAsChanged ()
{
List<UILabel> labels = NGUIEditorTools.FindAll<UILabel>();
foreach (UILabel lbl in labels)
{
if (UIFont.CheckIfRelated(lbl.bitmapFont, mFont))
{
lbl.bitmapFont = null;
lbl.bitmapFont = mFont;
}
}
}
public override void OnInspectorGUI ()
{
mFont = target as UIFont;
NGUIEditorTools.SetLabelWidth(80f);
GUILayout.Space(6f);
if (mFont.replacement != null)
{
mType = FontType.Reference;
mReplacement = mFont.replacement;
}
else if (mFont.dynamicFont != null)
{
mType = FontType.Dynamic;
}
GUI.changed = false;
GUILayout.BeginHorizontal();
mType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType);
NGUIEditorTools.DrawPadding();
GUILayout.EndHorizontal();
if (GUI.changed)
{
if (mType == FontType.Bitmap)
OnSelectFont(null);
if (mType != FontType.Dynamic && mFont.dynamicFont != null)
mFont.dynamicFont = null;
}
if (mType == FontType.Reference)
{
ComponentSelector.Draw<UIFont>(mFont.replacement, OnSelectFont, true);
GUILayout.Space(6f);
EditorGUILayout.HelpBox("You can have one font simply point to " +
"another one. This is useful if you want to be " +
"able to quickly replace the contents of one " +
"font with another one, for example for " +
"swapping an SD font with an HD one, or " +
"replacing an English font with a Chinese " +
"one. All the labels referencing this font " +
"will update their references to the new one.", MessageType.Info);
if (mReplacement != mFont && mFont.replacement != mReplacement)
{
NGUIEditorTools.RegisterUndo("Font Change", mFont);
mFont.replacement = mReplacement;
NGUITools.SetDirty(mFont);
}
return;
}
else if (mType == FontType.Dynamic)
{
#if UNITY_3_5
EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error);
#else
Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont, typeof(Font), false) as Font;
if (fnt != mFont.dynamicFont)
{
NGUIEditorTools.RegisterUndo("Font change", mFont);
mFont.dynamicFont = fnt;
}
Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;
if (mFont.material != mat)
{
NGUIEditorTools.RegisterUndo("Font Material", mFont);
mFont.material = mat;
}
GUILayout.BeginHorizontal();
int size = EditorGUILayout.IntField("Default Size", mFont.defaultSize, GUILayout.Width(120f));
FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle);
NGUIEditorTools.DrawPadding();
GUILayout.EndHorizontal();
if (size != mFont.defaultSize)
{
NGUIEditorTools.RegisterUndo("Font change", mFont);
mFont.defaultSize = size;
}
if (style != mFont.dynamicFontStyle)
{
NGUIEditorTools.RegisterUndo("Font change", mFont);
mFont.dynamicFontStyle = style;
}
#endif
}
else
{
ComponentSelector.Draw<UIAtlas>(mFont.atlas, OnSelectAtlas, true);
if (mFont.atlas != null)
{
if (mFont.bmFont.isValid)
{
NGUIEditorTools.DrawAdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false);
}
EditorGUILayout.Space();
}
else
{
// No atlas specified -- set the material and texture rectangle directly
Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;
if (mFont.material != mat)
{
NGUIEditorTools.RegisterUndo("Font Material", mFont);
mFont.material = mat;
}
}
// For updating the font's data when importing from an external source, such as the texture packer
bool resetWidthHeight = false;
if (mFont.atlas != null || mFont.material != null)
{
TextAsset data = EditorGUILayout.ObjectField("Import Data", null, typeof(TextAsset), false) as TextAsset;
if (data != null)
{
NGUIEditorTools.RegisterUndo("Import Font Data", mFont);
BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes);
mFont.MarkAsChanged();
resetWidthHeight = true;
Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters");
}
}
if (mFont.bmFont.isValid)
{
Texture2D tex = mFont.texture;
if (tex != null && mFont.atlas == null)
{
// Pixels are easier to work with than UVs
Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false);
// Automatically set the width and height of the rectangle to be the original font texture's dimensions
if (resetWidthHeight)
{
pixels.width = mFont.texWidth;
pixels.height = mFont.texHeight;
}
// Font sprite rectangle
pixels = EditorGUILayout.RectField("Pixel Rect", pixels);
// Convert the pixel coordinates back to UV coordinates
Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height);
if (mFont.uvRect != uvRect)
{
NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont);
mFont.uvRect = uvRect;
}
//NGUIEditorTools.DrawSeparator();
EditorGUILayout.Space();
}
}
}
// Dynamic fonts don't support emoticons
if (!mFont.isDynamic && mFont.bmFont.isValid)
{
if (mFont.atlas != null)
{
if (NGUIEditorTools.DrawHeader("Symbols and Emoticons"))
{
NGUIEditorTools.BeginContents();
List<BMSymbol> symbols = mFont.symbols;
for (int i = 0; i < symbols.Count; )
{
BMSymbol sym = symbols[i];
GUILayout.BeginHorizontal();
GUILayout.Label(sym.sequence, GUILayout.Width(40f));
if (NGUIEditorTools.DrawSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite, GUILayout.MinWidth(100f)))
mSelectedSymbol = sym;
if (GUILayout.Button("Edit", GUILayout.Width(40f)))
{
if (mFont.atlas != null)
{
NGUISettings.atlas = mFont.atlas;
NGUISettings.selectedSprite = sym.spriteName;
NGUIEditorTools.Select(mFont.atlas.gameObject);
}
}
GUI.backgroundColor = Color.red;
if (GUILayout.Button("X", GUILayout.Width(22f)))
{
NGUIEditorTools.RegisterUndo("Remove symbol", mFont);
mSymbolSequence = sym.sequence;
mSymbolSprite = sym.spriteName;
symbols.Remove(sym);
mFont.MarkAsChanged();
}
GUI.backgroundColor = Color.white;
GUILayout.EndHorizontal();
GUILayout.Space(4f);
++i;
}
if (symbols.Count > 0)
{
GUILayout.Space(6f);
}
GUILayout.BeginHorizontal();
mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f));
NGUIEditorTools.DrawSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite);
bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite);
GUI.backgroundColor = isValid ? Color.green : Color.grey;
if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid)
{
NGUIEditorTools.RegisterUndo("Add symbol", mFont);
mFont.AddSymbol(mSymbolSequence, mSymbolSprite);
mFont.MarkAsChanged();
mSymbolSequence = "";
mSymbolSprite = "";
}
GUI.backgroundColor = Color.white;
GUILayout.EndHorizontal();
if (symbols.Count == 0)
{
EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info);
}
else GUILayout.Space(4f);
NGUIEditorTools.EndContents();
}
}
}
if (mFont.bmFont != null && mFont.bmFont.isValid)
{
if (NGUIEditorTools.DrawHeader("Modify"))
{
NGUIEditorTools.BeginContents();
UISpriteData sd = mFont.sprite;
bool disable = (sd != null && (sd.paddingLeft != 0 || sd.paddingBottom != 0));
EditorGUI.BeginDisabledGroup(disable || mFont.packedFontShader);
EditorGUILayout.BeginHorizontal();
GUILayout.Space(20f);
EditorGUILayout.BeginVertical();
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
NGUISettings.foregroundColor = EditorGUILayout.ColorField("Foreground", NGUISettings.foregroundColor);
NGUISettings.backgroundColor = EditorGUILayout.ColorField("Background", NGUISettings.backgroundColor);
GUILayout.EndVertical();
mCurve = EditorGUILayout.CurveField("", mCurve, GUILayout.Width(40f), GUILayout.Height(40f));
GUILayout.EndHorizontal();
if (GUILayout.Button("Add a Shadow")) ApplyEffect(Effect.Shadow, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Add a Soft Outline")) ApplyEffect(Effect.Outline, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Rebalance Colors")) ApplyEffect(Effect.Rebalance, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Apply Curve to Alpha")) ApplyEffect(Effect.AlphaCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Apply Curve to Foreground")) ApplyEffect(Effect.ForegroundCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Apply Curve to Background")) ApplyEffect(Effect.BackgroundCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
GUILayout.Space(10f);
if (GUILayout.Button("Add Transparent Border (+1)")) ApplyEffect(Effect.Border, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
if (GUILayout.Button("Remove Border (-1)")) ApplyEffect(Effect.Crop, NGUISettings.foregroundColor, NGUISettings.backgroundColor);
EditorGUILayout.EndVertical();
GUILayout.Space(20f);
EditorGUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup();
if (disable)
{
GUILayout.Space(3f);
EditorGUILayout.HelpBox("The sprite used by this font has been trimmed and is not suitable for modification. " +
"Try re-adding this sprite with 'Trim Alpha' disabled.", MessageType.Warning);
}
NGUIEditorTools.EndContents();
}
}
// The font must be valid at this point for the rest of the options to show up
if (mFont.isDynamic || mFont.bmFont.isValid)
{
if (mFont.atlas == null)
{
mView = View.Font;
mUseShader = false;
}
}
// Preview option
if (!mFont.isDynamic && mFont.atlas != null)
{
GUILayout.BeginHorizontal();
{
mView = (View)EditorGUILayout.EnumPopup("Preview", mView);
GUILayout.Label("Shader", GUILayout.Width(45f));
mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f));
}
GUILayout.EndHorizontal();
}
}
/// <summary>
/// "New Sprite" selection.
/// </summary>
void SelectSymbolSprite (string spriteName)
{
mSymbolSprite = spriteName;
Repaint();
}
/// <summary>
/// Existing sprite selection.
/// </summary>
void ChangeSymbolSprite (string spriteName)
{
if (mSelectedSymbol != null && mFont != null)
{
NGUIEditorTools.RegisterUndo("Change symbol", mFont);
mSelectedSymbol.spriteName = spriteName;
Repaint();
mFont.MarkAsChanged();
}
}
/// <summary>
/// Draw the font preview window.
/// </summary>
public override void OnPreviewGUI (Rect rect, GUIStyle background)
{
mFont = target as UIFont;
if (mFont == null) return;
Texture2D tex = mFont.texture;
if (mView != View.Nothing && tex != null)
{
Material m = (mUseShader ? mFont.material : null);
if (mView == View.Font && mFont.atlas != null && mFont.sprite != null)
{
NGUIEditorTools.DrawSprite(tex, rect, mFont.sprite, Color.white, m);
}
else
{
NGUIEditorTools.DrawTexture(tex, rect, new Rect(0f, 0f, 1f, 1f), Color.white, m);
}
}
}
/// <summary>
/// Sprite selection callback.
/// </summary>
void SelectSprite (string spriteName)
{
NGUIEditorTools.RegisterUndo("Font Sprite", mFont);
mFont.spriteName = spriteName;
Repaint();
}
enum Effect
{
Rebalance,
ForegroundCurve,
BackgroundCurve,
AlphaCurve,
Border,
Shadow,
Outline,
Crop,
}
/// <summary>
/// Apply an effect to the font.
/// </summary>
void ApplyEffect (Effect effect, Color foreground, Color background)
{
BMFont bf = mFont.bmFont;
int offsetX = 0;
int offsetY = 0;
if (mFont.atlas != null)
{
UISpriteData sd = mFont.atlas.GetSprite(bf.spriteName);
if (sd == null) return;
offsetX = sd.x;
offsetY = sd.y + mFont.texHeight - sd.paddingTop;
}
string path = AssetDatabase.GetAssetPath(mFont.texture);
Texture2D bfTex = NGUIEditorTools.ImportTexture(path, true, true, false);
Color32[] atlas = bfTex.GetPixels32();
// First we need to extract textures for all the glyphs, making them bigger in the process
List<BMGlyph> glyphs = bf.glyphs;
List<Texture2D> glyphTextures = new List<Texture2D>(glyphs.Count);
for (int i = 0, imax = glyphs.Count; i < imax; ++i)
{
BMGlyph glyph = glyphs[i];
if (glyph.width < 1 || glyph.height < 1) continue;
int width = glyph.width;
int height = glyph.height;
if (effect == Effect.Outline || effect == Effect.Shadow || effect == Effect.Border)
{
width += 2;
height += 2;
--glyph.offsetX;
--glyph.offsetY;
}
else if (effect == Effect.Crop && width > 2 && height > 2)
{
width -= 2;
height -= 2;
++glyph.offsetX;
++glyph.offsetY;
}
int size = width * height;
Color32[] colors = new Color32[size];
Color32 clear = background;
clear.a = 0;
for (int b = 0; b < size; ++b) colors[b] = clear;
if (effect == Effect.Crop)
{
for (int y = 0; y < height; ++y)
{
for (int x = 0; x < width; ++x)
{
int fx = x + glyph.x + offsetX + 1;
int fy = y + (mFont.texHeight - glyph.y - glyph.height) + 1;
if (mFont.atlas != null) fy += bfTex.height - offsetY;
colors[x + y * width] = atlas[fx + fy * bfTex.width];
}
}
}
else
{
for (int y = 0; y < glyph.height; ++y)
{
for (int x = 0; x < glyph.width; ++x)
{
int fx = x + glyph.x + offsetX;
int fy = y + (mFont.texHeight - glyph.y - glyph.height);
if (mFont.atlas != null) fy += bfTex.height - offsetY;
Color c = atlas[fx + fy * bfTex.width];
if (effect == Effect.Border)
{
colors[x + 1 + (y + 1) * width] = c;
}
else
{
if (effect == Effect.AlphaCurve) c.a = Mathf.Clamp01(mCurve.Evaluate(c.a));
Color bg = background;
bg.a = (effect == Effect.BackgroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;
Color fg = foreground;
fg.a = (effect == Effect.ForegroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;
if (effect == Effect.Outline || effect == Effect.Shadow)
{
colors[x + 1 + (y + 1) * width] = Color.Lerp(bg, c, c.a);
}
else
{
colors[x + y * width] = Color.Lerp(bg, fg, c.a);
}
}
}
}
// Apply the appropriate affect
if (effect == Effect.Shadow) NGUIEditorTools.AddShadow(colors, width, height, NGUISettings.backgroundColor);
else if (effect == Effect.Outline) NGUIEditorTools.AddDepth(colors, width, height, NGUISettings.backgroundColor);
}
Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
tex.SetPixels32(colors);
tex.Apply();
glyphTextures.Add(tex);
}
// Pack all glyphs into a new texture
Texture2D final = new Texture2D(bfTex.width, bfTex.height, TextureFormat.ARGB32, false);
Rect[] rects = final.PackTextures(glyphTextures.ToArray(), 1);
final.Apply();
// Make RGB channel use the background color (Unity makes it black by default)
Color32[] fcs = final.GetPixels32();
Color32 bc = background;
for (int i = 0, imax = fcs.Length; i < imax; ++i)
{
if (fcs[i].a == 0)
{
fcs[i].r = bc.r;
fcs[i].g = bc.g;
fcs[i].b = bc.b;
}
}
final.SetPixels32(fcs);
final.Apply();
// Update the glyph rectangles
int index = 0;
int tw = final.width;
int th = final.height;
for (int i = 0, imax = glyphs.Count; i < imax; ++i)
{
BMGlyph glyph = glyphs[i];
if (glyph.width < 1 || glyph.height < 1) continue;
Rect rect = rects[index++];
glyph.x = Mathf.RoundToInt(rect.x * tw);
glyph.y = Mathf.RoundToInt(rect.y * th);
glyph.width = Mathf.RoundToInt(rect.width * tw);
glyph.height = Mathf.RoundToInt(rect.height * th);
glyph.y = th - glyph.y - glyph.height;
}
// Update the font's texture dimensions
mFont.texWidth = final.width;
mFont.texHeight = final.height;
if (mFont.atlas == null)
{
// Save the final texture
byte[] bytes = final.EncodeToPNG();
NGUITools.DestroyImmediate(final);
System.IO.File.WriteAllBytes(path, bytes);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
}
else
{
// Update the atlas
final.name = mFont.spriteName;
bool val = NGUISettings.atlasTrimming;
NGUISettings.atlasTrimming = false;
UIAtlasMaker.AddOrUpdate(mFont.atlas, final);
NGUISettings.atlasTrimming = val;
NGUITools.DestroyImmediate(final);
}
// Cleanup
for (int i = 0; i < glyphTextures.Count; ++i)
NGUITools.DestroyImmediate(glyphTextures[i]);
// Refresh all labels
mFont.MarkAsChanged();
}
}