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# Changelog
These are the release notes for the TextMesh Pro UPM package which was first introduced with Unity 2018.1. Please see the following link for the Release Notes for prior versions of TextMesh Pro. http://digitalnativestudios.com/forum/index.php?topic=1363.0
## [3.0.4] - 2021-02-19
## [2.1.4]
## [1.5.4]
### Changes
- Improved sprite tag anim functionality to take into consideration the sprite character and glyph scale. Case #1309707
- Improved Ellipsis character insertion handling to prevent potential issues when the Ellipsis glyph ascender and descender exceed those of the primary font asset. See [forum post](https://forum.unity.com/threads/ellipsis-exception.995680/#post-6472790) for details.
- Fixed text object margin handles in Scene view not behaving correctly as a result of lossy scale or object rotation. Case #1295523
- The <mark> tag padding attribute can now be defined using font units (em).
- Fixed text parsing issue related to recent memory overhead optimizations. Case #1295755
- Updated TMP Essential Resources and TMP Examples & Extras.
- Updated TMP Sprite shader to add support for Single Pass Stereo rendering.
- Fixed potential iOS build failure. Case #1298753
- Fixed a few missing Profiler.EndSample() in the TMP_FontAsset.cs file. See [forum post](https://forum.unity.com/threads/missing-profiler-endsample-error-in-textmeshpro-2-1-3.1024531/) for details.
- Fixed SetText() with formatting issue where large numbers would show a leading zero. See [forum post](https://forum.unity.com/threads/tmpro-settext-with-format-incorrectly-shows-leading-zero-for-some-ints.777842/) for details.
- Updated profiling code to use the new and more efficient ProfilerMarker.
- Fixed incorrect text bounds. See [forum post](https://forum.unity.com/threads/left-aligned-text-does-not-stay-centered-in-its-parents-layout-group-when-wrapping-is-enabled.1028755/#post-6670030) for details.
- Fixed OutOfRangeException error that could occur in the TMP Input Field when selecting all and inserting characters using IME. Case #1301059
- Fixed incorrect handling of Surrogate Pairs in the TMP Input Field. Case #1299798
- Fixed Font Asset Creator incorrectly leaving the Readable state of font asset atlas textures to readable where it should be set to non readable for static font assets. Case #1305520
- Added Multi Select functionality to the "Create - TextMesh Pro - Font Asset" context menu option. Case #1303074
- Revised internal handling of the various text input methods to ensure the text property is always reflective of the text content in the Inspector Text Input Box in the Editor and via the text property getter even when using a combination of the various SetText methods or the text property setter. Case #1294998 <br>Please note that using the text property getter when the text was updated via one of the SetText methods will results a string allocation.
- Fixed incorrect line spacing caused by preceding &lt;size=x.x&gt; tag. See [forum post](https://forum.unity.com/threads/bug-asian-fonts-dont-work-correctly-since-version-2-1-0.1043410/) for details.
- Revised how the Bold Spacing which is defined per font asset will affect spacing between bold characters to ensure more uniform spacing. This change may require users to manually adjust the bold spacing value of their font assets to maintain similar spacing / layout results.
- Fixed linked text components not updating correctly when setting the text to null or empty. Case #1305832
- The vertexBufferAutoSizeReduction property will now be set to false by default. This property is used to determine if the internal data structures used in the parsing of the text should be resized when the text content shrinks by more than 256 characters which results in CG. Case #1305311
- Fixed animated sprites not behaving correctly when using text overflow mode Ellipsis and Truncate. Case #1303672
- Fixed TMP Resource Importer window stealing focus when Inspector Layout Property window is open when TMP Essential Resources have not been imported into the project. Case #1300462
- Fixed minor UI cosmetic issue affecting text spacing properties alignment in the Quick Search window. Case #1299587
- Fixed minor UI cosmetic issue in the Font Asset inspector related to the positioning of the warning when changing Generation Settings.
- Fixed issue where the material properties of fallback font assets are not updated when changing the material properties of the primary font asset via code. Case #1271468
- Fixed an issue with Text Overflow Linked mode where text would not flow correctly from one component to the other when the last character present at the break point was a linefeed "\n" or vertical tab "\v". See [forum post](https://forum.unity.com/threads/odd-line-break-behavior-in-text-with-overflow-linked.1056821/) for details.
## [3.0.3] - 2020-10-27
## [2.1.3]
## [1.5.3]
### Changes
- Fixed potential null reference exception in the Input Field that can occur as a result of using a workflow that involves enabling and disabling Canvases. See [forum post](https://forum.unity.com/threads/tmp_inputfield-generatecaret-m_textcomponent-canvas-exception.940659/) for details.
- Fixed potential Invalid AssetDatabase path warning that can be issued when assets are imported from outside the project. See [forum post](https://forum.unity.com/threads/textmesh-pro-invalid-assetdatabase-path-use-path-relative-to-the-project-folder.955731/) for details.
- Fixed &lt;TextMeshProUGUI&gt; objects not being created correctly in Prefab isolation mode when using the Create context menu. See [forum post](https://forum.unity.com/threads/tmp-doesnt-like-prefabs.954186/) for details. Case #1266096
- Fixed an issue where nesting &lt;uppercase&gt; and &lt;lowercase&gt; tags didn't behaves as expected. See [forum post](https://forum.unity.com/threads/nested-tags-of-same-kind-dont-act-as-expected.956364/) for details.
- Fixed Input Field incorrect handling of validation with text selection. Case #1267777
- Fixed potential null reference exception that could occur in the Input Field when hiding the soft keyboard on iOS or Android. Case #1273631
- Fixed OnScroll event not getting passed to potential parent ScrollRect when the Input Field is in Single Line mode. Case #1270241
- Fixed Prefab override context menu to override or revert changes not being available for some text object properties. Case #1271420
- The sampling point size in the Font Asset Creator will now be limited to a maximum of 16,384 points for SDF over-sampled modes. This means a maximum point size of 2048 for SDF8, 1024 for SDF16 and 512 for SDF32. Case #1253370
- Fixed Margin widget in the scene view not working correctly when the text object is rotated on the z-axis. Case #1263001
- Fixed Input Field Scrollbar not behaving correctly when set to Bottom to Top direction. Case #1179982
- Fixed minor UI cosmetic issue in the StyleSheet inspector. Case #1258771
- Fixed minor UI cosmetic issue in Material inspector texture properties. Case #1163983
- Fixed potential IndexOutOfRangeException that could occur when duplicating text objects that have more than 8 sub text objects.
- Revised and improved Input Field with Scrollbar behavior with respect to text alignment. Case #1272647
- Improved Input Field Name validation including adding the ability to use Hyphens. Case #1277951
- Fixed state of MeshRenderer potentially not being mirrored on sub text objects. Case #1278329
- Fixed GetPreferredValues() function returning incorrect values when called consecutively. See [forum post](https://forum.unity.com/threads/preferred-width-height-sometimes-0.980022/) for details.
- Initial pass at revising some of the data structures used in the text parsing and layout process to reduce text object memory overhead.
- Fixed incorrect positioning of IME window when using a canvas in World Space when no camera is assigned to the canvas. Case #1043535
- Added new option to Font Asset Generation Settings to automatically clear dynamic data and atlas texture when creating a build.
- Replaced the automatic removal of the CanvasRenderer from &lt;TextMeshPro&gt; components with a warning to manually remove this now unnecessary component.
- Fixed text object properties not being applied correctly when instantiating a text prefab prior to importing TMP Essential Resources. Case #1271192
- Fixed default text object properties potentially not being set correctly when instantiating a prefab. Case #1286412
- Fixed incorrect parsing and display of UTF32 characters. See [forum post](https://forum.unity.com/threads/several-unicode-characters-cannot-be-shown-using-tmp.970857/#post-6316422) for details.
- Fixed potential material error when updating a font asset generation settings when the font asset is using a non SDF shader. Case #1286132
- Fixed minor UI cosmetic issue in the Sprite Asset Sprite Glyph Table inspector. Case #1285022
## [3.0.1] - 2020-07-26
## [2.1.1]
## [1.5.1]
### Changes
- Addressed compiler warning related to the new virtual event OnPreRenderText.
- Added one additional layer of missing character search where in the even the missing glyph character \u0000 or space character \u0020 is not available in any font asset or potential fallbacks, the End of Text (ETX) \u0003 will be used instead.
- Input Field Integer or Decimal validation will now take into account the current culture. See [forum post](https://forum.unity.com/threads/currentculture-decimal-separator-in-input-fields.908999/) for details.
- Added Editor only font asset post processor to handle font assets being modified outside of the Unity Editor.
- Fixed potential Array Out of Bounds error that could occur when using &lt;/style&gt; without first using a valid &lt;style&gt;. Case #1263787 and See [forum post](https://forum.unity.com/threads/missingreferenceexception-occurs-on-selecting-a-tmp-dropdown-in-the-hierarchy-after-a-play-occurs.728018/#post-6094317) for details.
- Fixed potential issue when using multiple &lt;font&gt; tag in the same text object where these referencing several font assets derived from the same font file. Since their Default Material all have the same name, this was causing an issue in the Material Reference Manager. See [forum post](https://forum.unity.com/threads/argumentexception-on-v2-1-0-unity-2019-4-4f1-identified-bug.934789/) for details. Case #1264596.
## [3.0.0] - 2020-06-30
## [2.1.0]
## [1.5.0]
### Changes
- Added support to control if a text object is Maskable and affected by UI Mask components. The new setting is found in the Extra Settings section of the &lt;TextMeshProUGUI&gt; component inspector.
- Fixed potential Null Reference Exception when trying to add characters and / or glyphs to a font asset via scripting and before it has been initialized or ReadFontAssetDefinition() has been called.
- Fixed incorrect preferred width values when using alternative font weight font assets. Case #1255336
- Enabling or disabling the Mesh Renderer of a &lt;TextMeshPro&gt; text object should now also mirror that state on any sub text object renderers as well.
- Fixed &lt;sprite&gt; incorrect position when this sprite is the only character in the text and when the sprite asset face info has not been defined.
- Fixed potential Null Reference Exception related to culling when entering play mode.
- Added OnPreRenderText event delegate to allow potential modification of the text geometry before it is uploaded to the mesh and rendered.
- Fixed missing warning when the requested character is missing from the font asset or any potential fallbacks. Case #1256879
- Fixed potential issue with Underline and StrikeThrough when using alternative typeface. Case #1255336
- Fixed potential errors in the Text StyleSheet Inspector when adding or removing Text Styles after resetting the asset. Case #1254602
- Fixed text Margin property values not being draggable in the Extra Settings section of the text inspector. Case #1253447
- It will no longer be possible to create Editor Presets for the TMP_FontAsset, TMP_SpriteAsset, TMP_StyleSheet, TMP_ColorGradient and TMP_Settings as these are persistent and runtime assets. Case #1251229
## [3.0.0-preview.14] - 2020-06-08
## [2.1.0-preview.14]
## [1.5.0-preview.14]
### Changes
- Fixed sprite character and sprite glyph scale not being reflected in the text layout. See [forum post](https://forum.unity.com/threads/glyph-scale-dont-change-line-height.898817/) for details.
- Fixed potential null reference exception in the CrossFadeColor or CrossFadeAlpha functions. See [forum post](https://forum.unity.com/threads/version-1-5-0-2-1-0-3-0-0-preview-13-now-available-for-testing.753587/page-4#post-5885075) for details.
- Minor improvements to the Sprite Asset Importer to improve allocations and address potential error encountered when creating multiple sprite assets.
- TMP GUID Remapping Tool - Removed "UnityEditor.Animations.AnimatorController" from the exclusion search list.
- Fixed potential culling issue when dynamically updating the content of child text objects of RectMask2D components. Case #1253625
- Fixed InvalidOperationException that could occur when changing text Overflow linked components via code. Case #1251283
## [3.0.0-preview.13] - 2020-05-22
## [2.1.0-preview.13]
## [1.5.0-preview.13]
### Changes
- Fixed potential issue where the Font Asset Creator could get stuck in the packing phase of the atlas generation process. See [forum post](https://forum.unity.com/threads/font-asset-creator-stuck-at-packing-glyphs-pass-8.811863/) for details.
- Fixed issue potentially affecting text layout as a result of the width of the RectTransform being incorrectly reported. See [forum post](https://forum.unity.com/threads/textmesh-pro-forcemeshupdate-true-not-working-when-object-inactive.524507/#post-5798515) for details.
- Previously created prefabs containing sub text objects will now have their HideFlags updated to HideFlags.DontSave to be consistent with newly created prefabs whose sub text objects are no longer serialized. Case #1247184
- Fixed culling issue where lossy scale was not considered in the determination of the bounds of the text geometry.
## [3.0.0-preview.12] - 2020-05-09
## [2.1.0-preview.12]
## [1.5.0-preview.12]
### Changes
- Added synchronization of the RaycastTarget property of the parent &lt;TextMeshProUGUI&gt; with potential child sub text objects. Case #1240784
- Fixed Font Asset Bold Spacing adjustment scaling based on the text object point size instead of current point size. Case #1241132
- Improved text alignment when using RTL in conjunction with character, word and other spacing adjustments.
- Fixed TMP Input Field caret potentially not being visible when reaching the right side of the viewport. See [forum post](https://forum.unity.com/threads/inputfield-bug-2.879244/) for more details.
- Fixed TMP Input Field incorrect text RectTransform horizontal adjustment when using the Backspace key. See [forum post](https://forum.unity.com/threads/inputfield-bug4-delete-and-backspace-bug.879283/) for more details.
- Fixed potential null reference in the TextMeshProUGUI.Cull function when using a workflow that involves enabling / disabling Canvases in the scene.
- Fixed ArgumentOutOfRangeException when using the "Update Sprite Asset" inspector option on a sprite asset that does not contain any sprites. Case #1242936
- Fixed incorrect culling of the text geometry by the RectMask2D component on newly created text objects. Case #1245445
- It is now possible to use the Material Context Menu options to Copy / Paste Material Properties or Atlas Texture originally created for TMP with all other non TMP specific materials. Case #1242671
- Fixed NullReferenceException when setting the Atlas Texture to None in the Debug Settings of the Material Inspector of a text object. Case #1245104
## [3.0.0-preview.11] - 2020-04-22
## [2.1.0-preview.11]
## [1.5.0-preview.11]
### Changes
- Fixed incorrect culling of text object by RectMask2D component when the parent Canvas Render Mode is set to Screen Space - Camera or World Space. Case #1240595
- Added special handling to ForceMeshUpdate() when the parent Canvas is disabled.
## [3.0.0-preview.10] - 2020-04-21
## [2.1.0-preview.10]
## [1.5.0-preview.10]
### Changes
- Revised caching of Preferred Width and Height to further reduce the amount of time it has to be recomputed when using a complex structure of Layout components.
- Fixed potential issue when using Text Overflow Ellipsis and Truncate modes when the text contains characters using superscript, subscript or using the &lt;voffset&gt; tag.
- Revised culling of text objects when using a RectMask2D where the bounds of the text geometry instead of the RectTransform define the culling rect.
- Added HDR support to material preset colors.
- Fixed various formatting issues in this ChangeLog.
- Added the ability to define a unicode value for a missing sprite character in the TMP Settings.
- Added support for displaying a missing sprite character when the requested sprite character is not present in the sprite asset or potential fallback(s). This new functionality is only available when trying to reference a sprite by name.
- Sprite Characters will now have a default Unicode value of 0xFFFE (Private NonCharacter) instead of a Unicode value of 0x0 (default unicode value for missing character).
- Using the sprite asset context menu option "Update Sprite Asset" will now remap sprite characters with unicode value of 0x0 to 0xFFFE in addition to its currently functionality.
- Updating TMP Essential Resources via the "Window - TextMeshPro - Import TMP Essential Resources" menu option will no longer override existing TMP Settings.
- Minor optimization where SDF Scale on some text objects could be unnecessarily updated due to floating point rounding errors in their lossy scale. Case #1230799
- Fixed minor issue where text objects created before importing the required TMP Essential Resources would have no default text.
- Improvements to line breaking for CJK and mixed Latin and CJK characters. See the following [forum post](https://forum.unity.com/threads/tmp-bug.852733/#post-5688274) for more details.
- Fixed potential NullReferenceException that could occur in the TMP InputField on some platforms if the InputSystem reference is null. Case #1232433
- Added small padding to bitmap character geometry to prevent potential clipping.
- Added optimization to ignore very small RectTransform pivot changes that are usually the result of rounding errors when using Layout Components. Case #1237700
- Sorting Layer ID and Sorting Order properties located in the Extra Settings of &lt;TextMeshPro&gt; text objects will now serialized when creating Editor Presets. Case #1215750
- TextMeshProUGUI sub text objects will now be set as first sibling of their parent to prevent them from being rendered over other non text object child in the scene hierarchy.
- Fixed text objects becoming visible when set to empty or null as a result of a scale change. Case #1238408
- Fixed useMaxVisibleDescender property now getting set properly via scripting. Case #1218526
- Fixed SortingLayerID and SortingOrder not getting set correctly when multiple &lt;TextMeshPro&gt; objects are selected. Case #1171272
- Fixed default settings getting applied to disabled text objects in the scene hierarchy whose text property was set to null. Case #1151621
- Fixed mouse cursor flickering when hovering the Text Input Box of a text prefab with RTL enabled. Case #1206395
## [3.0.0-preview.8] - 2020-03-14
## [2.1.0-preview.8]
## [1.5.0-preview.8]
### Changes
- Fixed a minor issue where the preferred width of a text object can be incorrect when using multiple font assets, fallbacks and sprites in the same line of text.
- Added Alpha Fade Speed property to the TMP_DropDown inspector.
- Minor improvements to the LogWarning related to missing characters in a font asset or fallback being replaced by a space character.
- Fixed text object geometry not getting clipped when object is outside of RectMask2D.
- Improved search for potential missing character to include the primary font asset and potential fallbacks when the current font asset is not the primary.
- Ignorable / Synthesized characters in font assets will only be created if they do not exist in the source font file.
- Trying to use Text Overflow Ellipsis mode when no Ellipsis character is available in the primary font asset or potential fallbacks will now issue a warning and switch Text Overflow mode to Truncate.
- Added &ltcolor=lightblue&gt and &ltcolor=grey&gt to pre-defined rich text tag colors.
- Fixed compatibility issue when using TexturePacker - JSON (Array) mode and the TMP Sprite Asset Importer to create SpriteAssets.
- Simple fix to prevent the underline rich text tag becoming visible in the TMP Input Field when in IME composition mode with Rich Text disabled on the TMP Input Field. This is a temporary fix until a more robust and flexible solution is implemented. Case #1219969
- Sub Text Objects which are created when the text requires the use of a fallback font asset or sprite asset will now use HideFlags.DontSave to prevent them from being save with Prefabs as they are created on demand.
- Fix incorrect material reference when current font asset is not the primary or a fallback that is missing a character which is present in the primary font asset.
## [3.0.0-preview.7] - 2020-03-07
## [2.1.0-preview.7]
## [1.5.0-preview.7]
### Changes
- Reverted recent change to the TMP_SubMeshUI OnDisable() function that could result in a Missing Reference Exception in the GraphicRaycaster.cs script. See the following [forum post](https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-5-now-available-for-testing.753587/page-2#post-5523412).
- Fixed glyph drawing issue in the Font Asset Inspector Glyph Adjustment Table when Multi Atlas Texture is enabled and the glyph is not located in the main atlas texture or at atlasTextures[0].
- Added support for &ltZWSP&gt tag which is internally replaced by a zero width space or \u200B.
- Improved line breaking handling when using &ltNBSP&gt and / or &ltNOBR&gt tags where instead of breaking these line segments per character, they will break at any possible soft breaking space when these segments exceed the width of the text container.
- Improved PreferredHeight calculations and handling when using Text Auto Size.
- Fixed incorrect color being applied to the underline or strikethrough line segments when using <u> and / or <s> tags along with a <color> tag while at the same time applying an Underline or Strikethrough font style on the whole text object.
- Fixed SDF Scale not getting updated when using SetText() with StringBuilder when the lossyScale of the text object changes. Case #1216007
- Added Non Breaking Space \u00A0 and Soft Hyphen \u00AD to list of synthesized characters in the event they are not present in the source font file.
- Fixed stack overflow issue when using TMP_FontAsset.HasCharacter and TMP_FontAsset.HasCharacters function on font assets that have circular fallback references. Case #1222574
- Fixed atlas texture not getting set correctly to IsReadable when switching a static font asset to dynamic in the Generation Settings of the Font Asset Inspector.
- Added check for RectTransform.sizeDelta change when OnRectTransformDimensionsChange() is called by the Canvas system to get around potential rounding error that erroneously trigger this callback when the RectTransform is using Stretch Anchor mode.
- As requested by a few users, TMP_FontAsset.faceInfo setter is now public instead of internal.
## [3.0.0-preview.5] - 2020-02-25
## [2.1.0-preview.5]
## [1.5.0-preview.5]
### Changes
- Revised SetText function formatting options to including ability to specify padding for integral part of the value. Revised format is as follows: {Arg Index:Integral Padding.Decimal Precision} Example: TMP_Text.SetText("Value = {0:000.00}", 10.375f); result in "Value = 010.38".
- Fixed issue where <TextMeshProUGUI> text objects isTextObjectScaleStatic property would be ignored when OnCanvasHierarchyChanged() is called.
- Added a Character, Glyph and Record count to those respective tables in the Font Asset Inspector.
- Fixed potential Null Reference Exception that would occur when using text Overflow Ellipsis mode with a primary font asset that doesn't contain the Ellipsis character. Case #1209771
- Fixed a potential Editor lockup when using text Overflow Page mode. Case #1219055
- Fixed Input Field incorrect caret vertical alignment when using the Midline / Vertical Geometry alignment option.
- Added initial / minimal support for the New Input System. Please use with caution and report any issues.
- Changes to Font Asset Generation Settings via the Font Asset Inspector will now update the existing glyphs and characters for the new settings instead of clearing them.
- Text object InternalUpdate() used to handle potential scale changes of text objects now uses willRenderCanvases event instead of onPreCull. This avoids a potential one frame delay in updating of <TextMeshProUGUI> objects and no impact on <TextMeshPro> objects. Case #1216007
## [3.0.0-preview.4] - 2020-01-31
## [2.1.0-preview.4]
## [1.5.0-preview.4]
### Changes
- Fixed Input Field issue where scrolling events could prevent OnEndEdit event from firing. See [forum post](https://forum.unity.com/threads/mouse-wheel-on-multiline-input-field-with-no-scrollbar-hangs-input-field-stops-event-firing.794607/) for details.
- Improved Input Field handling of Vertical Scrollbar in conjunction with the ResetOnDeActivation property. Using the Vertical Scrollbar no longer triggers OnEndEdit event.
- Fixed potential Missing Component Exception that could occur when a TMP_SubMeshUI object is created.
- Fixed MissingReferenceException when deleting a TMP prefab that is part of a nested prefab. Case #1207793
- Improved handling of allocations of newly created text objects with large amount of text. As a result of these revisions, allocations will potentially be reduce by 10X. See #1205923
- Fixed potential Null Reference Exception with the TMP DropDown that could occur when using the experimental Editor "Enter Play Mode" feature. Case #1207915
- Fixed potential issue with the assignment of sub text object materials.
- Add support for hiding the soft keyboard for Switch in the TMP Input Field.
- Fixed incorrect Preferred Height when Word Wrapping is disabled on text objects. See [forum post](https://forum.unity.com/threads/incorrect-wordwrapping-preferredsize-textmespro-2-1-preview-3.812376/) for details.
- Added support for the new Selected state and color to the TMP Input Field. Case #1210496
- Fixed additional instances of TMP Resource Importer window being created when deleting the "TextMesh Pro" folder just after having imported them. Case #1205848
- Added public ITextPreprocessor textPreprocessor; property to allow setting the text preprocessor for a given text component.
## [3.0.0-preview.3] - 2019-12-16
## [2.1.0-preview.3]
## [1.5.0-preview.3]
### Changes
- Fixed potential issue with TMP Dropdown where calling Show() and Hide() in very short interval could result in additional Blockers. Case #1194114
- Fixed potential issues that could occur when upgrading to version 1.5.0-preview.2 or newer of the TMP package without also updating the TMP Essential Resources in the project.
- Added check and warning when trying to create a font asset whose source font file has "Incl. Font Data" disabled in the Font Import Settings. Case #1198587 and #1198112
- Fixed Ellipsis overflow mode issue when using small caps. Case #1198392
- Fixed potential layout issue when adding a Layout Group to the text object itself. Case #1197614
- Fixed Font Asset Creator issue where too many adjustment records with adjustment value of zero were added to the font asset.
- Added support for Line Separator \u2028 and Paragraph Separator \u2029.
- TMP shaders have been moved from "TextMesh Pro/Resources/Shaders" folder to "TextMesh Pro/Shaders" folder. See the following [post](https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-2-now-available-for-testing.753587/#post-5206853) for details.
- Added new experimental SDF and Mobile SDF Shaders that use Screen Space Derivatives (SSD) where these shaders no longer require SDF Scale to be passed via Vertex Attributes. These shaders have higher performance overhead but are more flexible. This overhead should only be noticeable on mobile platforms.
- Fixed potential text alignment issue where upgrading from package version 1.4.1 to 1.5.0-preview.2 would result in incorrect alignment on prefabs. Case #1198833
- Added \u061C Arabic Letter Mark, \u200E Left-to-Right Mark and \u200F Right-to-Left Mark to list of control and non renderable characters.
- Fixed Missing Reference Exception that would appear when expanding the Extra Settings of a TextMeshPro Preset asset. Case #1201072
- Fixed Missing Reference Exception that would appear when editing the Vertex Color or Color Gradient of a TMP component Preset asset. Case #1201069
- Fixed Inspector layout issue preventing enabling or disabling the Outline, Underlay, Lighting and Glow features when selecting a Preset asset material. Case #1196963
- Revised the Create Material Preset context menu option to issue a warning and ignore materials outside the project. Case #1200109
- Added experimental ITextPreprocessor interface to allow users to create custom components to handle text preprocessing and shaping. This interface includes a PreprocessText(string text) function that is called when the object contains a component that inherits from this interface.
- Added support for Unity Presets in the Editor for both <TextMeshPro> and <TextMeshProUGUI> components. Case #1191793
- Fixed missing CanvasRenderer component issue on the Input Field Caret object.
- Added padding to the 2DRectMask on the TMP Input Field - Text Area object.
- Optimization to ensure the TMP Update Manager only rebuilds text objects once per frame regardless of the number of cameras in the scene.
## [2.1.0-preview.2] - 2019-10-30
## [1.5.0-preview.2]
### Changes
- Fixed Input Field issue when Read Only flag is set preventing the initial setting of the text. Also fixed Read Only flag not being respected when using IME input.
- Fixed potential infinite loop when using text overflow mode ScrollRect. See Case #1188867
- Fixed Input Field culling related issue(s) where text would be incorrectly culled. See https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-1-now-available-for-testing.753587/#post-5023700
- Revised handling and referencing of the CanvasRenderer in anticipation of an incoming change to the MaskableGraphic class where it will no longer automatically add a CanvasRenderer to components inheriting from it. As a result, <TextMeshPro> objects will no longer have a CanvasRenderer.
- Fixed potential NRE when using Overflow Truncate mode with sprites. See https://forum.unity.com/threads/tmpro-stackoverflow-caused-by-tmpro-textmeshprougui-generatetextmesh.750398/page-2#post-5042822
- Fixed issue when using font weights in combination of font styles in the editor.
- Fixed for potential incorrect preferred height.
- Improved handling of StyleSheet options to reorder, add or delete styles.
- Fixed Input Field Caret & Selection Highlight potential culling issue when the object was instantiated outside the culling region.
- Fixed potential issue with registration of text objects in the TMP_UpdateManager.
- Optimization to suppress callback to InternalUpdate when parent Canvas is disabled. Case #1189820
- Fixed Fallback material not getting updated correctly when changing Generation Settings on the Fallback Font Asset.
- Fixed a typo in the Font Weight section of the Font Asset Editor.
- Fixed potential ArgumentOutOfRangeException in the Input Field when using Hide Mobile Input and deleting a long string. Case #1162514
- Added "Is Scale Static" option in the Extra Settings to exclude text objects from InternalUpdate callbacks to improve performance when the object's scale is static. This InternalUpdate callback is used to track potential changes to the scale of text objects to update their SDF Scale.
- Added the ability to control culling modes for the TMP Shaders. This new option is available in the Debug section of the Material Inspector. New feature requires updating the TMP Essential Resources. See the following post https://forum.unity.com/threads/not-see-textmeshpro-rendering-from-the-back.767510/#post-5112461.
- Fixed Material Inspector issue when toggling the Record button in the Animation window. Case #1174960
- Improved Line Breaking handling for CJK. This also addresses a few reported issues. Case #1171603
- Added support for &ltNBSP&gt tag which is internally replaced by a non-breaking space or \u00A0.
- Improved performance when retrieving glyph adjustment records when using dynamic font assets.
- Fixed potential Null Reference Exception in the Editor when assigning new font asset to disabled game object when no previous font asset was assigned.
## [2.1.0-preview.1] - 2019-09-30
## [1.5.0-preview.1]
### Changes
- Fixed an issue when using Overflow Ellipsis mode where the Ellipsis character would not be displayed correctly when the preceding character is a sprite.
- Added the ability to define the Resource path for Style Sheets in the TMP Settings.
- TMP Style Sheets can now be assigned to text objects in the Extra Settings section of the text object inspector.
- Added the ability to assign a Style to text objects using the new Text Style property in the text object inspector. A new public property TMP_Text.textStyle was also added.
- Improved Style Sheet editor to allow sorting of styles in the style sheet.
- Improved handling of nested styles.
- Added public TMP_Style GetStyle(string name) to get the potential style by name.
- Revised the ForceMeshUpdate() function as follows: public void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false).
- Fixed SubMeshUI objects text disappearing when saving a scene.
- Creating Material Presets via the Material Context menu with multi selection will now work as expected and assign the newly created material preset to all selected text objects.
- Fixed minor issue when changing Material Preset in prefab isolation mode with multiple text objects selected where the new material preset would not be assigned to disabled text objects.
- Revised Character, Word, Line and Paragraph spacing adjustments to be in font units (em) where a value of 1 represents 1/100 em.
- Added TMP_Text.onFontAssetRequest and TMP_Text.onSpriteAssetRequest events to allow users to implement custom asset loading when using the &ltfont="Font Asset Name"&gt and &ltsprite="Sprite Asset Name"&gt tags.
- Additional Shader Channels on the Canvas will be set to TexCoord1, Normal and Tangents or Mixed when using TMP Surface Shaders. Otherwise it will be set to TexCoord1 only. Case #1100696
- Added new attribute to the &ltmark&gt tag to allow users to define a padding value for the mark / highlight region. Example: &ltmark color=#FFFF0080 padding="1.0,1.0,0.0,0.0"&gt where padding="Left, Right, Top, Bottom".
- Fixed an issue which could result in out of range exception when referencing sprites contained in fallback sprite assets using unicode values.
- Fixed an issue in the Font Asset Creator where the source font file property of the newly created font asset was not getting set.
- Added .blend files to exclusion asset scan list of the Project GUID Remapping tool.
- Fixed issue where Caret position would be incorrect when using IME. Case #1146626
- Clamped Outline Softness to a value of 0-1 in the TMP Distance Field shader which makes it consistent with other SDF Shaders. Case #1136161
- Text Auto-Sizing Min and Max values are now clamped between 0 and 32767. Case #1067717
- Text Font Size Min and Max values are now clamped between 0 and 32767. Case #1164407
- Rich Text Tag values are now limited to a maximum value of 32767.
- Added Placeholder option to TMP Dropdown. Placeholder text is displayed when selection value is -1. Also added example scene in the TMP Examples & Extras.
- Added the ability to define Face Info metrics per Sprite Assets. This will provide for more consistent scaling of the sprites regardless of the font asset used. Sprite Assets with undefined Face Info will continue to inherit the Face Info metrics of the current font asset.
- Added Update Sprite Asset option in the header of the Sprite Asset inspector. This increases the discoverability of this option already available via the Sprite Asset Context Menu.
- Revised the text auto-sizing handling in regards to maximum iteration threshold which could result in a crash on some Android devices. Case #1141328
- Font Asset Generation Settings are now disabled in the inspector if the Source Font File is missing or if the Atlas Population Mode is set to static.
- Fixed vertical alignment issue when using Overflow Page mode.
- Improved handling of text auto-size line adjustment spacing resulting in fewer iterations and more accurate resulting point size.
- Added support for Layout Elements to the TMP Input Field.
= Fixed text alignment issue with TMP Input Field when using Center alignment on the underlying text component.
- Setting ContentType.Custom on the TMP Input Field will no longer hide the Soft Keyboard. The Soft Keyboard can now be control independently via the shouldHideSoftKeyboard property.
- Added new Font Asset Context Menu option "Force Upgrade To Version 1.1.0" for convenience purposes in case a font asset didn't get upgraded automatically when migrating from version 1.3.0 to 1.4.x or 2.0.x.
- The &ltgradient&gt tag now as an optional attribute "tint=0" or "tint=1" controlling whether or not the gradient will be affect by vertex color. The alpha of the gradient will continue to be affected by the vertex color alpha.
- Added new angle=x attribute to the &lti&gt tag where the value of x define the italic slant angle.
- Since the legacy TextContainer used by TMP has been deprecated, it was removed from the Layout Context Menu options.
- Improved character positioning when using italic text where large angle / slant would potentially result in uneven spacing between normal and italic blocks of text.
- Fixed an issue where &ltmspace&gt and &ltcspace&gt tags would not be handled correctly in conjunction with word wrapping.
- Fixed issue in the TMP_Dropdown.cs that was affecting navigation. Case 1162600. See https://forum.unity.com/threads/huge-bug-missing-a-code-line-since-1-4-0.693421/
- Fixed an issue related to kerning where the glyph adjustment values did not account for the upsampling of the legacy SDF modes like SDF8 / SDF16 and SDF32.
- Made the TMP_Text.text property virtual.
- Fixed Material Preset of fallback materials getting modified when the TMP Settings Match Material Preset option is disabled.
- Added ShaderUtilities.ID_GlowInner to list of material property IDs.
- Fixed potential null reference exception when creating new text objects when no default font asset has been assigned in the TMP Settings and the LiberationSans SDF font asset has been deleted from the project. Case #1161120
- Fixed import TMP Essential Resources button being disabled when importing the TMP Examples & Extras first. Case #1163979
- Fixed potential ArgumentOutOfRangeException when Hide Mobile Input is enabled and deleting the last character in the text. Case #1162514
- Improved handling of manual addition of glyph positional adjustment pairs for both dynamic and static font assets. Case #1165763
- Fixed issue where text in the TMP_InputField would disappear due to incorrect culling. Case #1164096
- Fixed potential IndexOutOfRangeException that could be thrown when using the Pinyin IME interface and typing very fast to enter Chinese text. Case #1164383
- Added support for Vertical Tab \v which inserts a line break but not a paragraph break.
- Added support for Shift Enter in the TMP Input Field which inserts a Vertical Tab in the text in Multi Line mode.
- Fixed text horizontal alignment when lines of text only contain the Ellipsis \u2026 Unicode character. Case #1162685
- Text alignment is now serialized into separate fields for horizontal and vertical alignment and can now be get / set independently via TMP_Text.horizontalAlignment and TMP_Text.verticalAlignment. The TMP_Text.alignment property remains and uses the new serialized fields for horizontal and vertical alignment.
- Improved handling of Soft Hyphens when using Text Auto-Size.
- Fixed Null character being passed to Validate method of the TMP_InputField. Case #1172102
- Fixed an issue where the Preferred Width and Height were not correct when using Tabs.
- The Cull Transparent Mesh flag on TMP_SubMeshUI objects will now mirror the settings on the parent text object's CanvasRenderer.
- Updated Sprite Importer to improve compatibility with Texture Packer Json Array export format.
- Newly created StyleSheets will be pinged in the project tab. Case #1182117
- Added new option in the TMP Settings to control line breaking rules for Hangul to enabled Modern line breaking or traditional line breaking.
- Fixed potential issue related to SDF Scaling when the scale of the text object is negative. See https://forum.unity.com/threads/version-1-4-1-preview-1-with-dynamic-sdf-for-unity-2018-3-now-available.622420/page-5#post-4958240 for details.
- Added validation check for Sprite Data Source file in the Sprite Asset Importer. Case #1186620
- Added warning when using Create - TextMeshPro - Sprite Asset menu when no valid texture is selected. Case #1163982
- Fixed potential cosmetic issue in the text component inspector when using Overflow Linked mode. Case #1177640
## [1.4.1] - 2019-04-12
### Changes
- Improved handling of font asset automatic upgrade to version 1.1.0 which is required to support the new Dynamic SDF system.
- Made release compatible with .Net 3.5 scripting runtime.
## [1.4.0] - 2019-03-07
### Changes
- Same release as 1.4.0-preview.3a.
## [1.4.0-preview.3a] - 2019-02-28
### Changes
- Improved performance of the Project Files GUID Remapping Tool.
- Fixed an issue with the TMP_FontAsset.TryAddCharacters() functions which was resulting in an error when added characters exceeded the capacity of the atlas texture.
- Updated TMP_FontAsset.TryAddCharacters functions to add new overloads returning list of characters that could not be added.
- Added function in OnEnable of FontAsset Editor's to clean up Fallback list to remove any null / empty entries.
- Added support for Stereo rendering to the TMP Distance Field and Mobile Distance Field shaders.
## [1.4.0-preview.2a] - 2019-02-14
### Changes
- Fixed an issue with SDF Scale handling where the text object would not render correctly after the object scale had been set to zero.
- Fixed an issue with the TMP_UpdateManager where text objects were not getting unregistered correctly.
- Any changes to Font Asset Creation Settings' padding, atlas width and / or atlas height will now result in all Material Presets for the given font asset to also be updated.
- Added new section in the TMP Settings related to the new Dynamic Font System.
- Added new property in the Dynamic Font System section to determine if OpenType Font Features will be retrieved from source font files at runtime as new characters are added to font assets. Glyph Adjustment Data (Kerning) is the only feature currently supported.
- Fix an issue where font assets created at runtime were not getting their asset version number set to "1.1.0".
- Improved parsing of the text file used in the Font Asset Creator and "Characters from File" option to handle UTF16 "\u" and UTF32 "\U" escape character sequences.
- Fixed a Null Reference Error (NRE) that could occur when using the &ltfont&gt tag with an invalid font name followed by the &ltsprite&gt tag.
- The Glyph Adjustment Table presentation and internal data structure has been changed to facilitate the future addition of OpenType font features. See https://forum.unity.com/threads/version-1-4-0-preview-with-dynamic-sdf-for-unity-2018-3-now-available.622420/#post-4206595 for more details.
- Fixed an issue with the &ltrotate&gt tag incorrectly affecting character spacing.
## [1.4.0-preview.1] - 2019-01-30
### Changes
- Renamed TMPro_FontUtilities to TMP_FontAssetCommon to more accurately reflect the content of this file.
- Accessing the TextMesh Pro Settings via the new Edit - Settings menu when TMP Essential Resources have not yet been imported in the project will no longer open a new window to provide the options to import these resources.
- Fixed an issue where using int.MaxValue, int.MinValue, float.MaxValue and float.MinValue in conjunction with SetText() would display incorrect numerical values. Case #1078521.
- Added public setter to the TMP Settings' missingGlyphCharacter to allow changing which character will be used for missing characters via scripting.
- Fixed a potential Null Reference Exception related to loading the Default Style Sheet.
- Added compiler conditional to TMP_UpdateManager.cs to address changes to SRP.
- Improved the &ltmargin&gt tag to make it possible to define both left and right margin values. Example: &ltmargin left=10% right=10px&gt.
- Added new menu option to allow the quick creation of a UI Button using TMP. New menu option is located in Create - UI - Button (TextMeshPro).
- Renamed TMP related create menu options.
- Fixed TMP object creation handling when using Prefab isolation mode. Case #1077392
- Fixed another issue related to Prefabs where some serialized properties of the text object would incorrectly show up in the Overrides prefab options. Case #1093101
- Fixed issue where changing the Sorting Layer or Sorting Order of a <TextMeshPro> object would not dirty the scene. Case #1069776
- Fixed a text alignment issue when setting text alignment on disabled text objects. Case #1047771
- Fixed an issue where text object bounds were not set correctly on newly created text objects or in some cases when setting the text to null or string.empty. Case #1093388
- Fixed an issue in the IntToString() function that could result in Index Out Of Bounds error. Case #1102007
- Changed the TMP_InputField IsValidChar function to protected virtual.
- The "Allow Rich Text Editing" property of the TMP_InputField is now set to false by default.
- Added new option to the Sprite Asset context menu to make it easier to update sprite glyphs edited via the Unity Sprite Editor.
- Added new Sharpness slider in the Debug section of the SDF Material inspector.
- Fixed an error that would occur when using the context menu Reset on text component. Case #1044726
- Fixed issue where CharacterInfo.index would be incorrect as a result of using Surrogate Pairs in the text. Case #1037828
- The TMP_EditorPanel and TMP_UiEditorPanel now have their "UseForChildren" flag set to true to enable user / custom inspectors to inherit from them.
- Fixed an issue where rich text tags using pixel (px) or font units (em) were not correctly accounting for orthographic camera mode. This change only affects the normal TMP text component.
- Fixed an inspector issue related to changes to the margin in the TMP Extra Settings panel. Case #1114253
- Added new property to Glyph Adjustment Pairs which determines if Character Spacing Adjustments should affect the given pair.
- Updated the Glyph Adjustment Table where ID now represents the unicode (hex) value for the character instead of its decimal value.
- Added new SetValueWithoutNotify() function to TMP_DropDown and SetTextWithoutNotify() function to TMP_InputField allowing these to be set without triggering OnValueChanged event.
- Geometry buffer deallocation which normally takes place when current allocations exceed those of the new text by more than 256 characters will no longer occur if the new text is set to null or string.empty.
- Fixed a minor issue where the underline SDF scale would be incorrect when the underline text sequence contained normal size characters and ended with a subscript or superscript character.
- Fixed an error that would occur when using the Reset Context menu on a Material using the SDF Surface or Mobile SDF Surface Shaders. Case #1122279
- Resolved a Null Reference Error that would appear when cycling through the text overflow modes. Case #1121624
## [1.3.0] - 2018-08-09
### Changes
- Revamped UI to conform to Unity Human Interface Guidelines.
- Updated the title text on the Font Asset Creator window tab to "Font Asset Creator".
- Using TMP_Text.SetCharArray() with an empty char[] array will now clear the text.
- Made a small improvement to the TMP Input Field when using nested 2d RectMasks.
- Renamed symbol defines used by TMP to append TMP_ in front of the define to avoid potential conflicts with user defines.
- Improved the Project Files GUID Remapping tool to allow specifying a target folder to scan.
- Added the ability to cancel the scanning process used by the Project Files GUID Remapping tool.
- Moved TMP Settings to universal settings window in 2018.3 and above.
- Changing style sheet in the TMP Settings will now be reflected automatically on existing text objects in the editor.
- Added new function TMP_StyleSheet.UpdateStyleSheet() to update the internal reference to which style sheet text objects should be using in conjunction with the style tag.
## [1.2.4] - 2018-06-10
### Changes
- Fixed a minor issue when using Justified and Flush alignment in conjunction with \u00A0.
- The Font Asset creationSettings field is no longer an Editor only serialized field.
## [1.2.3] - 2018-05-29
### Changes
- Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture.
- Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly.
- Cleaned up memory allocations from repeated use of the Font Asset Creator.
- Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object.
- It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator.
- Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier.
- New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset.
- New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected.
- Fixed 3 compiler warnings that would appear when using .Net 4.x.
- Modified the TMP Settings to place the Missing Glyph options in their own section.
- Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines.
- TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided.
- Improved the performance of the Project Files GUID Remapping tool.
- Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported.
## [1.2.2] - 2018-03-28
### Changes
- Calling SetAllDirty() on a TMP text component will now force a regeneration of the text object including re-parsing of the text.
- Fixed potential Null Reference Exception that could occur when assigning a new fallback font asset.
- Removed public from test classes.
- Fixed an issue where using nested links (which doesn't make sense conceptually) would result in an error. Should accidental use of nested links occurs, the last / most nested ends up being used.
- Fixed a potential text alignment issue where an hyphen at the end of a line followed by a new line containing a single word too long to fit the text container would result in miss alignment of the hyphen.
- Updated package license.
- Non-Breaking Space character (0xA0) will now be excluded from word spacing adjustments when using Justified or Flush text alignment.
- Improved handling of Underline, Strikethrough and Mark tag with regards to vertex color and Color tag alpha.
- Improved TMP_FontAsset.HasCharacter(char character, bool searchFallbacks) to include a recursive search of fallbacks as well as TMP Settings fallback list and default font asset.
- The &ltgradient&gt tag will now also apply to sprites provided the sprite tint attribute is set to a value of 1. Ex. &ltsprite="Sprite Asset" index=0 tint=1&gt.
- Updated Font Asset Creator Plugin to allow for cancellation of the font asset generation process.
- Added callback to support the Scriptable Render Pipeline (SRP) with the normal TextMeshPro component.
- Improved handling of some non-breaking space characters which should not be ignored at the end of a line.
- Sprite Asset fallbacks will now be searched when using the &ltsprite&gt tag and referencing a sprite by Unicode or by Name.
- Updated EmojiOne samples from https://www.emojione.com/ and added attribution.
- Removed the 32bit versions of the TMP Plugins used by the Font Asset Creator since the Unity Editor is now only available as 64bit.
- The isTextTruncated property is now serialized.
- Added new event handler to the TMP_TextEventHandler.cs script included in Example 12a to allow tracking of interactions with Sprites.
## [1.2.1] - 2018-02-14
### Changes
- Package is now backwards compatible with Unity 2018.1.
- Renamed Assembly Definitions (.asmdef) to new UPM package conventions.
- Added DisplayName for TMP UPM package.
- Revised Editor and Playmode tests to ignore / skip over the tests if the required resources are not present in the project.
- Revised implementation of Font Asset Creator progress bar to use Unity's EditorGUI.ProgressBar instead of custom texture.
- Fixed an issue where using the material tag in conjunction with fallback font assets was not handled correctly.
- Fixed an issue where changing the fontStyle property in conjunction with using alternative typefaces / font weights would not correctly trigger a regeneration of the text object.
## [1.2.0] - 2018-01-23
### Changes
- Package version # increased to 1.2.0 which is the first release for Unity 2018.2.
## [1.1.0] - 2018-01-23
### Changes
- Package version # increased to 1.1.0 which is the first release for Unity 2018.1.
## [1.0.27] - 2018-01-16
### Changes
- Fixed an issue where setting the TMP_InputField.text property to null would result in an error.
- Fixed issue with Raycast Target state not getting serialized properly when saving / reloading a scene.
- Changed reference to PrefabUtility.GetPrefabParent() to PrefabUtility.GetCorrespondingObjectFromSource() to reflect public API change in 2018.2
- Option to import package essential resources will only be presented to users when accessing a TMP component or the TMP Settings file via the project menu.
## [1.0.26] - 2018-01-10
### Added
- Removed Tizen player references in the TMP_InputField as the Tizen player is no longer supported as of Unity 2018.1.
## [1.0.25] - 2018-01-05
### Added
- Fixed a minor issue with PreferredValues calculation in conjunction with using text auto-sizing.
- Improved Kerning handling where it is now possible to define positional adjustments for the first and second glyph in the pair.
- Renamed Kerning Info Table to Glyph Adjustment Table to better reflect the added functionality of this table.
- Added Search toolbar to the Glyph Adjustment Table.
- Fixed incorrect detection / handling of Asset Serialization mode in the Project Conversion Utility.
- Removed SelectionBase attribute from TMP components.
- Revised TMP Shaders to support the new UNITY_UI_CLIP_RECT shader keyword which can provide a performance improvement of up to 30% on some devices.
- Added TMP_PRESENT define as per the request of several third party asset publishers.
## [1.0.23] - 2017-11-14
### Added
- New menu option added to Import Examples and additional content like Font Assets, Materials Presets, etc for TextMesh Pro. This new menu option is located in "Window -> TextMeshPro -> Import Examples and Extra Content".
- New menu option added to Convert existing project files and assets created with either the Source Code or DLL only version of TextMesh Pro. Please be sure to backup your project before using this option. The new menu option is located in "Window -> TextMeshPro -> Project Files GUID Remapping Tool".
- Added Assembly Definitions for the TMP Runtime and Editor scripts.
- Added support for the UI DirtyLayoutCallback, DirtyVerticesCallback and DirtyMaterialCallback.

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// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "Hidden/TMP/Internal/Editor/Distance Field SSD" {
Properties{
_FaceColor("Face Color", Color) = (1,1,1,1)
_FaceDilate("Face Dilate", Range(-1,1)) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness("Outline Softness", Range(0,1)) = 0
_UnderlayColor("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness("Border Softness", Range(0,1)) = 0
_WeightNormal("Weight Normal", float) = 0
_WeightBold("Weight Bold", float) = .5
_ShaderFlags("Flags", float) = 0
_ScaleRatioA("Scale RatioA", float) = 1
_ScaleRatioB("Scale RatioB", float) = 1
_ScaleRatioC("Scale RatioC", float) = 1
_MainTex("Font Atlas", 2D) = "white" {}
_TextureWidth("Texture Width", float) = 1024
_TextureHeight("Texture Height", float) = 1024
_GradientScale("Gradient Scale", float) = 1
_ScaleX("Scale X", float) = 1
_ScaleY("Scale Y", float) = 1
_PerspectiveFilter("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness("Sharpness", Range(-1,1)) = 0
_VertexOffsetX("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0
}
SubShader
{
Tags
{
"ForceSupported" = "True"
}
Lighting Off
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMP_Properties.cginc"
#include "TMP_SDF_SSD.cginc"
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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@@ -0,0 +1,132 @@
struct vertex_t
{
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t
{
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float2 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float2 clipUV : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
};
sampler2D _GUIClipTexture;
uniform float4x4 unity_GUIClipTextureMatrix;
float4 _MainTex_TexelSize;
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Clip Texture
float3 eyePos = UnityObjectToViewPos(input.position);
float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float2(input.texcoord0.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _MainTex_TexelSize.z , _OutlineWidth * _ScaleRatioA * 0.5, 0);
output.clipUV = clipUV;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.z;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.w;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
faceColor *= tex2D(_GUIClipTexture, input.clipUV).a;
return faceColor;
}

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@@ -0,0 +1,5 @@
TextMesh Pro copyright © 2021 Unity Technologies ApS
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

View File

@@ -0,0 +1,654 @@
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}

View File

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{
"assetRecords": [
{
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"target": "guid: 74dfce233ddb29b4294c3e23c1d3650d",
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}

View File

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using UnityEditorInternal;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_Dropdown.OptionDataList), true)]
class DropdownOptionListDrawer : PropertyDrawer
{
private ReorderableList m_ReorderableList;
private void Init(SerializedProperty property)
{
if (m_ReorderableList != null)
return;
SerializedProperty array = property.FindPropertyRelative("m_Options");
m_ReorderableList = new ReorderableList(property.serializedObject, array);
m_ReorderableList.drawElementCallback = DrawOptionData;
m_ReorderableList.drawHeaderCallback = DrawHeader;
m_ReorderableList.elementHeight += 16;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
Init(property);
m_ReorderableList.DoList(position);
}
private void DrawHeader(Rect rect)
{
GUI.Label(rect, "Options");
}
private void DrawOptionData(Rect rect, int index, bool isActive, bool isFocused)
{
SerializedProperty itemData = m_ReorderableList.serializedProperty.GetArrayElementAtIndex(index);
SerializedProperty itemText = itemData.FindPropertyRelative("m_Text");
SerializedProperty itemImage = itemData.FindPropertyRelative("m_Image");
RectOffset offset = new RectOffset(0, 0, -1, -3);
rect = offset.Add(rect);
rect.height = EditorGUIUtility.singleLineHeight;
EditorGUI.PropertyField(rect, itemText, GUIContent.none);
rect.y += EditorGUIUtility.singleLineHeight;
EditorGUI.PropertyField(rect, itemImage, GUIContent.none);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
Init(property);
return m_ReorderableList.GetHeight();
}
}
}

View File

@@ -0,0 +1,61 @@
/*
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_Glyph))]
public class GlyphInfoDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_id = property.FindPropertyRelative("id");
SerializedProperty prop_x = property.FindPropertyRelative("x");
SerializedProperty prop_y = property.FindPropertyRelative("y");
SerializedProperty prop_width = property.FindPropertyRelative("width");
SerializedProperty prop_height = property.FindPropertyRelative("height");
SerializedProperty prop_xOffset = property.FindPropertyRelative("xOffset");
SerializedProperty prop_yOffset = property.FindPropertyRelative("yOffset");
SerializedProperty prop_xAdvance = property.FindPropertyRelative("xAdvance");
SerializedProperty prop_scale = property.FindPropertyRelative("scale");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = GUILayoutUtility.GetRect(position.width, 48);
rect.y -= 15;
//GUI.enabled = false;
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 45f;
bool prevGuiState = GUI.enabled;
GUI.enabled = true;
EditorGUI.LabelField(new Rect(rect.x + 5f, rect.y, 80f, 18), new GUIContent("Ascii: <color=#FFFF80>" + prop_id.intValue + "</color>"), TMP_UIStyleManager.label);
EditorGUI.LabelField(new Rect(rect.x + 90f, rect.y, 80f, 18), new GUIContent("Hex: <color=#FFFF80>" + prop_id.intValue.ToString("X") + "</color>"), TMP_UIStyleManager.label);
EditorGUI.LabelField(new Rect(rect.x + 170f, rect.y, 80, 18), "Char: [ <color=#FFFF80>" + (char)prop_id.intValue + "</color> ]", TMP_UIStyleManager.label);
GUI.enabled = prevGuiState;
EditorGUIUtility.labelWidth = 35f;
EditorGUIUtility.fieldWidth = 10f;
float width = (rect.width - 5f) / 4;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 22, width - 5f, 18), prop_x, new GUIContent("X:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 22, width - 5f, 18), prop_y, new GUIContent("Y:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 22, width - 5f, 18), prop_width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 22, width - 5f, 18), prop_height, new GUIContent("H:"));
//GUI.enabled = true;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 44, width - 5f, 18), prop_xOffset, new GUIContent("OX:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 44, width - 5f, 18), prop_yOffset, new GUIContent("OY:"));
//GUI.enabled = true;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 44, width - 5f, 18), prop_xAdvance, new GUIContent("ADV:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 44, width - 5f, 18), prop_scale, new GUIContent("SF:"));
}
}
}
*/

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(GlyphMetrics))]
public class GlyphMetricsPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_Width = property.FindPropertyRelative("m_Width");
SerializedProperty prop_Height = property.FindPropertyRelative("m_Height");
SerializedProperty prop_HoriBearingX = property.FindPropertyRelative("m_HorizontalBearingX");
SerializedProperty prop_HoriBearingY = property.FindPropertyRelative("m_HorizontalBearingY");
SerializedProperty prop_HoriAdvance = property.FindPropertyRelative("m_HorizontalAdvance");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = new Rect(position.x, position.y, position.width, 49);
EditorGUI.LabelField(new Rect(rect.x, rect.y - 2.5f, rect.width, 18), new GUIContent("Glyph Metrics"));
EditorGUIUtility.labelWidth = 50f;
EditorGUIUtility.fieldWidth = 15f;
//GUI.enabled = false;
float width = (rect.width - 75f) / 2;
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 20, width - 5f, 18), prop_Width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 20, width - 5f, 18), prop_Height, new GUIContent("H:"));
//GUI.enabled = true;
width = (rect.width - 75f) / 3;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 40, width - 5f, 18), prop_HoriBearingX, new GUIContent("BX:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 40, width - 5f, 18), prop_HoriBearingY, new GUIContent("BY:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 2, rect.y + 40, width - 5f, 18), prop_HoriAdvance, new GUIContent("AD:"));
if (EditorGUI.EndChangeCheck())
{
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 65f;
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(GlyphRect))]
public class GlyphRectPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//EditorGUI.BeginProperty(position, label, property);
SerializedProperty prop_X = property.FindPropertyRelative("m_X");
SerializedProperty prop_Y = property.FindPropertyRelative("m_Y");
SerializedProperty prop_Width = property.FindPropertyRelative("m_Width");
SerializedProperty prop_Height = property.FindPropertyRelative("m_Height");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = new Rect(position.x, position.y, position.width, 49);
EditorGUI.LabelField(new Rect(rect.x, rect.y - 2.5f, rect.width, 18), new GUIContent("Glyph Rect"));
EditorGUIUtility.labelWidth = 50f;
EditorGUIUtility.fieldWidth = 20f;
//GUI.enabled = false;
float width = (rect.width - 75f) / 4;
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 20, width - 5f, 18), prop_X, new GUIContent("X:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 20, width - 5f, 18), prop_Y, new GUIContent("Y:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 2, rect.y + 20, width - 5f, 18), prop_Width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 3, rect.y + 20, width - 5f, 18), prop_Height, new GUIContent("H:"));
//EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 45f;
}
}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
/// <summary>Base class for TextMesh Pro shader GUIs.</summary>
public abstract class TMP_BaseShaderGUI : ShaderGUI
{
/// <summary>Representation of a #pragma shader_feature.</summary>
/// <description>It is assumed that the first feature option is for no keyword (underscores).</description>
protected class ShaderFeature
{
public string undoLabel;
public GUIContent label;
/// <summary>The keyword labels, for display. Include the no-keyword as the first option.</summary>
public GUIContent[] keywordLabels;
/// <summary>The shader keywords. Exclude the no-keyword option.</summary>
public string[] keywords;
int m_State;
public bool Active
{
get { return m_State >= 0; }
}
public int State
{
get { return m_State; }
}
public void ReadState(Material material)
{
for (int i = 0; i < keywords.Length; i++)
{
if (material.IsKeywordEnabled(keywords[i]))
{
m_State = i;
return;
}
}
m_State = -1;
}
public void SetActive(bool active, Material material)
{
m_State = active ? 0 : -1;
SetStateKeywords(material);
}
public void DoPopup(MaterialEditor editor, Material material)
{
EditorGUI.BeginChangeCheck();
int selection = EditorGUILayout.Popup(label, m_State + 1, keywordLabels);
if (EditorGUI.EndChangeCheck())
{
m_State = selection - 1;
editor.RegisterPropertyChangeUndo(undoLabel);
SetStateKeywords(material);
}
}
void SetStateKeywords(Material material)
{
for (int i = 0; i < keywords.Length; i++)
{
if (i == m_State)
{
material.EnableKeyword(keywords[i]);
}
else
{
material.DisableKeyword(keywords[i]);
}
}
}
}
static GUIContent s_TempLabel = new GUIContent();
protected static bool s_DebugExtended;
static int s_UndoRedoCount, s_LastSeenUndoRedoCount;
static float[][] s_TempFloats =
{
null, new float[1], new float[2], new float[3], new float[4]
};
protected static GUIContent[] s_XywhVectorLabels =
{
new GUIContent("X"),
new GUIContent("Y"),
new GUIContent("W", "Width"),
new GUIContent("H", "Height")
};
protected static GUIContent[] s_LbrtVectorLabels =
{
new GUIContent("L", "Left"),
new GUIContent("B", "Bottom"),
new GUIContent("R", "Right"),
new GUIContent("T", "Top")
};
protected static GUIContent[] s_CullingTypeLabels =
{
new GUIContent("Off"),
new GUIContent("Front"),
new GUIContent("Back")
};
static TMP_BaseShaderGUI()
{
// Keep track of how many undo/redo events happened.
Undo.undoRedoPerformed += () => s_UndoRedoCount += 1;
}
bool m_IsNewGUI = true;
float m_DragAndDropMinY;
protected MaterialEditor m_Editor;
protected Material m_Material;
protected MaterialProperty[] m_Properties;
void PrepareGUI()
{
m_IsNewGUI = false;
ShaderUtilities.GetShaderPropertyIDs();
// New GUI just got constructed. This happens in response to a selection,
// but also after undo/redo events.
if (s_LastSeenUndoRedoCount != s_UndoRedoCount)
{
// There's been at least one undo/redo since the last time this GUI got constructed.
// Maybe the undo/redo was for this material? Assume that is was.
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, m_Material as Material);
}
s_LastSeenUndoRedoCount = s_UndoRedoCount;
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
m_Editor = materialEditor;
m_Material = materialEditor.target as Material;
this.m_Properties = properties;
if (m_IsNewGUI)
{
PrepareGUI();
}
DoDragAndDropBegin();
EditorGUI.BeginChangeCheck();
DoGUI();
if (EditorGUI.EndChangeCheck())
{
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, m_Material);
}
DoDragAndDropEnd();
}
/// <summary>Override this method to create the specific shader GUI.</summary>
protected abstract void DoGUI();
static string[] s_PanelStateLabel = new string[] { "\t- <i>Click to collapse</i> -", "\t- <i>Click to expand</i> -" };
protected bool BeginPanel(string panel, bool expanded)
{
EditorGUI.indentLevel = 0;
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
Rect r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 18));
r.x += 20;
r.width += 6;
bool enabled = GUI.enabled;
GUI.enabled = true;
expanded = TMP_EditorUtility.EditorToggle(r, expanded, new GUIContent(panel), TMP_UIStyleManager.panelTitle);
r.width -= 30;
EditorGUI.LabelField(r, new GUIContent(expanded ? s_PanelStateLabel[0] : s_PanelStateLabel[1]), TMP_UIStyleManager.rightLabel);
GUI.enabled = enabled;
EditorGUI.indentLevel += 1;
EditorGUI.BeginDisabledGroup(false);
return expanded;
}
protected bool BeginPanel(string panel, ShaderFeature feature, bool expanded, bool readState = true)
{
EditorGUI.indentLevel = 0;
if (readState)
{
feature.ReadState(m_Material);
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.BeginHorizontal();
Rect r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 20, GUILayout.Width(20f)));
bool active = EditorGUI.Toggle(r, feature.Active);
if (EditorGUI.EndChangeCheck())
{
m_Editor.RegisterPropertyChangeUndo(feature.undoLabel);
feature.SetActive(active, m_Material);
}
r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 18));
r.width += 6;
bool enabled = GUI.enabled;
GUI.enabled = true;
expanded = TMP_EditorUtility.EditorToggle(r, expanded, new GUIContent(panel), TMP_UIStyleManager.panelTitle);
r.width -= 10;
EditorGUI.LabelField(r, new GUIContent(expanded ? s_PanelStateLabel[0] : s_PanelStateLabel[1]), TMP_UIStyleManager.rightLabel);
GUI.enabled = enabled;
GUILayout.EndHorizontal();
EditorGUI.indentLevel += 1;
EditorGUI.BeginDisabledGroup(!active);
return expanded;
}
public void EndPanel()
{
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel -= 1;
EditorGUILayout.EndVertical();
}
MaterialProperty BeginProperty(string name)
{
MaterialProperty property = FindProperty(name, m_Properties);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = property.hasMixedValue;
m_Editor.BeginAnimatedCheck(Rect.zero, property);
return property;
}
bool EndProperty()
{
m_Editor.EndAnimatedCheck();
EditorGUI.showMixedValue = false;
return EditorGUI.EndChangeCheck();
}
protected void DoPopup(string name, string label, GUIContent[] options)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
int index = EditorGUILayout.Popup(s_TempLabel, (int)property.floatValue, options);
if (EndProperty())
{
property.floatValue = index;
}
}
protected void DoCubeMap(string name, string label)
{
DoTexture(name, label, typeof(Cubemap));
}
protected void DoTexture2D(string name, string label, bool withTilingOffset = false, string[] speedNames = null)
{
DoTexture(name, label, typeof(Texture2D), withTilingOffset, speedNames);
}
void DoTexture(string name, string label, System.Type type, bool withTilingOffset = false, string[] speedNames = null)
{
float objFieldSize = 60f;
bool smallLayout = EditorGUIUtility.currentViewWidth <= 440f && (withTilingOffset || speedNames != null);
float controlHeight = smallLayout ? objFieldSize * 2 : objFieldSize;
MaterialProperty property = FindProperty(name, m_Properties);
m_Editor.BeginAnimatedCheck(Rect.zero, property);
Rect rect = EditorGUILayout.GetControlRect(true, controlHeight);
float totalWidth = rect.width;
rect.width = EditorGUIUtility.labelWidth + objFieldSize;
rect.height = objFieldSize;
s_TempLabel.text = label;
EditorGUI.BeginChangeCheck();
Object tex = EditorGUI.ObjectField(rect, s_TempLabel, property.textureValue, type, false);
if (EditorGUI.EndChangeCheck())
{
property.textureValue = tex as Texture;
}
float additionalHeight = controlHeight - objFieldSize;
float xOffset = smallLayout ? rect.width - objFieldSize : rect.width;
rect.y += additionalHeight;
rect.x += xOffset;
rect.width = totalWidth - xOffset;
rect.height = EditorGUIUtility.singleLineHeight;
if (withTilingOffset)
{
DoTilingOffset(rect, property);
rect.y += (rect.height + 2f) * 2f;
}
m_Editor.EndAnimatedCheck();
if (speedNames != null)
{
DoUVSpeed(rect, speedNames);
}
}
void DoTilingOffset(Rect rect, MaterialProperty property)
{
float labelWidth = EditorGUIUtility.labelWidth;
int indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = Mathf.Min(37f, rect.width * 0.40f);
Vector4 vector = property.textureScaleAndOffset;
bool changed = false;
float[] values = s_TempFloats[2];
s_TempLabel.text = "Tiling";
Rect vectorRect = EditorGUI.PrefixLabel(rect, s_TempLabel);
values[0] = vector.x;
values[1] = vector.y;
EditorGUI.BeginChangeCheck();
EditorGUI.MultiFloatField(vectorRect, s_XywhVectorLabels, values);
if (EditorGUI.EndChangeCheck())
{
vector.x = values[0];
vector.y = values[1];
changed = true;
}
rect.y += rect.height + 2f;
s_TempLabel.text = "Offset";
vectorRect = EditorGUI.PrefixLabel(rect, s_TempLabel);
values[0] = vector.z;
values[1] = vector.w;
EditorGUI.BeginChangeCheck();
EditorGUI.MultiFloatField(vectorRect, s_XywhVectorLabels, values);
if (EditorGUI.EndChangeCheck())
{
vector.z = values[0];
vector.w = values[1];
changed = true;
}
if (changed)
{
property.textureScaleAndOffset = vector;
}
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.indentLevel = indentLevel;
}
protected void DoUVSpeed(Rect rect, string[] names)
{
float labelWidth = EditorGUIUtility.labelWidth;
int indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = Mathf.Min(37f, rect.width * 0.40f);
s_TempLabel.text = "Speed";
rect = EditorGUI.PrefixLabel(rect, s_TempLabel);
EditorGUIUtility.labelWidth = 10f;
rect.width = rect.width * 0.5f - 2f;
if (names.Length == 1)
{
DoFloat2(rect, names[0]);
}
else
{
DoFloat(rect, names[0], "X");
rect.x += rect.width + 4f;
DoFloat(rect, names[1], "Y");
}
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.indentLevel = indentLevel;
}
protected void DoToggle(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
bool value = EditorGUILayout.Toggle(s_TempLabel, property.floatValue == 1f);
if (EndProperty())
{
property.floatValue = value ? 1f : 0f;
}
}
protected void DoFloat(string name, string label)
{
MaterialProperty property = BeginProperty(name);
Rect rect = EditorGUILayout.GetControlRect();
rect.width = EditorGUIUtility.labelWidth + 55f;
s_TempLabel.text = label;
float value = EditorGUI.FloatField(rect, s_TempLabel, property.floatValue);
if (EndProperty())
{
property.floatValue = value;
}
}
protected void DoColor(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
Color value = EditorGUI.ColorField(EditorGUILayout.GetControlRect(), s_TempLabel, property.colorValue, false, true, true);
if (EndProperty())
{
property.colorValue = value;
}
}
void DoFloat(Rect rect, string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
float value = EditorGUI.FloatField(rect, s_TempLabel, property.floatValue);
if (EndProperty())
{
property.floatValue = value;
}
}
void DoFloat2(Rect rect, string name)
{
MaterialProperty property = BeginProperty(name);
float x = EditorGUI.FloatField(rect, "X", property.vectorValue.x);
rect.x += rect.width + 4f;
float y = EditorGUI.FloatField(rect, "Y", property.vectorValue.y);
if (EndProperty())
{
property.vectorValue = new Vector2(x, y);
}
}
protected void DoSlider(string name, string label)
{
MaterialProperty property = BeginProperty(name);
Vector2 range = property.rangeLimits;
s_TempLabel.text = label;
float value = EditorGUI.Slider(EditorGUILayout.GetControlRect(), s_TempLabel, property.floatValue, range.x, range.y);
if (EndProperty())
{
property.floatValue = value;
}
}
protected void DoSlider(string propertyName, string propertyField, string label)
{
MaterialProperty property = BeginProperty(propertyName);
Vector2 range = property.rangeLimits;
s_TempLabel.text = label;
Vector4 value = property.vectorValue;
switch (propertyField)
{
case "X":
value.x = EditorGUI.Slider(EditorGUILayout.GetControlRect(), s_TempLabel, value.x, range.x, range.y);
break;
case "Y":
value.y = EditorGUI.Slider(EditorGUILayout.GetControlRect(), s_TempLabel, value.y, range.x, range.y);
break;
case "Z":
value.z = EditorGUI.Slider(EditorGUILayout.GetControlRect(), s_TempLabel, value.z, range.x, range.y);
break;
case "W":
value.w = EditorGUI.Slider(EditorGUILayout.GetControlRect(), s_TempLabel, value.w, range.x, range.y);
break;
}
if (EndProperty())
{
property.vectorValue = value;
}
}
protected void DoVector2(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
Vector4 value = EditorGUILayout.Vector3Field(s_TempLabel, property.vectorValue);
if (EndProperty())
{
property.vectorValue = value;
}
}
protected void DoVector3(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
Vector4 value = EditorGUILayout.Vector3Field(s_TempLabel, property.vectorValue);
if (EndProperty())
{
property.vectorValue = value;
}
}
protected void DoVector(string name, string label, GUIContent[] subLabels)
{
MaterialProperty property = BeginProperty(name);
Rect rect = EditorGUILayout.GetControlRect();
s_TempLabel.text = label;
rect = EditorGUI.PrefixLabel(rect, s_TempLabel);
Vector4 vector = property.vectorValue;
float[] values = s_TempFloats[subLabels.Length];
for (int i = 0; i < subLabels.Length; i++)
{
values[i] = vector[i];
}
EditorGUI.MultiFloatField(rect, subLabels, values);
if (EndProperty())
{
for (int i = 0; i < subLabels.Length; i++)
{
vector[i] = values[i];
}
property.vectorValue = vector;
}
}
void DoDragAndDropBegin()
{
m_DragAndDropMinY = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true)).y;
}
void DoDragAndDropEnd()
{
Rect rect = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
Event evt = Event.current;
if (evt.type == EventType.DragUpdated)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
evt.Use();
}
else if (
evt.type == EventType.DragPerform &&
Rect.MinMaxRect(rect.xMin, m_DragAndDropMinY, rect.xMax, rect.yMax).Contains(evt.mousePosition)
)
{
DragAndDrop.AcceptDrag();
evt.Use();
Material droppedMaterial = DragAndDrop.objectReferences[0] as Material;
if (droppedMaterial && droppedMaterial != m_Material)
{
PerformDrop(droppedMaterial);
}
}
}
void PerformDrop(Material droppedMaterial)
{
Texture droppedTex = droppedMaterial.GetTexture(ShaderUtilities.ID_MainTex);
if (!droppedTex)
{
return;
}
Texture currentTex = m_Material.GetTexture(ShaderUtilities.ID_MainTex);
TMP_FontAsset requiredFontAsset = null;
if (droppedTex != currentTex)
{
requiredFontAsset = TMP_EditorUtility.FindMatchingFontAsset(droppedMaterial);
if (!requiredFontAsset)
{
return;
}
}
foreach (GameObject o in Selection.gameObjects)
{
if (requiredFontAsset)
{
TMP_Text textComponent = o.GetComponent<TMP_Text>();
if (textComponent)
{
Undo.RecordObject(textComponent, "Font Asset Change");
textComponent.font = requiredFontAsset;
}
}
TMPro_EventManager.ON_DRAG_AND_DROP_MATERIAL_CHANGED(o, m_Material, droppedMaterial);
EditorUtility.SetDirty(o);
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
public class TMP_BitmapShaderGUI : TMP_BaseShaderGUI
{
static bool s_Face = true;
protected override void DoGUI()
{
s_Face = BeginPanel("Face", s_Face);
if (s_Face)
{
DoFacePanel();
}
EndPanel();
s_DebugExtended = BeginPanel("Debug Settings", s_DebugExtended);
if (s_DebugExtended)
{
DoDebugPanel();
}
EndPanel();
}
void DoFacePanel()
{
EditorGUI.indentLevel += 1;
if (m_Material.HasProperty(ShaderUtilities.ID_FaceTex))
{
DoColor("_FaceColor", "Color");
DoTexture2D("_FaceTex", "Texture", true);
}
else
{
DoColor("_Color", "Color");
DoSlider("_DiffusePower", "Diffuse Power");
}
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoDebugPanel()
{
EditorGUI.indentLevel += 1;
DoTexture2D("_MainTex", "Font Atlas");
if (m_Material.HasProperty(ShaderUtilities.ID_VertexOffsetX))
{
if (m_Material.HasProperty(ShaderUtilities.ID_Padding))
{
EditorGUILayout.Space();
DoFloat("_Padding", "Padding");
}
EditorGUILayout.Space();
DoFloat("_VertexOffsetX", "Offset X");
DoFloat("_VertexOffsetY", "Offset Y");
}
if (m_Material.HasProperty(ShaderUtilities.ID_MaskSoftnessX))
{
EditorGUILayout.Space();
DoFloat("_MaskSoftnessX", "Softness X");
DoFloat("_MaskSoftnessY", "Softness Y");
DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
}
if (m_Material.HasProperty(ShaderUtilities.ID_StencilID))
{
EditorGUILayout.Space();
DoFloat("_Stencil", "Stencil ID");
DoFloat("_StencilComp", "Stencil Comp");
}
if (m_Material.HasProperty(ShaderUtilities.ShaderTag_CullMode))
{
EditorGUILayout.Space();
DoPopup("_CullMode", "Cull Mode", s_CullingTypeLabels);
}
EditorGUILayout.Space();
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
}
}

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

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using UnityEditor;
using UnityEngine;
using System.IO;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class TMP_ColorGradientAssetMenu
{
[MenuItem("Assets/Create/TextMeshPro/Color Gradient", false, 115)]
public static void CreateColorGradient(MenuCommand context)
{
string filePath;
if (Selection.assetGUIDs.Length == 0)
filePath = "Assets/New TMP Color Gradient.asset";
else
filePath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
if (Directory.Exists(filePath))
{
filePath += "/New TMP Color Gradient.asset";
}
else
{
filePath = Path.GetDirectoryName(filePath) + "/New TMP Color Gradient.asset";
}
filePath = AssetDatabase.GenerateUniqueAssetPath(filePath);
// Create new Color Gradient Asset.
TMP_ColorGradient colorGradient = ScriptableObject.CreateInstance<TMP_ColorGradient>();
// Create Asset
AssetDatabase.CreateAsset(colorGradient, filePath);
//EditorUtility.SetDirty(colorGradient);
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(colorGradient));
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(colorGradient);
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_ColorGradient))]
public class TMP_ColorGradientEditor : Editor
{
SerializedProperty m_ColorMode;
SerializedProperty m_TopLeftColor;
SerializedProperty m_TopRightColor;
SerializedProperty m_BottomLeftColor;
SerializedProperty m_BottomRightColor;
void OnEnable()
{
m_ColorMode = serializedObject.FindProperty("colorMode");
m_TopLeftColor = serializedObject.FindProperty("topLeft");
m_TopRightColor = serializedObject.FindProperty("topRight");
m_BottomLeftColor = serializedObject.FindProperty("bottomLeft");
m_BottomRightColor = serializedObject.FindProperty("bottomRight");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_ColorMode, new GUIContent("Color Mode"));
if (EditorGUI.EndChangeCheck())
{
switch ((ColorMode)m_ColorMode.enumValueIndex)
{
case ColorMode.Single:
m_TopRightColor.colorValue = m_TopLeftColor.colorValue;
m_BottomLeftColor.colorValue = m_TopLeftColor.colorValue;
m_BottomRightColor.colorValue = m_TopLeftColor.colorValue;
break;
case ColorMode.HorizontalGradient:
m_BottomLeftColor.colorValue = m_TopLeftColor.colorValue;
m_BottomRightColor.colorValue = m_TopRightColor.colorValue;
break;
case ColorMode.VerticalGradient:
m_TopRightColor.colorValue = m_TopLeftColor.colorValue;
m_BottomRightColor.colorValue = m_BottomLeftColor.colorValue;
break;
}
}
Rect rect;
switch ((ColorMode)m_ColorMode.enumValueIndex)
{
case ColorMode.Single:
EditorGUI.BeginChangeCheck();
rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
EditorGUI.PrefixLabel(rect, new GUIContent("Colors"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / (EditorGUIUtility.wideMode ? 1f : 2f);
TMP_EditorUtility.DrawColorProperty(rect, m_TopLeftColor);
if (EditorGUI.EndChangeCheck())
{
m_TopRightColor.colorValue = m_TopLeftColor.colorValue;
m_BottomLeftColor.colorValue = m_TopLeftColor.colorValue;
m_BottomRightColor.colorValue = m_TopLeftColor.colorValue;
}
break;
case ColorMode.HorizontalGradient:
rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
EditorGUI.PrefixLabel(rect, new GUIContent("Colors"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / 2f;
EditorGUI.BeginChangeCheck();
TMP_EditorUtility.DrawColorProperty(rect, m_TopLeftColor);
if (EditorGUI.EndChangeCheck())
{
m_BottomLeftColor.colorValue = m_TopLeftColor.colorValue;
}
rect.x += rect.width;
EditorGUI.BeginChangeCheck();
TMP_EditorUtility.DrawColorProperty(rect, m_TopRightColor);
if (EditorGUI.EndChangeCheck())
{
m_BottomRightColor.colorValue = m_TopRightColor.colorValue;
}
break;
case ColorMode.VerticalGradient:
rect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
EditorGUI.PrefixLabel(rect, new GUIContent("Colors"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / (EditorGUIUtility.wideMode ? 1f : 2f);
rect.height = EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
EditorGUI.BeginChangeCheck();
TMP_EditorUtility.DrawColorProperty(rect, m_TopLeftColor);
if (EditorGUI.EndChangeCheck())
{
m_TopRightColor.colorValue = m_TopLeftColor.colorValue;
}
rect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / (EditorGUIUtility.wideMode ? 1f : 2f);
rect.height = EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
EditorGUI.BeginChangeCheck();
TMP_EditorUtility.DrawColorProperty(rect, m_BottomLeftColor);
if (EditorGUI.EndChangeCheck())
{
m_BottomRightColor.colorValue = m_BottomLeftColor.colorValue;
}
break;
case ColorMode.FourCornersGradient:
rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
EditorGUI.PrefixLabel(rect, new GUIContent("Colors"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / 2f;
rect.height = EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
TMP_EditorUtility.DrawColorProperty(rect, m_TopLeftColor);
rect.x += rect.width;
TMP_EditorUtility.DrawColorProperty(rect, m_TopRightColor);
rect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2));
rect.x += EditorGUIUtility.labelWidth;
rect.width = (rect.width - EditorGUIUtility.labelWidth) / 2f;
rect.height = EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
TMP_EditorUtility.DrawColorProperty(rect, m_BottomLeftColor);
rect.x += rect.width;
TMP_EditorUtility.DrawColorProperty(rect, m_BottomRightColor);
break;
}
if (serializedObject.ApplyModifiedProperties())
TMPro_EventManager.ON_COLOR_GRADIENT_PROPERTY_CHANGED(target as TMP_ColorGradient);
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.UI;
using UnityEngine.UI;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_Dropdown), true)]
[CanEditMultipleObjects]
public class DropdownEditor : SelectableEditor
{
SerializedProperty m_Template;
SerializedProperty m_CaptionText;
SerializedProperty m_CaptionImage;
SerializedProperty m_Placeholder;
SerializedProperty m_ItemText;
SerializedProperty m_ItemImage;
SerializedProperty m_OnSelectionChanged;
SerializedProperty m_Value;
SerializedProperty m_AlphaFadeSpeed;
SerializedProperty m_Options;
protected override void OnEnable()
{
base.OnEnable();
m_Template = serializedObject.FindProperty("m_Template");
m_CaptionText = serializedObject.FindProperty("m_CaptionText");
m_CaptionImage = serializedObject.FindProperty("m_CaptionImage");
m_Placeholder = serializedObject.FindProperty("m_Placeholder");
m_ItemText = serializedObject.FindProperty("m_ItemText");
m_ItemImage = serializedObject.FindProperty("m_ItemImage");
m_OnSelectionChanged = serializedObject.FindProperty("m_OnValueChanged");
m_Value = serializedObject.FindProperty("m_Value");
m_AlphaFadeSpeed = serializedObject.FindProperty("m_AlphaFadeSpeed");
m_Options = serializedObject.FindProperty("m_Options");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.Space();
serializedObject.Update();
EditorGUILayout.PropertyField(m_Template);
EditorGUILayout.PropertyField(m_CaptionText);
EditorGUILayout.PropertyField(m_CaptionImage);
EditorGUILayout.PropertyField(m_Placeholder);
EditorGUILayout.PropertyField(m_ItemText);
EditorGUILayout.PropertyField(m_ItemImage);
EditorGUILayout.PropertyField(m_Value);
EditorGUILayout.PropertyField(m_AlphaFadeSpeed);
EditorGUILayout.PropertyField(m_Options);
EditorGUILayout.PropertyField(m_OnSelectionChanged);
serializedObject.ApplyModifiedProperties();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace TMPro.EditorUtilities
{
/// <summary>
/// Simple implementation of coroutine working in the Unity Editor.
/// </summary>
public class TMP_EditorCoroutine
{
//private static Dictionary<int, EditorCoroutine> s_ActiveCoroutines;
readonly IEnumerator coroutine;
/// <summary>
/// Constructor
/// </summary>
/// <param name="routine"></param>
TMP_EditorCoroutine(IEnumerator routine)
{
this.coroutine = routine;
}
/// <summary>
/// Starts a new EditorCoroutine.
/// </summary>
/// <param name="newCoroutine">Coroutine</param>
/// <returns>new EditorCoroutine</returns>
public static TMP_EditorCoroutine StartCoroutine(IEnumerator routine)
{
TMP_EditorCoroutine coroutine = new TMP_EditorCoroutine(routine);
coroutine.Start();
// Add coroutine to tracking list
//if (s_ActiveCoroutines == null)
// s_ActiveCoroutines = new Dictionary<int, EditorCoroutine>();
// Add new instance of editor coroutine to dictionary.
//s_ActiveCoroutines.Add(coroutine.GetHashCode(), coroutine);
return coroutine;
}
/// <summary>
/// Clear delegate list
/// </summary>
//public static void StopAllEditorCoroutines()
//{
// EditorApplication.update = null;
//}
/// <summary>
/// Register callback for editor updates
/// </summary>
void Start()
{
EditorApplication.update += EditorUpdate;
}
/// <summary>
/// Unregister callback for editor updates.
/// </summary>
public void Stop()
{
if (EditorApplication.update != null)
EditorApplication.update -= EditorUpdate;
//s_ActiveCoroutines.Remove(this.GetHashCode());
}
/// <summary>
/// Delegate function called on editor updates.
/// </summary>
void EditorUpdate()
{
// Stop editor coroutine if it does not continue.
if (coroutine.MoveNext() == false)
Stop();
// Process the different types of EditorCoroutines.
if (coroutine.Current != null)
{
}
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TextMeshPro), true), CanEditMultipleObjects]
public class TMP_EditorPanel : TMP_BaseEditorPanel
{
static readonly GUIContent k_SortingLayerLabel = new GUIContent("Sorting Layer", "Name of the Renderer's sorting layer.");
static readonly GUIContent k_OrderInLayerLabel = new GUIContent("Order in Layer", "Renderer's order within a sorting layer.");
static readonly GUIContent k_OrthographicLabel = new GUIContent("Orthographic Mode", "Should be enabled when using an orthographic camera. Instructs the shader to not perform any perspective correction.");
static readonly GUIContent k_VolumetricLabel = new GUIContent("Volumetric Setup", "Use cubes rather than quads to render the text. Allows for volumetric rendering when combined with a compatible shader.");
private static string[] k_SortingLayerNames;
bool IsPreset;
SerializedProperty m_IsVolumetricTextProp;
SerializedProperty m_IsOrthographicProp;
Object[] m_Renderers;
SerializedObject m_RendererSerializedObject;
SerializedProperty m_RendererSortingLayerProp;
SerializedProperty m_RendererSortingLayerIDProp;
SerializedProperty m_RendererSortingOrderProp;
SerializedProperty m_TextSortingLayerProp;
SerializedProperty m_TextSortingLayerIDProp;
SerializedProperty m_TextSortingOrderProp;
protected override void OnEnable()
{
base.OnEnable();
// Determine if the inspected object is a Preset
IsPreset = (int)(target as Component).gameObject.hideFlags == 93;
m_IsOrthographicProp = serializedObject.FindProperty("m_isOrthographic");
m_IsVolumetricTextProp = serializedObject.FindProperty("m_isVolumetricText");
m_Renderers = new Object[targets.Length];
for (int i = 0; i < m_Renderers.Length; i++)
m_Renderers[i] = (targets[i] as TextMeshPro)?.GetComponent<Renderer>();
m_RendererSerializedObject = new SerializedObject(m_Renderers);
m_RendererSortingLayerProp = m_RendererSerializedObject.FindProperty("m_SortingLayer");
m_RendererSortingLayerIDProp = m_RendererSerializedObject.FindProperty("m_SortingLayerID");
m_RendererSortingOrderProp = m_RendererSerializedObject.FindProperty("m_SortingOrder");
m_TextSortingLayerProp = serializedObject.FindProperty("_SortingLayer");
m_TextSortingLayerIDProp = serializedObject.FindProperty("_SortingLayerID");
m_TextSortingOrderProp = serializedObject.FindProperty("_SortingOrder");
// Populate Sorting Layer Names
k_SortingLayerNames = SortingLayerHelper.sortingLayerNames;
}
protected override void DrawExtraSettings()
{
Rect rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Extra Settings</b>"), TMP_UIStyleManager.sectionHeader))
Foldout.extraSettings = !Foldout.extraSettings;
GUI.Label(rect, (Foldout.extraSettings ? "" : k_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (Foldout.extraSettings)
{
//EditorGUI.indentLevel += 1;
DrawMargins();
DrawSortingLayer();
DrawGeometrySorting();
DrawIsTextObjectScaleStatic();
DrawOrthographicMode();
DrawRichText();
DrawParsing();
DrawSpriteAsset();
DrawStyleSheet();
//DrawVolumetricSetup();
DrawKerning();
DrawPadding();
//EditorGUI.indentLevel -= 1;
}
}
private void DrawSortingLayer()
{
m_RendererSerializedObject.Update();
Rect rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
// Special handling for Presets where the sorting layer, id and order is serialized with the text object instead of on the MeshRenderer.
SerializedProperty sortingLayerProp = IsPreset ? m_TextSortingLayerProp : m_RendererSortingLayerProp;
SerializedProperty sortingLayerIDProp = IsPreset ? m_TextSortingLayerIDProp : m_RendererSortingLayerIDProp;
EditorGUI.BeginProperty(rect, k_SortingLayerLabel, sortingLayerIDProp);
EditorGUI.BeginChangeCheck();
int newLayerIndex = EditorGUI.Popup(rect, k_SortingLayerLabel, sortingLayerProp.intValue, k_SortingLayerNames);
if (EditorGUI.EndChangeCheck())
{
sortingLayerProp.intValue = newLayerIndex;
sortingLayerIDProp.intValue = SortingLayer.NameToID(k_SortingLayerNames[newLayerIndex]);
m_HavePropertiesChanged = true;
// Sync Sorting Layer ID change on potential sub text object.
TextMeshPro textComponent = m_TextComponent as TextMeshPro;
textComponent.UpdateSubMeshSortingLayerID(sortingLayerIDProp.intValue);
}
EditorGUI.EndProperty();
// Sorting Order
SerializedProperty sortingOrderLayerProp = IsPreset ? m_TextSortingOrderProp : m_RendererSortingOrderProp;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(sortingOrderLayerProp, k_OrderInLayerLabel);
if (EditorGUI.EndChangeCheck())
{
m_HavePropertiesChanged = true;
TextMeshPro textComponent = m_TextComponent as TextMeshPro;
textComponent.UpdateSubMeshSortingOrder(sortingOrderLayerProp.intValue);
}
m_RendererSerializedObject.ApplyModifiedProperties();
EditorGUILayout.Space();
}
private void DrawOrthographicMode()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_IsOrthographicProp, k_OrthographicLabel);
if (EditorGUI.EndChangeCheck())
m_HavePropertiesChanged = true;
}
protected void DrawVolumetricSetup()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_IsVolumetricTextProp, k_VolumetricLabel);
if (EditorGUI.EndChangeCheck())
{
m_HavePropertiesChanged = true;
m_TextComponent.textInfo.ResetVertexLayout(m_IsVolumetricTextProp.boolValue);
}
EditorGUILayout.Space();
}
// Method to handle multi object selection
protected override bool IsMixSelectionTypes()
{
GameObject[] objects = Selection.gameObjects;
if (objects.Length > 1)
{
for (int i = 0; i < objects.Length; i++)
{
if (objects[i].GetComponent<TextMeshPro>() == null)
return true;
}
}
return false;
}
protected override void OnUndoRedo()
{
int undoEventId = Undo.GetCurrentGroup();
int lastUndoEventId = s_EventId;
if (undoEventId != lastUndoEventId)
{
for (int i = 0; i < targets.Length; i++)
{
//Debug.Log("Undo & Redo Performed detected in Editor Panel. Event ID:" + Undo.GetCurrentGroup());
TMPro_EventManager.ON_TEXTMESHPRO_PROPERTY_CHANGED(true, targets[i] as TextMeshPro);
s_EventId = undoEventId;
}
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TextMeshProUGUI), true), CanEditMultipleObjects]
public class TMP_EditorPanelUI : TMP_BaseEditorPanel
{
static readonly GUIContent k_RaycastTargetLabel = new GUIContent("Raycast Target", "Whether the text blocks raycasts from the Graphic Raycaster.");
static readonly GUIContent k_MaskableLabel = new GUIContent("Maskable", "Determines if the text object will be affected by UI Mask.");
SerializedProperty m_RaycastTargetProp;
private SerializedProperty m_MaskableProp;
protected override void OnEnable()
{
base.OnEnable();
m_RaycastTargetProp = serializedObject.FindProperty("m_RaycastTarget");
m_MaskableProp = serializedObject.FindProperty("m_Maskable");
}
protected override void DrawExtraSettings()
{
Rect rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Extra Settings</b>"), TMP_UIStyleManager.sectionHeader))
Foldout.extraSettings = !Foldout.extraSettings;
GUI.Label(rect, (Foldout.extraSettings ? k_UiStateLabel[0] : k_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (Foldout.extraSettings)
{
//EditorGUI.indentLevel += 1;
DrawMargins();
DrawGeometrySorting();
DrawIsTextObjectScaleStatic();
DrawRichText();
DrawRaycastTarget();
DrawMaskable();
DrawParsing();
DrawSpriteAsset();
DrawStyleSheet();
DrawKerning();
DrawPadding();
//EditorGUI.indentLevel -= 1;
}
}
protected void DrawRaycastTarget()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_RaycastTargetProp, k_RaycastTargetLabel);
if (EditorGUI.EndChangeCheck())
{
// Change needs to propagate to the child sub objects.
Graphic[] graphicComponents = m_TextComponent.GetComponentsInChildren<Graphic>();
for (int i = 1; i < graphicComponents.Length; i++)
graphicComponents[i].raycastTarget = m_RaycastTargetProp.boolValue;
m_HavePropertiesChanged = true;
}
}
protected void DrawMaskable()
{
if (m_MaskableProp == null)
return;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_MaskableProp, k_MaskableLabel);
if (EditorGUI.EndChangeCheck())
{
m_TextComponent.maskable = m_MaskableProp.boolValue;
// Change needs to propagate to the child sub objects.
MaskableGraphic[] maskableGraphics = m_TextComponent.GetComponentsInChildren<MaskableGraphic>();
for (int i = 1; i < maskableGraphics.Length; i++)
maskableGraphics[i].maskable = m_MaskableProp.boolValue;
m_HavePropertiesChanged = true;
}
}
// Method to handle multi object selection
protected override bool IsMixSelectionTypes()
{
GameObject[] objects = Selection.gameObjects;
if (objects.Length > 1)
{
for (int i = 0; i < objects.Length; i++)
{
if (objects[i].GetComponent<TextMeshProUGUI>() == null)
return true;
}
}
return false;
}
protected override void OnUndoRedo()
{
int undoEventId = Undo.GetCurrentGroup();
int lastUndoEventId = s_EventId;
if (undoEventId != lastUndoEventId)
{
for (int i = 0; i < targets.Length; i++)
{
//Debug.Log("Undo & Redo Performed detected in Editor Panel. Event ID:" + Undo.GetCurrentGroup());
TMPro_EventManager.ON_TEXTMESHPRO_UGUI_PROPERTY_CHANGED(true, targets[i] as TextMeshProUGUI);
s_EventId = undoEventId;
}
}
}
}
}

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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);
}
}
}

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

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
using UnityEditor;
using System.Collections;
using System.Text.RegularExpressions;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_GlyphPairAdjustmentRecord))]
public class TMP_GlyphPairAdjustmentRecordPropertyDrawer : PropertyDrawer
{
private bool isEditingEnabled = false;
private bool isSelectable = false;
private string m_FirstCharacter = string.Empty;
private string m_SecondCharacter = string.Empty;
private string m_PreviousInput;
static GUIContent s_CharacterTextFieldLabel = new GUIContent("Char:", "Enter the character or its UTF16 or UTF32 Unicode character escape sequence. For UTF16 use \"\\uFF00\" and for UTF32 use \"\\UFF00FF00\" representation.");
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_FirstAdjustmentRecord = property.FindPropertyRelative("m_FirstAdjustmentRecord");
SerializedProperty prop_SecondAdjustmentRecord = property.FindPropertyRelative("m_SecondAdjustmentRecord");
SerializedProperty prop_FirstGlyphIndex = prop_FirstAdjustmentRecord.FindPropertyRelative("m_GlyphIndex");
SerializedProperty prop_FirstGlyphValueRecord = prop_FirstAdjustmentRecord.FindPropertyRelative("m_GlyphValueRecord");
SerializedProperty prop_SecondGlyphIndex = prop_SecondAdjustmentRecord.FindPropertyRelative("m_GlyphIndex");
SerializedProperty prop_SecondGlyphValueRecord = prop_SecondAdjustmentRecord.FindPropertyRelative("m_GlyphValueRecord");
SerializedProperty prop_FontFeatureLookupFlags = property.FindPropertyRelative("m_FeatureLookupFlags");
position.yMin += 2;
float width = position.width / 2;
float padding = 5.0f;
Rect rect;
isEditingEnabled = GUI.enabled;
isSelectable = label.text == "Selectable" ? true : false;
if (isSelectable)
GUILayoutUtility.GetRect(position.width, 75);
else
GUILayoutUtility.GetRect(position.width, 55);
GUIStyle style = new GUIStyle(EditorStyles.label);
style.richText = true;
// First Glyph
GUI.enabled = isEditingEnabled;
if (isSelectable)
{
rect = new Rect(position.x + 70, position.y, position.width, 49);
float labelWidth = GUI.skin.label.CalcSize(new GUIContent("ID: " + prop_FirstGlyphIndex.intValue)).x;
EditorGUI.LabelField(new Rect(position.x + (64 - labelWidth) / 2, position.y + 60, 64f, 18f), new GUIContent("ID: <color=#FFFF80>" + prop_FirstGlyphIndex.intValue + "</color>"), style);
GUI.enabled = isEditingEnabled;
EditorGUIUtility.labelWidth = 30f;
rect = new Rect(position.x + 70, position.y + 10, (width - 70) - padding, 18);
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_XPlacement"), new GUIContent("OX:"));
rect.y += 20;
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_YPlacement"), new GUIContent("OY:"));
rect.y += 20;
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_XAdvance"), new GUIContent("AX:"));
//rect.y += 20;
//EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_YAdvance"), new GUIContent("AY:"));
DrawGlyph((uint)prop_FirstGlyphIndex.intValue, new Rect(position.x, position.y, position.width, position.height), property);
}
else
{
rect = new Rect(position.x, position.y, width / 2 * 0.8f - padding, 18);
EditorGUIUtility.labelWidth = 40f;
// First Character Lookup
GUI.SetNextControlName("FirstCharacterField");
EditorGUI.BeginChangeCheck();
string firstCharacter = EditorGUI.TextField(rect, s_CharacterTextFieldLabel, m_FirstCharacter);
if (GUI.GetNameOfFocusedControl() == "FirstCharacterField")
{
if (ValidateInput(firstCharacter))
{
//Debug.Log("1st Unicode value: [" + firstCharacter + "]");
uint unicode = GetUnicodeCharacter(firstCharacter);
// Lookup glyph index
TMP_SerializedPropertyHolder propertyHolder = property.serializedObject.targetObject as TMP_SerializedPropertyHolder;
TMP_FontAsset fontAsset = propertyHolder.fontAsset;
if (fontAsset != null)
{
prop_FirstGlyphIndex.intValue = (int)fontAsset.GetGlyphIndex(unicode);
propertyHolder.firstCharacter = unicode;
}
}
}
if (EditorGUI.EndChangeCheck())
m_FirstCharacter = firstCharacter;
// First Glyph Index
rect.x += width / 2 * 0.8f;
EditorGUIUtility.labelWidth = 25f;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(rect, prop_FirstGlyphIndex, new GUIContent("ID:"));
if (EditorGUI.EndChangeCheck())
{
}
GUI.enabled = isEditingEnabled;
EditorGUIUtility.labelWidth = 25f;
rect = new Rect(position.x, position.y + 20, width * 0.5f - padding, 18);
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_XPlacement"), new GUIContent("OX"));
rect.x += width * 0.5f;
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_YPlacement"), new GUIContent("OY"));
rect.x = position.x;
rect.y += 20;
EditorGUI.PropertyField(rect, prop_FirstGlyphValueRecord.FindPropertyRelative("m_XAdvance"), new GUIContent("AX"));
//rect.x += width * 0.5f;
//EditorGUI.PropertyField(rect, prop_FirstGlyphAdjustment.FindPropertyRelative("m_YAdvance"), new GUIContent("AY"));
}
// Second Glyph
GUI.enabled = isEditingEnabled;
if (isSelectable)
{
float labelWidth = GUI.skin.label.CalcSize(new GUIContent("ID: " + prop_SecondGlyphIndex.intValue)).x;
EditorGUI.LabelField(new Rect(position.width / 2 + 20 + (64 - labelWidth) / 2, position.y + 60, 64f, 18f), new GUIContent("ID: <color=#FFFF80>" + prop_SecondGlyphIndex.intValue + "</color>"), style);
GUI.enabled = isEditingEnabled;
EditorGUIUtility.labelWidth = 30f;
rect = new Rect(position.width / 2 + 20 + 70, position.y + 10, (width - 70) - padding, 18);
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_XPlacement"), new GUIContent("OX:"));
rect.y += 20;
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_YPlacement"), new GUIContent("OY:"));
rect.y += 20;
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_XAdvance"), new GUIContent("AX:"));
//rect.y += 20;
//EditorGUI.PropertyField(rect, prop_SecondGlyphAdjustment.FindPropertyRelative("m_YAdvance"), new GUIContent("AY"));
DrawGlyph((uint)prop_SecondGlyphIndex.intValue, new Rect(position.width / 2 + 20, position.y, position.width, position.height), property);
}
else
{
rect = new Rect(position.width / 2 + 20, position.y, width / 2 * 0.8f - padding, 18);
EditorGUIUtility.labelWidth = 40f;
// Second Character Lookup
GUI.SetNextControlName("SecondCharacterField");
EditorGUI.BeginChangeCheck();
string secondCharacter = EditorGUI.TextField(rect, s_CharacterTextFieldLabel, m_SecondCharacter);
if (GUI.GetNameOfFocusedControl() == "SecondCharacterField")
{
if (ValidateInput(secondCharacter))
{
//Debug.Log("2nd Unicode value: [" + secondCharacter + "]");
uint unicode = GetUnicodeCharacter(secondCharacter);
// Lookup glyph index
TMP_SerializedPropertyHolder propertyHolder = property.serializedObject.targetObject as TMP_SerializedPropertyHolder;
TMP_FontAsset fontAsset = propertyHolder.fontAsset;
if (fontAsset != null)
{
prop_SecondGlyphIndex.intValue = (int)fontAsset.GetGlyphIndex(unicode);
propertyHolder.secondCharacter = unicode;
}
}
}
if (EditorGUI.EndChangeCheck())
m_SecondCharacter = secondCharacter;
// Second Glyph Index
rect.x += width / 2 * 0.8f;
EditorGUIUtility.labelWidth = 25f;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(rect, prop_SecondGlyphIndex, new GUIContent("ID:"));
if (EditorGUI.EndChangeCheck())
{
}
GUI.enabled = isEditingEnabled;
EditorGUIUtility.labelWidth = 25f;
rect = new Rect(position.width / 2 + 20, position.y + 20, width * 0.5f - padding, 18);
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_XPlacement"), new GUIContent("OX"));
rect.x += width * 0.5f;
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_YPlacement"), new GUIContent("OY"));
rect.x = position.width / 2 + 20;
rect.y += 20;
EditorGUI.PropertyField(rect, prop_SecondGlyphValueRecord.FindPropertyRelative("m_XAdvance"), new GUIContent("AX"));
//rect.x += width * 0.5f;
//EditorGUI.PropertyField(rect, prop_SecondGlyphAdjustment.FindPropertyRelative("m_YAdvance"), new GUIContent("AY"));
}
// Font Feature Lookup Flags
if (isSelectable)
{
EditorGUIUtility.labelWidth = 55f;
rect.x = position.width - 255;
rect.y += 23;
rect.width = 270; // width - 70 - padding;
FontFeatureLookupFlags flags = (FontFeatureLookupFlags)prop_FontFeatureLookupFlags.intValue;
EditorGUI.BeginChangeCheck();
flags = (FontFeatureLookupFlags)EditorGUI.EnumFlagsField(rect, new GUIContent("Options:"), flags);
if (EditorGUI.EndChangeCheck())
{
prop_FontFeatureLookupFlags.intValue = (int)flags;
}
}
}
bool ValidateInput(string source)
{
int length = string.IsNullOrEmpty(source) ? 0 : source.Length;
////Filter out unwanted characters.
Event evt = Event.current;
char c = evt.character;
if (c != '\0')
{
switch (length)
{
case 0:
break;
case 1:
if (source != m_PreviousInput)
return true;
if ((source[0] == '\\' && (c == 'u' || c == 'U')) == false)
evt.character = '\0';
break;
case 2:
case 3:
case 4:
case 5:
if ((c < '0' || c > '9') && (c < 'a' || c > 'f') && (c < 'A' || c > 'F'))
evt.character = '\0';
break;
case 6:
case 7:
case 8:
case 9:
if (source[1] == 'u' || (c < '0' || c > '9') && (c < 'a' || c > 'f') && (c < 'A' || c > 'F'))
evt.character = '\0';
// Validate input
if (length == 6 && source[1] == 'u' && source != m_PreviousInput)
return true;
break;
case 10:
if (source != m_PreviousInput)
return true;
evt.character = '\0';
break;
}
}
m_PreviousInput = source;
return false;
}
uint GetUnicodeCharacter (string source)
{
uint unicode;
if (source.Length == 1)
unicode = source[0];
else if (source.Length == 6)
unicode = (uint)TMP_TextUtilities.StringHexToInt(source.Replace("\\u", ""));
else
unicode = (uint)TMP_TextUtilities.StringHexToInt(source.Replace("\\U", ""));
return unicode;
}
void DrawGlyph(uint glyphIndex, Rect position, SerializedProperty property)
{
// Get a reference to the font asset
TMP_FontAsset fontAsset = property.serializedObject.targetObject as TMP_FontAsset;
if (fontAsset == null)
return;
Glyph glyph;
// Check if glyph is present in the atlas texture.
if (!fontAsset.glyphLookupTable.TryGetValue(glyphIndex, out glyph))
return;
// Get the atlas index of the glyph and lookup its atlas texture
int atlasIndex = glyph.atlasIndex;
Texture2D atlasTexture = fontAsset.atlasTextures.Length > atlasIndex ? fontAsset.atlasTextures[atlasIndex] : null;
if (atlasTexture == null)
return;
Material mat;
if (((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP)
{
mat = TMP_FontAssetEditor.internalBitmapMaterial;
if (mat == null)
return;
mat.mainTexture = atlasTexture;
}
else
{
mat = TMP_FontAssetEditor.internalSDFMaterial;
if (mat == null)
return;
mat.mainTexture = atlasTexture;
mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
}
// Draw glyph from atlas texture.
Rect glyphDrawPosition = new Rect(position.x, position.y + 2, 64, 60);
GlyphRect glyphRect = glyph.glyphRect;
int padding = fontAsset.atlasPadding;
int glyphOriginX = glyphRect.x - padding;
int glyphOriginY = glyphRect.y - padding;
int glyphWidth = glyphRect.width + padding * 2;
int glyphHeight = glyphRect.height + padding * 2;
float normalizedHeight = fontAsset.faceInfo.ascentLine - fontAsset.faceInfo.descentLine;
float scale = glyphDrawPosition.width / normalizedHeight;
// Compute the normalized texture coordinates
Rect texCoords = new Rect((float)glyphOriginX / atlasTexture.width, (float)glyphOriginY / atlasTexture.height, (float)glyphWidth / atlasTexture.width, (float)glyphHeight / atlasTexture.height);
if (Event.current.type == EventType.Repaint)
{
glyphDrawPosition.x += (glyphDrawPosition.width - glyphWidth * scale) / 2;
glyphDrawPosition.y += (glyphDrawPosition.height - glyphHeight * scale) / 2;
glyphDrawPosition.width = glyphWidth * scale;
glyphDrawPosition.height = glyphHeight * scale;
// Could switch to using the default material of the font asset which would require passing scale to the shader.
Graphics.DrawTexture(glyphDrawPosition, atlasTexture, texCoords, 0, 0, 0, 0, new Color(1f, 1f, 1f), mat);
}
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(Glyph))]
public class TMP_GlyphPropertyDrawer : PropertyDrawer
{
private string k_ColorProperty = "_Color";
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_GlyphIndex = property.FindPropertyRelative("m_Index");
SerializedProperty prop_GlyphMetrics = property.FindPropertyRelative("m_Metrics");
SerializedProperty prop_GlyphRect = property.FindPropertyRelative("m_GlyphRect");
SerializedProperty prop_Scale = property.FindPropertyRelative("m_Scale");
SerializedProperty prop_AtlasIndex = property.FindPropertyRelative("m_AtlasIndex");
GUIStyle style = new GUIStyle(EditorStyles.label);
style.richText = true;
Rect rect = new Rect(position.x + 70, position.y, position.width, 49);
float labelWidth = GUI.skin.label.CalcSize(new GUIContent("ID: " + prop_GlyphIndex.intValue)).x;
EditorGUI.LabelField(new Rect(position.x + (64 - labelWidth) / 2, position.y + 85, 64f, 18f), new GUIContent("ID: <color=#FFFF80>" + prop_GlyphIndex.intValue + "</color>"), style);
//EditorGUIUtility.labelWidth = 22f;
//EditorGUI.DelayedIntField(new Rect(position.x + (64 - labelWidth) / 2, position.y + 89, 58f, 18f), prop_GlyphIndex, new GUIContent("ID:"));
// We get Rect since a valid position may not be provided by the caller.
EditorGUI.PropertyField(new Rect(rect.x, rect.y, position.width, 49), prop_GlyphRect);
rect.y += 45;
EditorGUI.PropertyField(rect, prop_GlyphMetrics);
EditorGUIUtility.labelWidth = 40f;
EditorGUI.PropertyField(new Rect(rect.x, rect.y + 65, 75, 18), prop_Scale, new GUIContent("Scale:")); // new GUIContent("Scale: <color=#FFFF80>" + prop_Scale.floatValue + "</color>"), style);
EditorGUIUtility.labelWidth = 74f;
EditorGUI.PropertyField(new Rect(rect.x + 85, rect.y + 65, 95, 18), prop_AtlasIndex, new GUIContent("Atlas Index:")); // new GUIContent("Atlas Index: <color=#FFFF80>" + prop_AtlasIndex.intValue + "</color>"), style);
DrawGlyph(position, property);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 130f;
}
void DrawGlyph(Rect position, SerializedProperty property)
{
// Get a reference to the sprite texture
TMP_FontAsset fontAsset = property.serializedObject.targetObject as TMP_FontAsset;
if (fontAsset == null)
return;
// Get reference to atlas texture.
int atlasIndex = property.FindPropertyRelative("m_AtlasIndex").intValue;
Texture2D atlasTexture = fontAsset.atlasTextures.Length > atlasIndex ? fontAsset.atlasTextures[atlasIndex] : null;
if (atlasTexture == null)
return;
Material mat;
if (((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP)
{
mat = TMP_FontAssetEditor.internalBitmapMaterial;
if (mat == null)
return;
mat.mainTexture = atlasTexture;
mat.SetColor(k_ColorProperty, Color.white);
}
else
{
mat = TMP_FontAssetEditor.internalSDFMaterial;
if (mat == null)
return;
mat.mainTexture = atlasTexture;
mat.SetFloat(ShaderUtilities.ID_GradientScale, fontAsset.atlasPadding + 1);
}
// Draw glyph from atlas texture.
Rect glyphDrawPosition = new Rect(position.x, position.y + 2, 64, 80);
SerializedProperty glyphRectProperty = property.FindPropertyRelative("m_GlyphRect");
int padding = fontAsset.atlasPadding;
int glyphOriginX = glyphRectProperty.FindPropertyRelative("m_X").intValue - padding;
int glyphOriginY = glyphRectProperty.FindPropertyRelative("m_Y").intValue - padding;
int glyphWidth = glyphRectProperty.FindPropertyRelative("m_Width").intValue + padding * 2;
int glyphHeight = glyphRectProperty.FindPropertyRelative("m_Height").intValue + padding * 2;
float normalizedHeight = fontAsset.faceInfo.ascentLine - fontAsset.faceInfo.descentLine;
float scale = glyphDrawPosition.width / normalizedHeight;
// Compute the normalized texture coordinates
Rect texCoords = new Rect((float)glyphOriginX / atlasTexture.width, (float)glyphOriginY / atlasTexture.height, (float)glyphWidth / atlasTexture.width, (float)glyphHeight / atlasTexture.height);
if (Event.current.type == EventType.Repaint)
{
glyphDrawPosition.x += (glyphDrawPosition.width - glyphWidth * scale) / 2;
glyphDrawPosition.y += (glyphDrawPosition.height - glyphHeight * scale) / 2;
glyphDrawPosition.width = glyphWidth * scale;
glyphDrawPosition.height = glyphHeight * scale;
// Could switch to using the default material of the font asset which would require passing scale to the shader.
Graphics.DrawTexture(glyphDrawPosition, atlasTexture, texCoords, 0, 0, 0, 0, new Color(1f, 1f, 1f), mat);
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditor.UI;
using UnityEditor.AnimatedValues;
namespace TMPro.EditorUtilities
{
[CanEditMultipleObjects]
[CustomEditor(typeof(TMP_InputField), true)]
public class TMP_InputFieldEditor : SelectableEditor
{
private struct m_foldout
{ // Track Inspector foldout panel states, globally.
public static bool textInput = true;
public static bool fontSettings = true;
public static bool extraSettings = true;
//public static bool shadowSetting = false;
//public static bool materialEditor = true;
}
SerializedProperty m_TextViewport;
SerializedProperty m_TextComponent;
SerializedProperty m_Text;
SerializedProperty m_ContentType;
SerializedProperty m_LineType;
SerializedProperty m_LineLimit;
SerializedProperty m_InputType;
SerializedProperty m_CharacterValidation;
SerializedProperty m_InputValidator;
SerializedProperty m_RegexValue;
SerializedProperty m_KeyboardType;
SerializedProperty m_CharacterLimit;
SerializedProperty m_CaretBlinkRate;
SerializedProperty m_CaretWidth;
SerializedProperty m_CaretColor;
SerializedProperty m_CustomCaretColor;
SerializedProperty m_SelectionColor;
SerializedProperty m_HideMobileKeyboard;
SerializedProperty m_HideMobileInput;
SerializedProperty m_Placeholder;
SerializedProperty m_VerticalScrollbar;
SerializedProperty m_ScrollbarScrollSensitivity;
SerializedProperty m_OnValueChanged;
SerializedProperty m_OnEndEdit;
SerializedProperty m_OnSelect;
SerializedProperty m_OnDeselect;
SerializedProperty m_ReadOnly;
SerializedProperty m_RichText;
SerializedProperty m_RichTextEditingAllowed;
SerializedProperty m_ResetOnDeActivation;
SerializedProperty m_RestoreOriginalTextOnEscape;
SerializedProperty m_OnFocusSelectAll;
SerializedProperty m_GlobalPointSize;
SerializedProperty m_GlobalFontAsset;
AnimBool m_CustomColor;
//TMP_InputValidator m_ValidationScript;
protected override void OnEnable()
{
base.OnEnable();
m_TextViewport = serializedObject.FindProperty("m_TextViewport");
m_TextComponent = serializedObject.FindProperty("m_TextComponent");
m_Text = serializedObject.FindProperty("m_Text");
m_ContentType = serializedObject.FindProperty("m_ContentType");
m_LineType = serializedObject.FindProperty("m_LineType");
m_LineLimit = serializedObject.FindProperty("m_LineLimit");
m_InputType = serializedObject.FindProperty("m_InputType");
m_CharacterValidation = serializedObject.FindProperty("m_CharacterValidation");
m_InputValidator = serializedObject.FindProperty("m_InputValidator");
m_RegexValue = serializedObject.FindProperty("m_RegexValue");
m_KeyboardType = serializedObject.FindProperty("m_KeyboardType");
m_CharacterLimit = serializedObject.FindProperty("m_CharacterLimit");
m_CaretBlinkRate = serializedObject.FindProperty("m_CaretBlinkRate");
m_CaretWidth = serializedObject.FindProperty("m_CaretWidth");
m_CaretColor = serializedObject.FindProperty("m_CaretColor");
m_CustomCaretColor = serializedObject.FindProperty("m_CustomCaretColor");
m_SelectionColor = serializedObject.FindProperty("m_SelectionColor");
m_HideMobileKeyboard = serializedObject.FindProperty("m_HideSoftKeyboard");
m_HideMobileInput = serializedObject.FindProperty("m_HideMobileInput");
m_Placeholder = serializedObject.FindProperty("m_Placeholder");
m_VerticalScrollbar = serializedObject.FindProperty("m_VerticalScrollbar");
m_ScrollbarScrollSensitivity = serializedObject.FindProperty("m_ScrollSensitivity");
m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
m_OnEndEdit = serializedObject.FindProperty("m_OnEndEdit");
m_OnSelect = serializedObject.FindProperty("m_OnSelect");
m_OnDeselect = serializedObject.FindProperty("m_OnDeselect");
m_ReadOnly = serializedObject.FindProperty("m_ReadOnly");
m_RichText = serializedObject.FindProperty("m_RichText");
m_RichTextEditingAllowed = serializedObject.FindProperty("m_isRichTextEditingAllowed");
m_ResetOnDeActivation = serializedObject.FindProperty("m_ResetOnDeActivation");
m_RestoreOriginalTextOnEscape = serializedObject.FindProperty("m_RestoreOriginalTextOnEscape");
m_OnFocusSelectAll = serializedObject.FindProperty("m_OnFocusSelectAll");
m_GlobalPointSize = serializedObject.FindProperty("m_GlobalPointSize");
m_GlobalFontAsset = serializedObject.FindProperty("m_GlobalFontAsset");
m_CustomColor = new AnimBool(m_CustomCaretColor.boolValue);
m_CustomColor.valueChanged.AddListener(Repaint);
}
protected override void OnDisable()
{
base.OnDisable();
m_CustomColor.valueChanged.RemoveListener(Repaint);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
base.OnInspectorGUI();
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_TextViewport);
EditorGUILayout.PropertyField(m_TextComponent);
TextMeshProUGUI text = null;
if (m_TextComponent != null && m_TextComponent.objectReferenceValue != null)
{
text = m_TextComponent.objectReferenceValue as TextMeshProUGUI;
//if (text.supportRichText)
//{
// EditorGUILayout.HelpBox("Using Rich Text with input is unsupported.", MessageType.Warning);
//}
}
EditorGUI.BeginDisabledGroup(m_TextComponent == null || m_TextComponent.objectReferenceValue == null);
// TEXT INPUT BOX
EditorGUILayout.PropertyField(m_Text);
// INPUT FIELD SETTINGS
#region INPUT FIELD SETTINGS
m_foldout.fontSettings = EditorGUILayout.Foldout(m_foldout.fontSettings, "Input Field Settings", true, TMP_UIStyleManager.boldFoldout);
if (m_foldout.fontSettings)
{
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_GlobalFontAsset, new GUIContent("Font Asset", "Set the Font Asset for both Placeholder and Input Field text object."));
if (EditorGUI.EndChangeCheck())
{
TMP_InputField inputField = target as TMP_InputField;
inputField.SetGlobalFontAsset(m_GlobalFontAsset.objectReferenceValue as TMP_FontAsset);
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_GlobalPointSize, new GUIContent("Point Size", "Set the point size of both Placeholder and Input Field text object."));
if (EditorGUI.EndChangeCheck())
{
TMP_InputField inputField = target as TMP_InputField;
inputField.SetGlobalPointSize(m_GlobalPointSize.floatValue);
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_CharacterLimit);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_ContentType);
if (!m_ContentType.hasMultipleDifferentValues)
{
EditorGUI.indentLevel++;
if (m_ContentType.enumValueIndex == (int)TMP_InputField.ContentType.Standard ||
m_ContentType.enumValueIndex == (int)TMP_InputField.ContentType.Autocorrected ||
m_ContentType.enumValueIndex == (int)TMP_InputField.ContentType.Custom)
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_LineType);
if (EditorGUI.EndChangeCheck())
{
if (text != null)
{
if (m_LineType.enumValueIndex == (int)TMP_InputField.LineType.SingleLine)
text.enableWordWrapping = false;
else
{
text.enableWordWrapping = true;
}
}
}
if (m_LineType.enumValueIndex != (int)TMP_InputField.LineType.SingleLine)
{
EditorGUILayout.PropertyField(m_LineLimit);
}
}
if (m_ContentType.enumValueIndex == (int)TMP_InputField.ContentType.Custom)
{
EditorGUILayout.PropertyField(m_InputType);
EditorGUILayout.PropertyField(m_KeyboardType);
EditorGUILayout.PropertyField(m_CharacterValidation);
if (m_CharacterValidation.enumValueIndex == (int)TMP_InputField.CharacterValidation.Regex)
{
EditorGUILayout.PropertyField(m_RegexValue);
}
else if (m_CharacterValidation.enumValueIndex == (int)TMP_InputField.CharacterValidation.CustomValidator)
{
EditorGUILayout.PropertyField(m_InputValidator);
}
}
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_Placeholder);
EditorGUILayout.PropertyField(m_VerticalScrollbar);
if (m_VerticalScrollbar.objectReferenceValue != null)
EditorGUILayout.PropertyField(m_ScrollbarScrollSensitivity);
EditorGUILayout.PropertyField(m_CaretBlinkRate);
EditorGUILayout.PropertyField(m_CaretWidth);
EditorGUILayout.PropertyField(m_CustomCaretColor);
m_CustomColor.target = m_CustomCaretColor.boolValue;
if (EditorGUILayout.BeginFadeGroup(m_CustomColor.faded))
{
EditorGUILayout.PropertyField(m_CaretColor);
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.PropertyField(m_SelectionColor);
EditorGUI.indentLevel--;
}
#endregion
// CONTROL SETTINGS
#region CONTROL SETTINGS
m_foldout.extraSettings = EditorGUILayout.Foldout(m_foldout.extraSettings, "Control Settings", true, TMP_UIStyleManager.boldFoldout);
if (m_foldout.extraSettings)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_OnFocusSelectAll, new GUIContent("OnFocus - Select All", "Should all the text be selected when the Input Field is selected."));
EditorGUILayout.PropertyField(m_ResetOnDeActivation, new GUIContent("Reset On DeActivation", "Should the Text and Caret position be reset when Input Field is DeActivated."));
EditorGUILayout.PropertyField(m_RestoreOriginalTextOnEscape, new GUIContent("Restore On ESC Key", "Should the original text be restored when pressing ESC."));
EditorGUILayout.PropertyField(m_HideMobileKeyboard, new GUIContent("Hide Soft Keyboard", "Controls the visibility of the mobile virtual keyboard."));
EditorGUILayout.PropertyField(m_HideMobileInput, new GUIContent("Hide Mobile Input", "Controls the visibility of the editable text field above the mobile virtual keyboard."));
EditorGUILayout.PropertyField(m_ReadOnly);
EditorGUILayout.PropertyField(m_RichText);
EditorGUILayout.PropertyField(m_RichTextEditingAllowed, new GUIContent("Allow Rich Text Editing"));
EditorGUI.indentLevel--;
}
#endregion
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_OnValueChanged);
EditorGUILayout.PropertyField(m_OnEndEdit);
EditorGUILayout.PropertyField(m_OnSelect);
EditorGUILayout.PropertyField(m_OnDeselect);
EditorGUI.EndDisabledGroup();
serializedObject.ApplyModifiedProperties();
}
}
}

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// When enabled, allows setting the material by dropping a material onto the MeshRenderer inspector component.
// The drawback is that the MeshRenderer inspector will not have properties for light probes, so if you need light probe support, do not enable this.
//#define ALLOW_MESHRENDERER_MATERIAL_DRAG_N_DROP
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
// Disabled for compatibility reason as lightprobe setup isn't supported due to inability to inherit from MeshRendererEditor class
#if ALLOW_MESHRENDERER_MATERIAL_DRAG_N_DROP
[CanEditMultipleObjects]
[CustomEditor(typeof(MeshRenderer))]
public class TMP_MeshRendererEditor : Editor
{
private SerializedProperty m_Materials;
void OnEnable()
{
m_Materials = serializedObject.FindProperty("m_Materials");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// Get a reference to the current material.
SerializedProperty material_prop = m_Materials.GetArrayElementAtIndex(0);
Material currentMaterial = material_prop.objectReferenceValue as Material;
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
material_prop = m_Materials.GetArrayElementAtIndex(0);
TMP_FontAsset newFontAsset = null;
Material newMaterial = null;
if (material_prop != null)
newMaterial = material_prop.objectReferenceValue as Material;
// Check if the new material is referencing a different font atlas texture.
if (newMaterial != null && currentMaterial.GetInstanceID() != newMaterial.GetInstanceID())
{
// Search for the Font Asset matching the new font atlas texture.
newFontAsset = TMP_EditorUtility.FindMatchingFontAsset(newMaterial);
}
GameObject[] objects = Selection.gameObjects;
for (int i = 0; i < objects.Length; i++)
{
// Assign new font asset
if (newFontAsset != null)
{
TMP_Text textComponent = objects[i].GetComponent<TMP_Text>();
if (textComponent != null)
{
Undo.RecordObject(textComponent, "Font Asset Change");
textComponent.font = newFontAsset;
}
}
TMPro_EventManager.ON_DRAG_AND_DROP_MATERIAL_CHANGED(objects[i], currentMaterial, newMaterial);
}
}
}
}
#endif
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
namespace TMPro
{
public class TMP_PostBuildProcessHandler
{
[PostProcessBuildAttribute(10000)]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
{
if (target == BuildTarget.iOS)
{
// Try loading the TMP Settings
TMP_Settings settings = Resources.Load<TMP_Settings>("TMP Settings");
if (settings == null)
return;
string file = Path.Combine(pathToBuiltProject, "Classes/UI/Keyboard.mm");
string content = File.ReadAllText(file);
content = content.Replace("FILTER_EMOJIS_IOS_KEYBOARD 1", "FILTER_EMOJIS_IOS_KEYBOARD 0");
File.WriteAllText(file, content);
}
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace TMPro
{
public class TMP_PreBuildProcessor : IPreprocessBuildWithReport
{
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report)
{
// Find all font assets in the project
string searchPattern = "t:TMP_FontAsset";
string[] fontAssetGUIDs = AssetDatabase.FindAssets(searchPattern);
for (int i = 0; i < fontAssetGUIDs.Length; i++)
{
string fontAssetPath = AssetDatabase.GUIDToAssetPath(fontAssetGUIDs[i]);
TMP_FontAsset fontAsset = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(fontAssetPath);
if (fontAsset != null && fontAsset.atlasPopulationMode == AtlasPopulationMode.Dynamic && fontAsset.clearDynamicDataOnBuild && fontAsset.atlasTexture.width != 0)
{
//Debug.Log("Clearing [" + fontAsset.name + "] dynamic font asset data.");
fontAsset.ClearFontAssetDataInternal();
}
}
}
}
}

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#if !UNITY_2018_3_OR_NEWER
using UnityEditor;
namespace TMPro
{
public static class TMP_ProjectTextSettings
{
// Open Project Text Settings
[MenuItem("Edit/Project Settings/TextMeshPro Settings", false, 309)]
public static void SelectProjectTextSettings()
{
TMP_Settings textSettings = TMP_Settings.instance;
if (textSettings)
{
Selection.activeObject = textSettings;
// TODO: Do we want to ping the Project Text Settings asset in the Project Inspector
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(textSettings);
}
else
TMPro_EventManager.RESOURCE_LOAD_EVENT.Add(ON_RESOURCES_LOADED);
}
// Event received when TMP resources have been loaded.
static void ON_RESOURCES_LOADED()
{
TMPro_EventManager.RESOURCE_LOAD_EVENT.Remove(ON_RESOURCES_LOADED);
TMP_Settings textSettings = TMP_Settings.instance;
Selection.activeObject = textSettings;
// TODO: Do we want to ping the Project Text Settings asset in the Project Inspector
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(textSettings);
}
}
}
#endif

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using UnityEditor;
using UnityEngine;
using System.Collections;
namespace TMPro.EditorUtilities
{
//[InitializeOnLoad]
class TMP_ResourcesLoader
{
/// <summary>
/// Function to pre-load the TMP Resources
/// </summary>
public static void LoadTextMeshProResources()
{
//TMP_Settings.LoadDefaultSettings();
//TMP_StyleSheet.LoadDefaultStyleSheet();
}
static TMP_ResourcesLoader()
{
//Debug.Log("Loading TMP Resources...");
// Get current targetted platform
//string Settings = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
//TMPro.TMP_Settings.LoadDefaultSettings();
//TMPro.TMP_StyleSheet.LoadDefaultStyleSheet();
}
//[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
//static void OnBeforeSceneLoaded()
//{
//Debug.Log("Before scene is loaded.");
// //TMPro.TMP_Settings.LoadDefaultSettings();
// //TMPro.TMP_StyleSheet.LoadDefaultStyleSheet();
// //ShaderVariantCollection collection = new ShaderVariantCollection();
// //Shader s0 = Shader.Find("TextMeshPro/Mobile/Distance Field");
// //ShaderVariantCollection.ShaderVariant tmp_Variant = new ShaderVariantCollection.ShaderVariant(s0, UnityEngine.Rendering.PassType.Normal, string.Empty);
// //collection.Add(tmp_Variant);
// //collection.WarmUp();
//}
}
//static class TMP_ProjectSettings
//{
// [InitializeOnLoadMethod]
// static void SetProjectDefineSymbols()
// {
// string currentBuildSettings = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
// //Check for and inject TMP_INSTALLED
// if (!currentBuildSettings.Contains("TMP_PRESENT"))
// {
// PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, currentBuildSettings + ";TMP_PRESENT");
// }
// }
//}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
public class TMP_SDFShaderGUI : TMP_BaseShaderGUI
{
static ShaderFeature s_OutlineFeature, s_UnderlayFeature, s_BevelFeature, s_GlowFeature, s_MaskFeature;
static bool s_Face = true, s_Outline = true, s_Outline2, s_Underlay, s_Lighting, s_Glow, s_Bevel, s_Light, s_Bump, s_Env;
static string[]
s_FaceUVSpeedName = { "_FaceUVSpeed" },
s_FaceUvSpeedNames = { "_FaceUVSpeedX", "_FaceUVSpeedY" },
s_OutlineUvSpeedNames = { "_OutlineUVSpeedX", "_OutlineUVSpeedY" };
static TMP_SDFShaderGUI()
{
s_OutlineFeature = new ShaderFeature()
{
undoLabel = "Outline",
keywords = new[] { "OUTLINE_ON" }
};
s_UnderlayFeature = new ShaderFeature()
{
undoLabel = "Underlay",
keywords = new[] { "UNDERLAY_ON", "UNDERLAY_INNER" },
label = new GUIContent("Underlay Type"),
keywordLabels = new[]
{
new GUIContent("None"), new GUIContent("Normal"), new GUIContent("Inner")
}
};
s_BevelFeature = new ShaderFeature()
{
undoLabel = "Bevel",
keywords = new[] { "BEVEL_ON" }
};
s_GlowFeature = new ShaderFeature()
{
undoLabel = "Glow",
keywords = new[] { "GLOW_ON" }
};
s_MaskFeature = new ShaderFeature()
{
undoLabel = "Mask",
keywords = new[] { "MASK_HARD", "MASK_SOFT" },
label = new GUIContent("Mask"),
keywordLabels = new[]
{
new GUIContent("Mask Off"), new GUIContent("Mask Hard"), new GUIContent("Mask Soft")
}
};
}
protected override void DoGUI()
{
s_Face = BeginPanel("Face", s_Face);
if (s_Face)
{
DoFacePanel();
}
EndPanel();
s_Outline = m_Material.HasProperty(ShaderUtilities.ID_OutlineTex) ? BeginPanel("Outline", s_Outline) : BeginPanel("Outline", s_OutlineFeature, s_Outline);
if (s_Outline)
{
DoOutlinePanel();
}
EndPanel();
if (m_Material.HasProperty(ShaderUtilities.ID_Outline2Color))
{
s_Outline2 = BeginPanel("Outline 2", s_OutlineFeature, s_Outline2);
if (s_Outline2)
{
DoOutline2Panel();
}
EndPanel();
}
if (m_Material.HasProperty(ShaderUtilities.ID_UnderlayColor))
{
s_Underlay = BeginPanel("Underlay", s_UnderlayFeature, s_Underlay);
if (s_Underlay)
{
DoUnderlayPanel();
}
EndPanel();
}
if (m_Material.HasProperty("_SpecularColor"))
{
s_Lighting = BeginPanel("Lighting", s_BevelFeature, s_Lighting);
if (s_Lighting)
{
s_Bevel = BeginPanel("Bevel", s_Bevel);
if (s_Bevel)
{
DoBevelPanel();
}
EndPanel();
s_Light = BeginPanel("Local Lighting", s_Light);
if (s_Light)
{
DoLocalLightingPanel();
}
EndPanel();
s_Bump = BeginPanel("Bump Map", s_Bump);
if (s_Bump)
{
DoBumpMapPanel();
}
EndPanel();
s_Env = BeginPanel("Environment Map", s_Env);
if (s_Env)
{
DoEnvMapPanel();
}
EndPanel();
}
EndPanel();
}
else if (m_Material.HasProperty("_SpecColor"))
{
s_Bevel = BeginPanel("Bevel", s_Bevel);
if (s_Bevel)
{
DoBevelPanel();
}
EndPanel();
s_Light = BeginPanel("Surface Lighting", s_Light);
if (s_Light)
{
DoSurfaceLightingPanel();
}
EndPanel();
s_Bump = BeginPanel("Bump Map", s_Bump);
if (s_Bump)
{
DoBumpMapPanel();
}
EndPanel();
s_Env = BeginPanel("Environment Map", s_Env);
if (s_Env)
{
DoEnvMapPanel();
}
EndPanel();
}
if (m_Material.HasProperty(ShaderUtilities.ID_GlowColor))
{
s_Glow = BeginPanel("Glow", s_GlowFeature, s_Glow);
if (s_Glow)
{
DoGlowPanel();
}
EndPanel();
}
s_DebugExtended = BeginPanel("Debug Settings", s_DebugExtended);
if (s_DebugExtended)
{
DoDebugPanel();
}
EndPanel();
}
void DoFacePanel()
{
EditorGUI.indentLevel += 1;
DoColor("_FaceColor", "Color");
if (m_Material.HasProperty(ShaderUtilities.ID_FaceTex))
{
if (m_Material.HasProperty("_FaceUVSpeedX"))
{
DoTexture2D("_FaceTex", "Texture", true, s_FaceUvSpeedNames);
}
else if (m_Material.HasProperty("_FaceUVSpeed"))
{
DoTexture2D("_FaceTex", "Texture", true, s_FaceUVSpeedName);
}
else
{
DoTexture2D("_FaceTex", "Texture", true);
}
}
if (m_Material.HasProperty("_FaceSoftness"))
{
DoSlider("_FaceSoftness", "X", "Softness");
}
if (m_Material.HasProperty("_OutlineSoftness"))
{
DoSlider("_OutlineSoftness", "Softness");
}
if (m_Material.HasProperty(ShaderUtilities.ID_FaceDilate))
{
DoSlider("_FaceDilate", "Dilate");
if (m_Material.HasProperty(ShaderUtilities.ID_Shininess))
{
DoSlider("_FaceShininess", "Gloss");
}
}
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoOutlinePanel()
{
EditorGUI.indentLevel += 1;
DoColor("_OutlineColor", "Color");
if (m_Material.HasProperty(ShaderUtilities.ID_OutlineTex))
{
if (m_Material.HasProperty("_OutlineUVSpeedX"))
{
DoTexture2D("_OutlineTex", "Texture", true, s_OutlineUvSpeedNames);
}
else
{
DoTexture2D("_OutlineTex", "Texture", true);
}
}
DoSlider("_OutlineWidth", "Thickness");
if (m_Material.HasProperty("_OutlineShininess"))
{
DoSlider("_OutlineShininess", "Gloss");
}
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoOutline2Panel()
{
EditorGUI.indentLevel += 1;
DoColor("_Outline2Color", "Color");
//if (m_Material.HasProperty(ShaderUtilities.ID_OutlineTex))
//{
// if (m_Material.HasProperty("_OutlineUVSpeedX"))
// {
// DoTexture2D("_OutlineTex", "Texture", true, s_OutlineUvSpeedNames);
// }
// else
// {
// DoTexture2D("_OutlineTex", "Texture", true);
// }
//}
DoSlider("_Outline2Width", "Thickness");
//if (m_Material.HasProperty("_OutlineShininess"))
//{
// DoSlider("_OutlineShininess", "Gloss");
//}
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoUnderlayPanel()
{
EditorGUI.indentLevel += 1;
s_UnderlayFeature.DoPopup(m_Editor, m_Material);
DoColor("_UnderlayColor", "Color");
DoSlider("_UnderlayOffsetX", "Offset X");
DoSlider("_UnderlayOffsetY", "Offset Y");
DoSlider("_UnderlayDilate", "Dilate");
DoSlider("_UnderlaySoftness", "Softness");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
static GUIContent[] s_BevelTypeLabels =
{
new GUIContent("Outer Bevel"),
new GUIContent("Inner Bevel")
};
void DoBevelPanel()
{
EditorGUI.indentLevel += 1;
DoPopup("_ShaderFlags", "Type", s_BevelTypeLabels);
DoSlider("_Bevel", "Amount");
DoSlider("_BevelOffset", "Offset");
DoSlider("_BevelWidth", "Width");
DoSlider("_BevelRoundness", "Roundness");
DoSlider("_BevelClamp", "Clamp");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoLocalLightingPanel()
{
EditorGUI.indentLevel += 1;
DoSlider("_LightAngle", "Light Angle");
DoColor("_SpecularColor", "Specular Color");
DoSlider("_SpecularPower", "Specular Power");
DoSlider("_Reflectivity", "Reflectivity Power");
DoSlider("_Diffuse", "Diffuse Shadow");
DoSlider("_Ambient", "Ambient Shadow");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoSurfaceLightingPanel()
{
EditorGUI.indentLevel += 1;
DoColor("_SpecColor", "Specular Color");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoBumpMapPanel()
{
EditorGUI.indentLevel += 1;
DoTexture2D("_BumpMap", "Texture");
DoSlider("_BumpFace", "Face");
DoSlider("_BumpOutline", "Outline");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoEnvMapPanel()
{
EditorGUI.indentLevel += 1;
DoColor("_ReflectFaceColor", "Face Color");
DoColor("_ReflectOutlineColor", "Outline Color");
DoCubeMap("_Cube", "Texture");
DoVector3("_EnvMatrixRotation", "Rotation");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoGlowPanel()
{
EditorGUI.indentLevel += 1;
DoColor("_GlowColor", "Color");
DoSlider("_GlowOffset", "Offset");
DoSlider("_GlowInner", "Inner");
DoSlider("_GlowOuter", "Outer");
DoSlider("_GlowPower", "Power");
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoDebugPanel()
{
EditorGUI.indentLevel += 1;
DoTexture2D("_MainTex", "Font Atlas");
DoFloat("_GradientScale", "Gradient Scale");
DoFloat("_TextureWidth", "Texture Width");
DoFloat("_TextureHeight", "Texture Height");
EditorGUILayout.Space();
DoFloat("_ScaleX", "Scale X");
DoFloat("_ScaleY", "Scale Y");
if (m_Material.HasProperty(ShaderUtilities.ID_Sharpness))
DoSlider("_Sharpness", "Sharpness");
DoSlider("_PerspectiveFilter", "Perspective Filter");
EditorGUILayout.Space();
DoFloat("_VertexOffsetX", "Offset X");
DoFloat("_VertexOffsetY", "Offset Y");
if (m_Material.HasProperty(ShaderUtilities.ID_MaskCoord))
{
EditorGUILayout.Space();
s_MaskFeature.ReadState(m_Material);
s_MaskFeature.DoPopup(m_Editor, m_Material);
if (s_MaskFeature.Active)
{
DoMaskSubgroup();
}
EditorGUILayout.Space();
DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
}
else if (m_Material.HasProperty("_MaskTex"))
{
DoMaskTexSubgroup();
}
else if (m_Material.HasProperty(ShaderUtilities.ID_MaskSoftnessX))
{
EditorGUILayout.Space();
DoFloat("_MaskSoftnessX", "Softness X");
DoFloat("_MaskSoftnessY", "Softness Y");
DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
}
if (m_Material.HasProperty(ShaderUtilities.ID_StencilID))
{
EditorGUILayout.Space();
DoFloat("_Stencil", "Stencil ID");
DoFloat("_StencilComp", "Stencil Comp");
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
bool useRatios = EditorGUILayout.Toggle("Use Ratios", !m_Material.IsKeywordEnabled("RATIOS_OFF"));
if (EditorGUI.EndChangeCheck())
{
m_Editor.RegisterPropertyChangeUndo("Use Ratios");
if (useRatios)
{
m_Material.DisableKeyword("RATIOS_OFF");
}
else
{
m_Material.EnableKeyword("RATIOS_OFF");
}
}
if (m_Material.HasProperty(ShaderUtilities.ShaderTag_CullMode))
{
EditorGUILayout.Space();
DoPopup("_CullMode", "Cull Mode", s_CullingTypeLabels);
}
EditorGUILayout.Space();
EditorGUI.BeginDisabledGroup(true);
DoFloat("_ScaleRatioA", "Scale Ratio A");
DoFloat("_ScaleRatioB", "Scale Ratio B");
DoFloat("_ScaleRatioC", "Scale Ratio C");
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel -= 1;
EditorGUILayout.Space();
}
void DoMaskSubgroup()
{
DoVector("_MaskCoord", "Mask Bounds", s_XywhVectorLabels);
if (Selection.activeGameObject != null)
{
Renderer renderer = Selection.activeGameObject.GetComponent<Renderer>();
if (renderer != null)
{
Rect rect = EditorGUILayout.GetControlRect();
rect.x += EditorGUIUtility.labelWidth;
rect.width -= EditorGUIUtility.labelWidth;
if (GUI.Button(rect, "Match Renderer Bounds"))
{
FindProperty("_MaskCoord", m_Properties).vectorValue = new Vector4(
0,
0,
Mathf.Round(renderer.bounds.extents.x * 1000) / 1000,
Mathf.Round(renderer.bounds.extents.y * 1000) / 1000
);
}
}
}
if (s_MaskFeature.State == 1)
{
DoFloat("_MaskSoftnessX", "Softness X");
DoFloat("_MaskSoftnessY", "Softness Y");
}
}
void DoMaskTexSubgroup()
{
EditorGUILayout.Space();
DoTexture2D("_MaskTex", "Mask Texture");
DoToggle("_MaskInverse", "Inverse Mask");
DoColor("_MaskEdgeColor", "Edge Color");
DoSlider("_MaskEdgeSoftness", "Edge Softness");
DoSlider("_MaskWipeControl", "Wipe Position");
DoFloat("_MaskSoftnessX", "Softness X");
DoFloat("_MaskSoftnessY", "Softness Y");
DoVector("_ClipRect", "Clip Rect", s_LbrtVectorLabels);
}
}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro
{
class TMP_SerializedPropertyHolder : ScriptableObject
{
public TMP_FontAsset fontAsset;
public uint firstCharacter;
public uint secondCharacter;
public TMP_GlyphPairAdjustmentRecord glyphPairAdjustmentRecord = new TMP_GlyphPairAdjustmentRecord(new TMP_GlyphAdjustmentRecord(), new TMP_GlyphAdjustmentRecord());
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
#pragma warning disable 0414 // Disabled a few warnings for not yet implemented features.
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_Settings))]
public class TMP_SettingsEditor : Editor
{
internal class Styles
{
public static readonly GUIContent defaultFontAssetLabel = new GUIContent("Default Font Asset", "The Font Asset that will be assigned by default to newly created text objects when no Font Asset is specified.");
public static readonly GUIContent defaultFontAssetPathLabel = new GUIContent("Path: Resources/", "The relative path to a Resources folder where the Font Assets and Material Presets are located.\nExample \"Fonts & Materials/\"");
public static readonly GUIContent fallbackFontAssetsLabel = new GUIContent("Fallback Font Assets", "The Font Assets that will be searched to locate and replace missing characters from a given Font Asset.");
public static readonly GUIContent fallbackFontAssetsListLabel = new GUIContent("Fallback Font Assets List", "The Font Assets that will be searched to locate and replace missing characters from a given Font Asset.");
public static readonly GUIContent fallbackMaterialSettingsLabel = new GUIContent("Fallback Material Settings");
public static readonly GUIContent matchMaterialPresetLabel = new GUIContent("Match Material Presets");
public static readonly GUIContent containerDefaultSettingsLabel = new GUIContent("Text Container Default Settings");
public static readonly GUIContent textMeshProLabel = new GUIContent("TextMeshPro");
public static readonly GUIContent textMeshProUiLabel = new GUIContent("TextMeshPro UI");
public static readonly GUIContent enableRaycastTarget = new GUIContent("Enable Raycast Target");
public static readonly GUIContent autoSizeContainerLabel = new GUIContent("Auto Size Text Container", "Set the size of the text container to match the text.");
public static readonly GUIContent isTextObjectScaleStaticLabel = new GUIContent("Is Object Scale Static", "Disables calling InternalUpdate() when enabled. This can improve performance when text object scale is static.");
public static readonly GUIContent textComponentDefaultSettingsLabel = new GUIContent("Text Component Default Settings");
public static readonly GUIContent defaultFontSize = new GUIContent("Default Font Size");
public static readonly GUIContent autoSizeRatioLabel = new GUIContent("Text Auto Size Ratios");
public static readonly GUIContent minLabel = new GUIContent("Min");
public static readonly GUIContent maxLabel = new GUIContent("Max");
public static readonly GUIContent wordWrappingLabel = new GUIContent("Word Wrapping");
public static readonly GUIContent kerningLabel = new GUIContent("Kerning");
public static readonly GUIContent extraPaddingLabel = new GUIContent("Extra Padding");
public static readonly GUIContent tintAllSpritesLabel = new GUIContent("Tint All Sprites");
public static readonly GUIContent parseEscapeCharactersLabel = new GUIContent("Parse Escape Sequence");
public static readonly GUIContent dynamicFontSystemSettingsLabel = new GUIContent("Dynamic Font System Settings");
public static readonly GUIContent getFontFeaturesAtRuntime = new GUIContent("Get Font Features at Runtime", "Determines if Glyph Adjustment Data will be retrieved from font files at runtime when new characters and glyphs are added to font assets.");
public static readonly GUIContent dynamicAtlasTextureGroup = new GUIContent("Dynamic Atlas Texture Group");
public static readonly GUIContent missingGlyphLabel = new GUIContent("Missing Character Unicode", "The character to be displayed when the requested character is not found in any font asset or fallbacks.");
public static readonly GUIContent disableWarningsLabel = new GUIContent("Disable warnings", "Disable warning messages in the Console.");
public static readonly GUIContent defaultSpriteAssetLabel = new GUIContent("Default Sprite Asset", "The Sprite Asset that will be assigned by default when using the <sprite> tag when no Sprite Asset is specified.");
public static readonly GUIContent missingSpriteCharacterUnicodeLabel = new GUIContent("Missing Sprite Unicode", "The unicode value for the sprite character to be displayed when the requested sprite character is not found in any sprite assets or fallbacks.");
public static readonly GUIContent enableEmojiSupportLabel = new GUIContent("iOS Emoji Support", "Enables Emoji support for Touch Screen Keyboards on target devices.");
//public static readonly GUIContent spriteRelativeScale = new GUIContent("Relative Scaling", "Determines if the sprites will be scaled relative to the primary font asset assigned to the text object or relative to the current font asset.");
public static readonly GUIContent spriteAssetsPathLabel = new GUIContent("Path: Resources/", "The relative path to a Resources folder where the Sprite Assets are located.\nExample \"Sprite Assets/\"");
public static readonly GUIContent defaultStyleSheetLabel = new GUIContent("Default Style Sheet", "The Style Sheet that will be used for all text objects in this project.");
public static readonly GUIContent styleSheetResourcePathLabel = new GUIContent("Path: Resources/", "The relative path to a Resources folder where the Style Sheets are located.\nExample \"Style Sheets/\"");
public static readonly GUIContent colorGradientPresetsLabel = new GUIContent("Color Gradient Presets", "The relative path to a Resources folder where the Color Gradient Presets are located.\nExample \"Color Gradient Presets/\"");
public static readonly GUIContent colorGradientsPathLabel = new GUIContent("Path: Resources/", "The relative path to a Resources folder where the Color Gradient Presets are located.\nExample \"Color Gradient Presets/\"");
public static readonly GUIContent lineBreakingLabel = new GUIContent("Line Breaking for Asian languages", "The text assets that contain the Leading and Following characters which define the rules for line breaking with Asian languages.");
public static readonly GUIContent koreanSpecificRules = new GUIContent("Korean Language Options");
}
SerializedProperty m_PropFontAsset;
SerializedProperty m_PropDefaultFontAssetPath;
SerializedProperty m_PropDefaultFontSize;
SerializedProperty m_PropDefaultAutoSizeMinRatio;
SerializedProperty m_PropDefaultAutoSizeMaxRatio;
SerializedProperty m_PropDefaultTextMeshProTextContainerSize;
SerializedProperty m_PropDefaultTextMeshProUITextContainerSize;
SerializedProperty m_PropAutoSizeTextContainer;
SerializedProperty m_PropEnableRaycastTarget;
SerializedProperty m_PropIsTextObjectScaleStatic;
SerializedProperty m_PropSpriteAsset;
SerializedProperty m_PropMissingSpriteCharacterUnicode;
//SerializedProperty m_PropSpriteRelativeScaling;
SerializedProperty m_PropEnableEmojiSupport;
SerializedProperty m_PropSpriteAssetPath;
SerializedProperty m_PropStyleSheet;
SerializedProperty m_PropStyleSheetsResourcePath;
ReorderableList m_List;
SerializedProperty m_PropColorGradientPresetsPath;
SerializedProperty m_PropMatchMaterialPreset;
SerializedProperty m_PropWordWrapping;
SerializedProperty m_PropKerning;
SerializedProperty m_PropExtraPadding;
SerializedProperty m_PropTintAllSprites;
SerializedProperty m_PropParseEscapeCharacters;
SerializedProperty m_PropMissingGlyphCharacter;
//SerializedProperty m_DynamicAtlasTextureManager;
SerializedProperty m_GetFontFeaturesAtRuntime;
SerializedProperty m_PropWarningsDisabled;
SerializedProperty m_PropLeadingCharacters;
SerializedProperty m_PropFollowingCharacters;
SerializedProperty m_PropUseModernHangulLineBreakingRules;
private const string k_UndoRedo = "UndoRedoPerformed";
public void OnEnable()
{
if (target == null)
return;
m_PropFontAsset = serializedObject.FindProperty("m_defaultFontAsset");
m_PropDefaultFontAssetPath = serializedObject.FindProperty("m_defaultFontAssetPath");
m_PropDefaultFontSize = serializedObject.FindProperty("m_defaultFontSize");
m_PropDefaultAutoSizeMinRatio = serializedObject.FindProperty("m_defaultAutoSizeMinRatio");
m_PropDefaultAutoSizeMaxRatio = serializedObject.FindProperty("m_defaultAutoSizeMaxRatio");
m_PropDefaultTextMeshProTextContainerSize = serializedObject.FindProperty("m_defaultTextMeshProTextContainerSize");
m_PropDefaultTextMeshProUITextContainerSize = serializedObject.FindProperty("m_defaultTextMeshProUITextContainerSize");
m_PropAutoSizeTextContainer = serializedObject.FindProperty("m_autoSizeTextContainer");
m_PropEnableRaycastTarget = serializedObject.FindProperty("m_EnableRaycastTarget");
m_PropIsTextObjectScaleStatic = serializedObject.FindProperty("m_IsTextObjectScaleStatic");
m_PropSpriteAsset = serializedObject.FindProperty("m_defaultSpriteAsset");
m_PropMissingSpriteCharacterUnicode = serializedObject.FindProperty("m_MissingCharacterSpriteUnicode");
//m_PropSpriteRelativeScaling = serializedObject.FindProperty("m_SpriteRelativeScaling");
m_PropEnableEmojiSupport = serializedObject.FindProperty("m_enableEmojiSupport");
m_PropSpriteAssetPath = serializedObject.FindProperty("m_defaultSpriteAssetPath");
m_PropStyleSheet = serializedObject.FindProperty("m_defaultStyleSheet");
m_PropStyleSheetsResourcePath = serializedObject.FindProperty("m_StyleSheetsResourcePath");
m_PropColorGradientPresetsPath = serializedObject.FindProperty("m_defaultColorGradientPresetsPath");
m_List = new ReorderableList(serializedObject, serializedObject.FindProperty("m_fallbackFontAssets"), true, true, true, true);
m_List.drawElementCallback = (rect, index, isActive, isFocused) =>
{
var element = m_List.serializedProperty.GetArrayElementAtIndex(index);
rect.y += 2;
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), element, GUIContent.none);
};
m_List.drawHeaderCallback = rect =>
{
EditorGUI.LabelField(rect, Styles.fallbackFontAssetsListLabel);
};
m_PropMatchMaterialPreset = serializedObject.FindProperty("m_matchMaterialPreset");
m_PropWordWrapping = serializedObject.FindProperty("m_enableWordWrapping");
m_PropKerning = serializedObject.FindProperty("m_enableKerning");
m_PropExtraPadding = serializedObject.FindProperty("m_enableExtraPadding");
m_PropTintAllSprites = serializedObject.FindProperty("m_enableTintAllSprites");
m_PropParseEscapeCharacters = serializedObject.FindProperty("m_enableParseEscapeCharacters");
m_PropMissingGlyphCharacter = serializedObject.FindProperty("m_missingGlyphCharacter");
m_PropWarningsDisabled = serializedObject.FindProperty("m_warningsDisabled");
//m_DynamicAtlasTextureManager = serializedObject.FindProperty("m_DynamicAtlasTextureGroup");
m_GetFontFeaturesAtRuntime = serializedObject.FindProperty("m_GetFontFeaturesAtRuntime");
m_PropLeadingCharacters = serializedObject.FindProperty("m_leadingCharacters");
m_PropFollowingCharacters = serializedObject.FindProperty("m_followingCharacters");
m_PropUseModernHangulLineBreakingRules = serializedObject.FindProperty("m_UseModernHangulLineBreakingRules");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
string evt_cmd = Event.current.commandName;
float labelWidth = EditorGUIUtility.labelWidth;
float fieldWidth = EditorGUIUtility.fieldWidth;
// TextMeshPro Font Info Panel
EditorGUI.indentLevel = 0;
// FONT ASSET
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.defaultFontAssetLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropFontAsset, Styles.defaultFontAssetLabel);
EditorGUILayout.PropertyField(m_PropDefaultFontAssetPath, Styles.defaultFontAssetPathLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// FALLBACK FONT ASSETs
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.fallbackFontAssetsLabel, EditorStyles.boldLabel);
m_List.DoLayoutList();
GUILayout.Label(Styles.fallbackMaterialSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropMatchMaterialPreset, Styles.matchMaterialPresetLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// MISSING GLYPHS
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.dynamicFontSystemSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_GetFontFeaturesAtRuntime, Styles.getFontFeaturesAtRuntime);
EditorGUILayout.PropertyField(m_PropMissingGlyphCharacter, Styles.missingGlyphLabel);
EditorGUILayout.PropertyField(m_PropWarningsDisabled, Styles.disableWarningsLabel);
//EditorGUILayout.PropertyField(m_DynamicAtlasTextureManager, Styles.dynamicAtlasTextureManager);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// TEXT OBJECT DEFAULT PROPERTIES
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.containerDefaultSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropDefaultTextMeshProTextContainerSize, Styles.textMeshProLabel);
EditorGUILayout.PropertyField(m_PropDefaultTextMeshProUITextContainerSize, Styles.textMeshProUiLabel);
EditorGUILayout.PropertyField(m_PropEnableRaycastTarget, Styles.enableRaycastTarget);
EditorGUILayout.PropertyField(m_PropAutoSizeTextContainer, Styles.autoSizeContainerLabel);
EditorGUILayout.PropertyField(m_PropIsTextObjectScaleStatic, Styles.isTextObjectScaleStaticLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
GUILayout.Label(Styles.textComponentDefaultSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropDefaultFontSize, Styles.defaultFontSize);
EditorGUILayout.BeginHorizontal();
{
EditorGUILayout.PrefixLabel(Styles.autoSizeRatioLabel);
EditorGUIUtility.labelWidth = 32;
EditorGUIUtility.fieldWidth = 10;
EditorGUI.indentLevel = 0;
EditorGUILayout.PropertyField(m_PropDefaultAutoSizeMinRatio, Styles.minLabel);
EditorGUILayout.PropertyField(m_PropDefaultAutoSizeMaxRatio, Styles.maxLabel);
EditorGUI.indentLevel = 1;
}
EditorGUILayout.EndHorizontal();
EditorGUIUtility.labelWidth = labelWidth;
EditorGUIUtility.fieldWidth = fieldWidth;
EditorGUILayout.PropertyField(m_PropWordWrapping, Styles.wordWrappingLabel);
EditorGUILayout.PropertyField(m_PropKerning, Styles.kerningLabel);
EditorGUILayout.PropertyField(m_PropExtraPadding, Styles.extraPaddingLabel);
EditorGUILayout.PropertyField(m_PropTintAllSprites, Styles.tintAllSpritesLabel);
EditorGUILayout.PropertyField(m_PropParseEscapeCharacters, Styles.parseEscapeCharactersLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// SPRITE ASSET
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.defaultSpriteAssetLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropSpriteAsset, Styles.defaultSpriteAssetLabel);
EditorGUILayout.PropertyField(m_PropMissingSpriteCharacterUnicode, Styles.missingSpriteCharacterUnicodeLabel);
EditorGUILayout.PropertyField(m_PropEnableEmojiSupport, Styles.enableEmojiSupportLabel);
//EditorGUILayout.PropertyField(m_PropSpriteRelativeScaling, Styles.spriteRelativeScale);
EditorGUILayout.PropertyField(m_PropSpriteAssetPath, Styles.spriteAssetsPathLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// STYLE SHEET
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.defaultStyleSheetLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_PropStyleSheet, Styles.defaultStyleSheetLabel);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
TMP_StyleSheet styleSheet = m_PropStyleSheet.objectReferenceValue as TMP_StyleSheet;
if (styleSheet != null)
styleSheet.RefreshStyles();
}
EditorGUILayout.PropertyField(m_PropStyleSheetsResourcePath, Styles.styleSheetResourcePathLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// COLOR GRADIENT PRESETS
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.colorGradientPresetsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropColorGradientPresetsPath, Styles.colorGradientsPathLabel);
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
// LINE BREAKING RULE
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label(Styles.lineBreakingLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PropLeadingCharacters);
EditorGUILayout.PropertyField(m_PropFollowingCharacters);
EditorGUILayout.Space();
GUILayout.Label(Styles.koreanSpecificRules, EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_PropUseModernHangulLineBreakingRules, new GUIContent("Use Modern Line Breaking", "Determines if traditional or modern line breaking rules will be used to control line breaking. Traditional line breaking rules use the Leading and Following Character rules whereas Modern uses spaces for line breaking."));
EditorGUI.indentLevel = 0;
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
if (serializedObject.ApplyModifiedProperties() || evt_cmd == k_UndoRedo)
{
EditorUtility.SetDirty(target);
TMPro_EventManager.ON_TMP_SETTINGS_CHANGED();
}
}
}
#if UNITY_2018_3_OR_NEWER
class TMP_ResourceImporterProvider : SettingsProvider
{
TMP_PackageResourceImporter m_ResourceImporter;
public TMP_ResourceImporterProvider()
: base("Project/TextMesh Pro", SettingsScope.Project)
{
}
public override void OnGUI(string searchContext)
{
// Lazy creation that supports domain reload
if (m_ResourceImporter == null)
m_ResourceImporter = new TMP_PackageResourceImporter();
m_ResourceImporter.OnGUI();
}
public override void OnDeactivate()
{
if (m_ResourceImporter != null)
m_ResourceImporter.OnDestroy();
}
static UnityEngine.Object GetTMPSettings()
{
return Resources.Load<TMP_Settings>("TMP Settings");
}
[SettingsProviderGroup]
static SettingsProvider[] CreateTMPSettingsProvider()
{
var providers = new List<SettingsProvider> { new TMP_ResourceImporterProvider() };
if (GetTMPSettings() != null)
{
var provider = new AssetSettingsProvider("Project/TextMesh Pro/Settings", GetTMPSettings);
provider.PopulateSearchKeywordsFromGUIContentProperties<TMP_SettingsEditor.Styles>();
providers.Add(provider);
}
return providers.ToArray();
}
}
#endif
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_SpriteAsset))]
public class TMP_SpriteAssetEditor : Editor
{
struct UI_PanelState
{
public static bool spriteAssetFaceInfoPanel = true;
public static bool spriteAtlasInfoPanel = true;
public static bool fallbackSpriteAssetPanel = true;
public static bool spriteCharacterTablePanel;
public static bool spriteGlyphTablePanel;
}
private static string[] s_UiStateLabel = new string[] { "<i>(Click to collapse)</i> ", "<i>(Click to expand)</i> " };
int m_moveToIndex;
int m_selectedElement = -1;
int m_CurrentCharacterPage;
int m_CurrentGlyphPage;
const string k_UndoRedo = "UndoRedoPerformed";
string m_CharacterSearchPattern;
List<int> m_CharacterSearchList;
bool m_IsCharacterSearchDirty;
string m_GlyphSearchPattern;
List<int> m_GlyphSearchList;
bool m_IsGlyphSearchDirty;
SerializedProperty m_FaceInfoProperty;
SerializedProperty m_PointSizeProperty;
SerializedProperty m_ScaleProperty;
SerializedProperty m_LineHeightProperty;
SerializedProperty m_AscentLineProperty;
SerializedProperty m_BaselineProperty;
SerializedProperty m_DescentLineProperty;
SerializedProperty m_spriteAtlas_prop;
SerializedProperty m_material_prop;
SerializedProperty m_SpriteCharacterTableProperty;
SerializedProperty m_SpriteGlyphTableProperty;
ReorderableList m_fallbackSpriteAssetList;
TMP_SpriteAsset m_SpriteAsset;
bool isAssetDirty;
float m_xOffset;
float m_yOffset;
float m_xAdvance;
float m_scale;
public void OnEnable()
{
m_SpriteAsset = target as TMP_SpriteAsset;
m_FaceInfoProperty = serializedObject.FindProperty("m_FaceInfo");
m_PointSizeProperty = m_FaceInfoProperty.FindPropertyRelative("m_PointSize");
m_ScaleProperty = m_FaceInfoProperty.FindPropertyRelative("m_Scale");
m_LineHeightProperty = m_FaceInfoProperty.FindPropertyRelative("m_LineHeight");
m_AscentLineProperty = m_FaceInfoProperty.FindPropertyRelative("m_AscentLine");
m_BaselineProperty = m_FaceInfoProperty.FindPropertyRelative("m_Baseline");
m_DescentLineProperty = m_FaceInfoProperty.FindPropertyRelative("m_DescentLine");
m_spriteAtlas_prop = serializedObject.FindProperty("spriteSheet");
m_material_prop = serializedObject.FindProperty("material");
m_SpriteCharacterTableProperty = serializedObject.FindProperty("m_SpriteCharacterTable");
m_SpriteGlyphTableProperty = serializedObject.FindProperty("m_SpriteGlyphTable");
// Fallback TMP Sprite Asset list
m_fallbackSpriteAssetList = new ReorderableList(serializedObject, serializedObject.FindProperty("fallbackSpriteAssets"), true, true, true, true);
m_fallbackSpriteAssetList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
var element = m_fallbackSpriteAssetList.serializedProperty.GetArrayElementAtIndex(index);
rect.y += 2;
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), element, GUIContent.none);
};
m_fallbackSpriteAssetList.drawHeaderCallback = rect =>
{
EditorGUI.LabelField(rect, new GUIContent("Fallback Sprite Asset List", "Select the Sprite Assets that will be searched and used as fallback when a given sprite is missing from this sprite asset."));
};
}
public override void OnInspectorGUI()
{
//Debug.Log("OnInspectorGUI Called.");
Event currentEvent = Event.current;
string evt_cmd = currentEvent.commandName; // Get Current Event CommandName to check for Undo Events
serializedObject.Update();
// TEXTMESHPRO SPRITE INFO PANEL
#region Display Sprite Asset Face Info
Rect rect = EditorGUILayout.GetControlRect(false, 24);
GUI.Label(rect, new GUIContent("<b>Face Info</b> - v" + m_SpriteAsset.version), TMP_UIStyleManager.sectionHeader);
rect.x += rect.width - 132f;
rect.y += 2;
rect.width = 130f;
rect.height = 18f;
if (GUI.Button(rect, new GUIContent("Update Sprite Asset")))
{
TMP_SpriteAssetMenu.UpdateSpriteAsset(m_SpriteAsset);
}
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(m_PointSizeProperty);
EditorGUILayout.PropertyField(m_ScaleProperty);
//EditorGUILayout.PropertyField(m_LineHeightProperty);
EditorGUILayout.PropertyField(m_AscentLineProperty);
EditorGUILayout.PropertyField(m_BaselineProperty);
EditorGUILayout.PropertyField(m_DescentLineProperty);
EditorGUILayout.Space();
#endregion
// ATLAS TEXTURE & MATERIAL
#region Display Atlas Texture and Material
rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Atlas & Material</b>"), TMP_UIStyleManager.sectionHeader))
UI_PanelState.spriteAtlasInfoPanel = !UI_PanelState.spriteAtlasInfoPanel;
GUI.Label(rect, (UI_PanelState.spriteAtlasInfoPanel ? "" : s_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (UI_PanelState.spriteAtlasInfoPanel)
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_spriteAtlas_prop, new GUIContent("Sprite Atlas"));
if (EditorGUI.EndChangeCheck())
{
// Assign the new sprite atlas texture to the current material
Texture2D tex = m_spriteAtlas_prop.objectReferenceValue as Texture2D;
if (tex != null)
{
Material mat = m_material_prop.objectReferenceValue as Material;
if (mat != null)
mat.mainTexture = tex;
}
}
EditorGUILayout.PropertyField(m_material_prop, new GUIContent("Default Material"));
EditorGUILayout.Space();
}
#endregion
// FALLBACK SPRITE ASSETS
#region Display Sprite Fallbacks
rect = EditorGUILayout.GetControlRect(false, 24);
EditorGUI.indentLevel = 0;
if (GUI.Button(rect, new GUIContent("<b>Fallback Sprite Assets</b>", "Select the Sprite Assets that will be searched and used as fallback when a given sprite is missing from this sprite asset."), TMP_UIStyleManager.sectionHeader))
UI_PanelState.fallbackSpriteAssetPanel = !UI_PanelState.fallbackSpriteAssetPanel;
GUI.Label(rect, (UI_PanelState.fallbackSpriteAssetPanel ? "" : s_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (UI_PanelState.fallbackSpriteAssetPanel)
{
m_fallbackSpriteAssetList.DoLayoutList();
EditorGUILayout.Space();
}
#endregion
// SPRITE CHARACTER TABLE
#region Display Sprite Character Table
EditorGUI.indentLevel = 0;
rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Sprite Character Table</b>", "List of sprite characters contained in this sprite asset."), TMP_UIStyleManager.sectionHeader))
UI_PanelState.spriteCharacterTablePanel = !UI_PanelState.spriteCharacterTablePanel;
GUI.Label(rect, (UI_PanelState.spriteCharacterTablePanel ? "" : s_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (UI_PanelState.spriteCharacterTablePanel)
{
int arraySize = m_SpriteCharacterTableProperty.arraySize;
int itemsPerPage = 10;
// Display Glyph Management Tools
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.ExpandWidth(true));
{
// Search Bar implementation
#region DISPLAY SEARCH BAR
EditorGUILayout.BeginHorizontal();
{
EditorGUIUtility.labelWidth = 110f;
EditorGUI.BeginChangeCheck();
string searchPattern = EditorGUILayout.TextField("Sprite Search", m_CharacterSearchPattern, "SearchTextField");
if (EditorGUI.EndChangeCheck() || m_IsCharacterSearchDirty)
{
if (string.IsNullOrEmpty(searchPattern) == false)
{
//GUIUtility.keyboardControl = 0;
m_CharacterSearchPattern = searchPattern.ToLower(System.Globalization.CultureInfo.InvariantCulture).Trim();
// Search Glyph Table for potential matches
SearchCharacterTable(m_CharacterSearchPattern, ref m_CharacterSearchList);
}
else
m_CharacterSearchPattern = null;
m_IsCharacterSearchDirty = false;
}
string styleName = string.IsNullOrEmpty(m_CharacterSearchPattern) ? "SearchCancelButtonEmpty" : "SearchCancelButton";
if (GUILayout.Button(GUIContent.none, styleName))
{
GUIUtility.keyboardControl = 0;
m_CharacterSearchPattern = string.Empty;
}
}
EditorGUILayout.EndHorizontal();
#endregion
// Display Page Navigation
if (!string.IsNullOrEmpty(m_CharacterSearchPattern))
arraySize = m_CharacterSearchList.Count;
// Display Page Navigation
DisplayPageNavigation(ref m_CurrentCharacterPage, arraySize, itemsPerPage);
}
EditorGUILayout.EndVertical();
if (arraySize > 0)
{
// Display each SpriteInfo entry using the SpriteInfo property drawer.
for (int i = itemsPerPage * m_CurrentCharacterPage; i < arraySize && i < itemsPerPage * (m_CurrentCharacterPage + 1); i++)
{
// Define the start of the selection region of the element.
Rect elementStartRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
int elementIndex = i;
if (!string.IsNullOrEmpty(m_CharacterSearchPattern))
elementIndex = m_CharacterSearchList[i];
SerializedProperty spriteCharacterProperty = m_SpriteCharacterTableProperty.GetArrayElementAtIndex(elementIndex);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
{
EditorGUI.BeginDisabledGroup(i != m_selectedElement);
{
EditorGUILayout.PropertyField(spriteCharacterProperty);
}
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.EndVertical();
// Define the end of the selection region of the element.
Rect elementEndRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
// Check for Item selection
Rect selectionArea = new Rect(elementStartRegion.x, elementStartRegion.y, elementEndRegion.width, elementEndRegion.y - elementStartRegion.y);
if (DoSelectionCheck(selectionArea))
{
if (m_selectedElement == i)
{
m_selectedElement = -1;
}
else
{
m_selectedElement = i;
GUIUtility.keyboardControl = 0;
}
}
// Draw & Handle Section Area
if (m_selectedElement == i)
{
// Draw selection highlight
TMP_EditorUtility.DrawBox(selectionArea, 2f, new Color32(40, 192, 255, 255));
// Draw options to MoveUp, MoveDown, Add or Remove Sprites
Rect controlRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * 1f);
controlRect.width /= 8;
// Move sprite up.
bool guiEnabled = GUI.enabled;
if (i == 0) { GUI.enabled = false; }
if (GUI.Button(controlRect, "Up"))
{
SwapCharacterElements(i, i - 1);
}
GUI.enabled = guiEnabled;
// Move sprite down.
controlRect.x += controlRect.width;
if (i == arraySize - 1) { GUI.enabled = false; }
if (GUI.Button(controlRect, "Down"))
{
SwapCharacterElements(i, i + 1);
}
GUI.enabled = guiEnabled;
// Move sprite to new index
controlRect.x += controlRect.width * 2;
//if (i == arraySize - 1) { GUI.enabled = false; }
m_moveToIndex = EditorGUI.IntField(controlRect, m_moveToIndex);
controlRect.x -= controlRect.width;
if (GUI.Button(controlRect, "Goto"))
{
MoveCharacterToIndex(i, m_moveToIndex);
}
//controlRect.x += controlRect.width;
GUI.enabled = guiEnabled;
// Add new Sprite
controlRect.x += controlRect.width * 4;
if (GUI.Button(controlRect, "+"))
{
m_SpriteCharacterTableProperty.arraySize += 1;
int index = m_SpriteCharacterTableProperty.arraySize - 1;
SerializedProperty spriteInfo_prop = m_SpriteCharacterTableProperty.GetArrayElementAtIndex(index);
// Copy properties of the selected element
CopyCharacterSerializedProperty(m_SpriteCharacterTableProperty.GetArrayElementAtIndex(elementIndex), ref spriteInfo_prop);
//spriteInfo_prop.FindPropertyRelative("m_Index").intValue = index;
serializedObject.ApplyModifiedProperties();
m_IsCharacterSearchDirty = true;
}
// Delete selected Sprite
controlRect.x += controlRect.width;
if (m_selectedElement == -1) GUI.enabled = false;
if (GUI.Button(controlRect, "-"))
{
m_SpriteCharacterTableProperty.DeleteArrayElementAtIndex(elementIndex);
m_selectedElement = -1;
serializedObject.ApplyModifiedProperties();
m_IsCharacterSearchDirty = true;
return;
}
}
}
}
DisplayPageNavigation(ref m_CurrentCharacterPage, arraySize, itemsPerPage);
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 20f;
GUILayout.Space(5f);
// GLOBAL TOOLS
#region Global Tools
/*
GUI.enabled = true;
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
rect = EditorGUILayout.GetControlRect(false, 40);
float width = (rect.width - 75f) / 4;
EditorGUI.LabelField(rect, "Global Offsets & Scale", EditorStyles.boldLabel);
rect.x += 70;
bool old_ChangedState = GUI.changed;
GUI.changed = false;
m_xOffset = EditorGUI.FloatField(new Rect(rect.x + 5f + width * 0, rect.y + 20, width - 5f, 18), new GUIContent("OX:"), m_xOffset);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalBearingX", m_xOffset);
m_yOffset = EditorGUI.FloatField(new Rect(rect.x + 5f + width * 1, rect.y + 20, width - 5f, 18), new GUIContent("OY:"), m_yOffset);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalBearingY", m_yOffset);
m_xAdvance = EditorGUI.FloatField(new Rect(rect.x + 5f + width * 2, rect.y + 20, width - 5f, 18), new GUIContent("ADV."), m_xAdvance);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalAdvance", m_xAdvance);
m_scale = EditorGUI.FloatField(new Rect(rect.x + 5f + width * 3, rect.y + 20, width - 5f, 18), new GUIContent("SF."), m_scale);
if (GUI.changed) UpdateGlobalProperty("m_Scale", m_scale);
EditorGUILayout.EndVertical();
GUI.changed = old_ChangedState;
*/
#endregion
}
#endregion
// SPRITE GLYPH TABLE
#region Display Sprite Glyph Table
EditorGUI.indentLevel = 0;
rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Sprite Glyph Table</b>", "A list of the SpriteGlyphs contained in this sprite asset."), TMP_UIStyleManager.sectionHeader))
UI_PanelState.spriteGlyphTablePanel = !UI_PanelState.spriteGlyphTablePanel;
GUI.Label(rect, (UI_PanelState.spriteGlyphTablePanel ? "" : s_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (UI_PanelState.spriteGlyphTablePanel)
{
int arraySize = m_SpriteGlyphTableProperty.arraySize;
int itemsPerPage = 10;
// Display Glyph Management Tools
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.ExpandWidth(true));
{
// Search Bar implementation
#region DISPLAY SEARCH BAR
EditorGUILayout.BeginHorizontal();
{
EditorGUIUtility.labelWidth = 110f;
EditorGUI.BeginChangeCheck();
string searchPattern = EditorGUILayout.TextField("Sprite Search", m_GlyphSearchPattern, "SearchTextField");
if (EditorGUI.EndChangeCheck() || m_IsGlyphSearchDirty)
{
if (string.IsNullOrEmpty(searchPattern) == false)
{
//GUIUtility.keyboardControl = 0;
m_GlyphSearchPattern = searchPattern.ToLower(System.Globalization.CultureInfo.InvariantCulture).Trim();
// Search Glyph Table for potential matches
SearchCharacterTable(m_GlyphSearchPattern, ref m_GlyphSearchList);
}
else
m_GlyphSearchPattern = null;
m_IsGlyphSearchDirty = false;
}
string styleName = string.IsNullOrEmpty(m_GlyphSearchPattern) ? "SearchCancelButtonEmpty" : "SearchCancelButton";
if (GUILayout.Button(GUIContent.none, styleName))
{
GUIUtility.keyboardControl = 0;
m_GlyphSearchPattern = string.Empty;
}
}
EditorGUILayout.EndHorizontal();
#endregion
// Display Page Navigation
if (!string.IsNullOrEmpty(m_GlyphSearchPattern))
arraySize = m_GlyphSearchList.Count;
// Display Page Navigation
DisplayPageNavigation(ref m_CurrentGlyphPage, arraySize, itemsPerPage);
}
EditorGUILayout.EndVertical();
if (arraySize > 0)
{
// Display each SpriteInfo entry using the SpriteInfo property drawer.
for (int i = itemsPerPage * m_CurrentGlyphPage; i < arraySize && i < itemsPerPage * (m_CurrentGlyphPage + 1); i++)
{
// Define the start of the selection region of the element.
Rect elementStartRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
int elementIndex = i;
if (!string.IsNullOrEmpty(m_GlyphSearchPattern))
elementIndex = m_GlyphSearchList[i];
SerializedProperty spriteGlyphProperty = m_SpriteGlyphTableProperty.GetArrayElementAtIndex(elementIndex);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
{
EditorGUI.BeginDisabledGroup(i != m_selectedElement);
{
EditorGUILayout.PropertyField(spriteGlyphProperty);
}
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.EndVertical();
// Define the end of the selection region of the element.
Rect elementEndRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
// Check for Item selection
Rect selectionArea = new Rect(elementStartRegion.x, elementStartRegion.y, elementEndRegion.width, elementEndRegion.y - elementStartRegion.y);
if (DoSelectionCheck(selectionArea))
{
if (m_selectedElement == i)
{
m_selectedElement = -1;
}
else
{
m_selectedElement = i;
GUIUtility.keyboardControl = 0;
}
}
// Draw & Handle Section Area
if (m_selectedElement == i)
{
// Draw selection highlight
TMP_EditorUtility.DrawBox(selectionArea, 2f, new Color32(40, 192, 255, 255));
// Draw options to MoveUp, MoveDown, Add or Remove Sprites
Rect controlRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * 1f);
controlRect.width /= 8;
// Move sprite up.
bool guiEnabled = GUI.enabled;
if (i == 0) { GUI.enabled = false; }
if (GUI.Button(controlRect, "Up"))
{
SwapGlyphElements(i, i - 1);
}
GUI.enabled = guiEnabled;
// Move sprite down.
controlRect.x += controlRect.width;
if (i == arraySize - 1) { GUI.enabled = false; }
if (GUI.Button(controlRect, "Down"))
{
SwapGlyphElements(i, i + 1);
}
GUI.enabled = guiEnabled;
// Move sprite to new index
controlRect.x += controlRect.width * 2;
//if (i == arraySize - 1) { GUI.enabled = false; }
m_moveToIndex = EditorGUI.IntField(controlRect, m_moveToIndex);
controlRect.x -= controlRect.width;
if (GUI.Button(controlRect, "Goto"))
{
MoveGlyphToIndex(i, m_moveToIndex);
}
//controlRect.x += controlRect.width;
GUI.enabled = guiEnabled;
// Add new Sprite
controlRect.x += controlRect.width * 4;
if (GUI.Button(controlRect, "+"))
{
m_SpriteGlyphTableProperty.arraySize += 1;
int index = m_SpriteGlyphTableProperty.arraySize - 1;
SerializedProperty newSpriteGlyphProperty = m_SpriteGlyphTableProperty.GetArrayElementAtIndex(index);
// Copy properties of the selected element
CopyGlyphSerializedProperty(m_SpriteGlyphTableProperty.GetArrayElementAtIndex(elementIndex), ref newSpriteGlyphProperty);
newSpriteGlyphProperty.FindPropertyRelative("m_Index").intValue = index;
serializedObject.ApplyModifiedProperties();
m_IsGlyphSearchDirty = true;
//m_SpriteAsset.UpdateLookupTables();
}
// Delete selected Sprite
controlRect.x += controlRect.width;
if (m_selectedElement == -1) GUI.enabled = false;
if (GUI.Button(controlRect, "-"))
{
SerializedProperty selectedSpriteGlyphProperty = m_SpriteGlyphTableProperty.GetArrayElementAtIndex(elementIndex);
int selectedGlyphIndex = selectedSpriteGlyphProperty.FindPropertyRelative("m_Index").intValue;
m_SpriteGlyphTableProperty.DeleteArrayElementAtIndex(elementIndex);
// Remove all Sprite Characters referencing this glyph.
for (int j = 0; j < m_SpriteCharacterTableProperty.arraySize; j++)
{
int glyphIndex = m_SpriteCharacterTableProperty.GetArrayElementAtIndex(j).FindPropertyRelative("m_GlyphIndex").intValue;
if (glyphIndex == selectedGlyphIndex)
{
// Remove character
m_SpriteCharacterTableProperty.DeleteArrayElementAtIndex(j);
}
}
m_selectedElement = -1;
serializedObject.ApplyModifiedProperties();
m_IsGlyphSearchDirty = true;
//m_SpriteAsset.UpdateLookupTables();
return;
}
}
}
}
DisplayPageNavigation(ref m_CurrentGlyphPage, arraySize, itemsPerPage);
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 20f;
GUILayout.Space(5f);
// GLOBAL TOOLS
#region Global Tools
GUI.enabled = true;
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Global Offsets & Scale", EditorStyles.boldLabel);
bool old_ChangedState = GUI.changed;
GUI.changed = false;
EditorGUILayout.BeginHorizontal();
GUILayout.Space(25f);
m_xOffset = EditorGUILayout.FloatField(new GUIContent("OX:"), m_xOffset);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalBearingX", m_xOffset);
m_yOffset = EditorGUILayout.FloatField(new GUIContent("OY:"), m_yOffset);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalBearingY", m_yOffset);
m_xAdvance = EditorGUILayout.FloatField(new GUIContent("ADV."), m_xAdvance);
if (GUI.changed) UpdateGlobalProperty("m_HorizontalAdvance", m_xAdvance);
m_scale = EditorGUILayout.FloatField(new GUIContent("SF."), m_scale);
if (GUI.changed) UpdateGlobalProperty("m_Scale", m_scale);
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
#endregion
GUI.changed = old_ChangedState;
}
#endregion
if (serializedObject.ApplyModifiedProperties() || evt_cmd == k_UndoRedo || isAssetDirty)
{
if (m_SpriteAsset.m_IsSpriteAssetLookupTablesDirty || evt_cmd == k_UndoRedo)
m_SpriteAsset.UpdateLookupTables();
TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, m_SpriteAsset);
isAssetDirty = false;
EditorUtility.SetDirty(target);
}
// Clear selection if mouse event was not consumed.
GUI.enabled = true;
if (currentEvent.type == EventType.MouseDown && currentEvent.button == 0)
m_selectedElement = -1;
}
/// <summary>
///
/// </summary>
/// <param name="arraySize"></param>
/// <param name="itemsPerPage"></param>
void DisplayPageNavigation(ref int currentPage, int arraySize, int itemsPerPage)
{
Rect pagePos = EditorGUILayout.GetControlRect(false, 20);
pagePos.width /= 3;
int shiftMultiplier = Event.current.shift ? 10 : 1; // Page + Shift goes 10 page forward
// Previous Page
GUI.enabled = currentPage > 0;
if (GUI.Button(pagePos, "Previous Page"))
{
currentPage -= 1 * shiftMultiplier;
//m_isNewPage = true;
}
// Page Counter
GUI.enabled = true;
pagePos.x += pagePos.width;
int totalPages = (int)(arraySize / (float)itemsPerPage + 0.999f);
GUI.Label(pagePos, "Page " + (currentPage + 1) + " / " + totalPages, TMP_UIStyleManager.centeredLabel);
// Next Page
pagePos.x += pagePos.width;
GUI.enabled = itemsPerPage * (currentPage + 1) < arraySize;
if (GUI.Button(pagePos, "Next Page"))
{
currentPage += 1 * shiftMultiplier;
//m_isNewPage = true;
}
// Clamp page range
currentPage = Mathf.Clamp(currentPage, 0, arraySize / itemsPerPage);
GUI.enabled = true;
}
/// <summary>
/// Method to update the properties of all sprites
/// </summary>
/// <param name="property"></param>
/// <param name="value"></param>
void UpdateGlobalProperty(string property, float value)
{
int arraySize = m_SpriteGlyphTableProperty.arraySize;
for (int i = 0; i < arraySize; i++)
{
// Get a reference to the sprite glyph.
SerializedProperty spriteGlyphProperty = m_SpriteGlyphTableProperty.GetArrayElementAtIndex(i);
if (property == "m_Scale")
{
spriteGlyphProperty.FindPropertyRelative(property).floatValue = value;
}
else
{
SerializedProperty glyphMetricsProperty = spriteGlyphProperty.FindPropertyRelative("m_Metrics");
glyphMetricsProperty.FindPropertyRelative(property).floatValue = value;
}
}
GUI.changed = false;
}
// Check if any of the Style elements were clicked on.
private bool DoSelectionCheck(Rect selectionArea)
{
Event currentEvent = Event.current;
switch (currentEvent.type)
{
case EventType.MouseDown:
if (selectionArea.Contains(currentEvent.mousePosition) && currentEvent.button == 0)
{
currentEvent.Use();
return true;
}
break;
}
return false;
}
/// <summary>
/// Swap the sprite item at the currently selected array index to another index.
/// </summary>
/// <param name="selectedIndex">Selected index.</param>
/// <param name="newIndex">New index.</param>
void SwapCharacterElements(int selectedIndex, int newIndex)
{
m_SpriteCharacterTableProperty.MoveArrayElement(selectedIndex, newIndex);
m_selectedElement = newIndex;
m_IsCharacterSearchDirty = true;
m_SpriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
/// <summary>
/// Move Sprite Element at selected index to another index and reorder sprite list.
/// </summary>
/// <param name="selectedIndex"></param>
/// <param name="newIndex"></param>
void MoveCharacterToIndex(int selectedIndex, int newIndex)
{
int arraySize = m_SpriteCharacterTableProperty.arraySize;
if (newIndex >= arraySize)
newIndex = arraySize - 1;
m_SpriteCharacterTableProperty.MoveArrayElement(selectedIndex, newIndex);
m_selectedElement = newIndex;
m_IsCharacterSearchDirty = true;
m_SpriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
// TODO: Need to handle switching pages if the character or glyph is moved to a different page.
}
/// <summary>
///
/// </summary>
/// <param name="selectedIndex"></param>
/// <param name="newIndex"></param>
void SwapGlyphElements(int selectedIndex, int newIndex)
{
m_SpriteGlyphTableProperty.MoveArrayElement(selectedIndex, newIndex);
m_selectedElement = newIndex;
m_IsGlyphSearchDirty = true;
m_SpriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
/// <summary>
/// Move Sprite Element at selected index to another index and reorder sprite list.
/// </summary>
/// <param name="selectedIndex"></param>
/// <param name="newIndex"></param>
void MoveGlyphToIndex(int selectedIndex, int newIndex)
{
int arraySize = m_SpriteGlyphTableProperty.arraySize;
if (newIndex >= arraySize)
newIndex = arraySize - 1;
m_SpriteGlyphTableProperty.MoveArrayElement(selectedIndex, newIndex);
m_selectedElement = newIndex;
m_IsGlyphSearchDirty = true;
m_SpriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
// TODO: Need to handle switching pages if the character or glyph is moved to a different page.
}
/// <summary>
///
/// </summary>
/// <param name="source"></param>
/// <param name="target"></param>
void CopyCharacterSerializedProperty(SerializedProperty source, ref SerializedProperty target)
{
target.FindPropertyRelative("m_Name").stringValue = source.FindPropertyRelative("m_Name").stringValue;
target.FindPropertyRelative("m_HashCode").intValue = source.FindPropertyRelative("m_HashCode").intValue;
target.FindPropertyRelative("m_Unicode").intValue = source.FindPropertyRelative("m_Unicode").intValue;
target.FindPropertyRelative("m_GlyphIndex").intValue = source.FindPropertyRelative("m_GlyphIndex").intValue;
target.FindPropertyRelative("m_Scale").floatValue = source.FindPropertyRelative("m_Scale").floatValue;
}
void CopyGlyphSerializedProperty(SerializedProperty srcGlyph, ref SerializedProperty dstGlyph)
{
// TODO : Should make a generic function which copies each of the properties.
// Index
dstGlyph.FindPropertyRelative("m_Index").intValue = srcGlyph.FindPropertyRelative("m_Index").intValue;
// GlyphMetrics
SerializedProperty srcGlyphMetrics = srcGlyph.FindPropertyRelative("m_Metrics");
SerializedProperty dstGlyphMetrics = dstGlyph.FindPropertyRelative("m_Metrics");
dstGlyphMetrics.FindPropertyRelative("m_Width").floatValue = srcGlyphMetrics.FindPropertyRelative("m_Width").floatValue;
dstGlyphMetrics.FindPropertyRelative("m_Height").floatValue = srcGlyphMetrics.FindPropertyRelative("m_Height").floatValue;
dstGlyphMetrics.FindPropertyRelative("m_HorizontalBearingX").floatValue = srcGlyphMetrics.FindPropertyRelative("m_HorizontalBearingX").floatValue;
dstGlyphMetrics.FindPropertyRelative("m_HorizontalBearingY").floatValue = srcGlyphMetrics.FindPropertyRelative("m_HorizontalBearingY").floatValue;
dstGlyphMetrics.FindPropertyRelative("m_HorizontalAdvance").floatValue = srcGlyphMetrics.FindPropertyRelative("m_HorizontalAdvance").floatValue;
// GlyphRect
SerializedProperty srcGlyphRect = srcGlyph.FindPropertyRelative("m_GlyphRect");
SerializedProperty dstGlyphRect = dstGlyph.FindPropertyRelative("m_GlyphRect");
dstGlyphRect.FindPropertyRelative("m_X").intValue = srcGlyphRect.FindPropertyRelative("m_X").intValue;
dstGlyphRect.FindPropertyRelative("m_Y").intValue = srcGlyphRect.FindPropertyRelative("m_Y").intValue;
dstGlyphRect.FindPropertyRelative("m_Width").intValue = srcGlyphRect.FindPropertyRelative("m_Width").intValue;
dstGlyphRect.FindPropertyRelative("m_Height").intValue = srcGlyphRect.FindPropertyRelative("m_Height").intValue;
dstGlyph.FindPropertyRelative("m_Scale").floatValue = srcGlyph.FindPropertyRelative("m_Scale").floatValue;
dstGlyph.FindPropertyRelative("m_AtlasIndex").intValue = srcGlyph.FindPropertyRelative("m_AtlasIndex").intValue;
}
/// <summary>
///
/// </summary>
/// <param name="searchPattern"></param>
/// <returns></returns>
void SearchCharacterTable(string searchPattern, ref List<int> searchResults)
{
if (searchResults == null) searchResults = new List<int>();
searchResults.Clear();
int arraySize = m_SpriteCharacterTableProperty.arraySize;
for (int i = 0; i < arraySize; i++)
{
SerializedProperty sourceSprite = m_SpriteCharacterTableProperty.GetArrayElementAtIndex(i);
// Check for potential match against array index
if (i.ToString().Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
// Check for potential match against decimal id
int id = sourceSprite.FindPropertyRelative("m_GlyphIndex").intValue;
if (id.ToString().Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
// Check for potential match against name
string name = sourceSprite.FindPropertyRelative("m_Name").stringValue.ToLower(System.Globalization.CultureInfo.InvariantCulture).Trim();
if (name.Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
}
}
void SearchGlyphTable(string searchPattern, ref List<int> searchResults)
{
if (searchResults == null) searchResults = new List<int>();
searchResults.Clear();
int arraySize = m_SpriteGlyphTableProperty.arraySize;
for (int i = 0; i < arraySize; i++)
{
SerializedProperty sourceSprite = m_SpriteGlyphTableProperty.GetArrayElementAtIndex(i);
// Check for potential match against array index
if (i.ToString().Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
// Check for potential match against decimal id
int id = sourceSprite.FindPropertyRelative("m_GlyphIndex").intValue;
if (id.ToString().Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
// Check for potential match against name
string name = sourceSprite.FindPropertyRelative("m_Name").stringValue.ToLower(System.Globalization.CultureInfo.InvariantCulture).Trim();
if (name.Contains(searchPattern))
{
searchResults.Add(i);
continue;
}
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using TMPro.EditorUtilities;
using TMPro.SpriteAssetUtilities;
namespace TMPro
{
public class TMP_SpriteAssetImporter : EditorWindow
{
// Create Sprite Asset Editor Window
[MenuItem("Window/TextMeshPro/Sprite Importer", false, 2026)]
public static void ShowFontAtlasCreatorWindow()
{
var window = GetWindow<TMP_SpriteAssetImporter>();
window.titleContent = new GUIContent("Sprite Importer");
window.Focus();
}
Texture2D m_SpriteAtlas;
SpriteAssetImportFormats m_SpriteDataFormat = SpriteAssetImportFormats.TexturePackerJsonArray;
TextAsset m_JsonFile;
string m_CreationFeedback;
TMP_SpriteAsset m_SpriteAsset;
/// <summary>
///
/// </summary>
void OnEnable()
{
// Set Editor Window Size
SetEditorWindowSize();
}
/// <summary>
///
/// </summary>
public void OnGUI()
{
DrawEditorPanel();
}
/// <summary>
///
/// </summary>
private void OnDisable()
{
// Clean up sprite asset object that may have been created and not saved.
if (m_SpriteAsset != null && !EditorUtility.IsPersistent(m_SpriteAsset))
DestroyImmediate(m_SpriteAsset);
}
/// <summary>
///
/// </summary>
void DrawEditorPanel()
{
// label
GUILayout.Label("Import Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
// Sprite Texture Selection
m_JsonFile = EditorGUILayout.ObjectField("Sprite Data Source", m_JsonFile, typeof(TextAsset), false) as TextAsset;
m_SpriteDataFormat = (SpriteAssetImportFormats)EditorGUILayout.EnumPopup("Import Format", m_SpriteDataFormat);
// Sprite Texture Selection
m_SpriteAtlas = EditorGUILayout.ObjectField("Sprite Texture Atlas", m_SpriteAtlas, typeof(Texture2D), false) as Texture2D;
if (EditorGUI.EndChangeCheck())
{
m_CreationFeedback = string.Empty;
}
GUILayout.Space(10);
GUI.enabled = m_JsonFile != null && m_SpriteAtlas != null && m_SpriteDataFormat != SpriteAssetImportFormats.None;
// Create Sprite Asset
if (GUILayout.Button("Create Sprite Asset"))
{
m_CreationFeedback = string.Empty;
// Clean up sprite asset object that may have been previously created.
if (m_SpriteAsset != null && !EditorUtility.IsPersistent(m_SpriteAsset))
DestroyImmediate(m_SpriteAsset);
// Read json data file
if (m_JsonFile != null)
{
switch (m_SpriteDataFormat)
{
case SpriteAssetImportFormats.TexturePackerJsonArray:
TexturePacker_JsonArray.SpriteDataObject jsonData = null;
try
{
jsonData = JsonUtility.FromJson<TexturePacker_JsonArray.SpriteDataObject>(m_JsonFile.text);
}
catch
{
m_CreationFeedback = "The Sprite Data Source file [" + m_JsonFile.name + "] appears to be invalid or incorrectly formatted.";
}
if (jsonData != null && jsonData.frames != null && jsonData.frames.Count > 0)
{
int spriteCount = jsonData.frames.Count;
// Update import results
m_CreationFeedback = "<b>Import Results</b>\n--------------------\n";
m_CreationFeedback += "<color=#C0ffff><b>" + spriteCount + "</b></color> Sprites were imported from file.";
// Create new Sprite Asset
m_SpriteAsset = CreateInstance<TMP_SpriteAsset>();
// Assign sprite sheet / atlas texture to sprite asset
m_SpriteAsset.spriteSheet = m_SpriteAtlas;
List<TMP_SpriteGlyph> spriteGlyphTable = new List<TMP_SpriteGlyph>();
List<TMP_SpriteCharacter> spriteCharacterTable = new List<TMP_SpriteCharacter>();
PopulateSpriteTables(jsonData, spriteCharacterTable, spriteGlyphTable);
m_SpriteAsset.spriteCharacterTable = spriteCharacterTable;
m_SpriteAsset.spriteGlyphTable = spriteGlyphTable;
}
break;
}
}
}
GUI.enabled = true;
// Creation Feedback
GUILayout.Space(5);
GUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
{
EditorGUILayout.TextArea(m_CreationFeedback, TMP_UIStyleManager.label);
}
GUILayout.EndVertical();
GUILayout.Space(5);
GUI.enabled = m_JsonFile != null && m_SpriteAtlas && m_SpriteAsset != null;
if (GUILayout.Button("Save Sprite Asset") && m_JsonFile != null)
{
string filePath = EditorUtility.SaveFilePanel("Save Sprite Asset File", new FileInfo(AssetDatabase.GetAssetPath(m_JsonFile)).DirectoryName, m_JsonFile.name, "asset");
if (filePath.Length == 0)
return;
SaveSpriteAsset(filePath);
}
GUI.enabled = true;
}
/// <summary>
///
/// </summary>
/// <param name="spriteDataObject"></param>
/// <param name="spriteCharacterTable"></param>
/// <param name="spriteGlyphTable"></param>
private static void PopulateSpriteTables(TexturePacker_JsonArray.SpriteDataObject spriteDataObject, List<TMP_SpriteCharacter> spriteCharacterTable, List<TMP_SpriteGlyph> spriteGlyphTable)
{
List<TexturePacker_JsonArray.Frame> importedSprites = spriteDataObject.frames;
float atlasHeight = spriteDataObject.meta.size.h;
for (int i = 0; i < importedSprites.Count; i++)
{
TexturePacker_JsonArray.Frame spriteData = importedSprites[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
spriteGlyph.index = (uint)i;
spriteGlyph.metrics = new GlyphMetrics((int)spriteData.frame.w, (int)spriteData.frame.h, -spriteData.frame.w * spriteData.pivot.x, spriteData.frame.h * spriteData.pivot.y, (int)spriteData.frame.w);
spriteGlyph.glyphRect = new GlyphRect((int)spriteData.frame.x, (int)(atlasHeight - spriteData.frame.h - spriteData.frame.y), (int)spriteData.frame.w, (int)spriteData.frame.h);
spriteGlyph.scale = 1.0f;
spriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
spriteCharacter.name = spriteData.filename.Split('.')[0];
spriteCharacter.unicode = 0xFFFE;
spriteCharacter.scale = 1.0f;
spriteCharacterTable.Add(spriteCharacter);
}
}
/// <summary>
///
/// </summary>
/// <param name="filePath"></param>
void SaveSpriteAsset(string filePath)
{
filePath = filePath.Substring(0, filePath.Length - 6); // Trim file extension from filePath.
string dataPath = Application.dataPath;
if (filePath.IndexOf(dataPath, System.StringComparison.InvariantCultureIgnoreCase) == -1)
{
Debug.LogError("You're saving the font asset in a directory outside of this project folder. This is not supported. Please select a directory under \"" + dataPath + "\"");
return;
}
string relativeAssetPath = filePath.Substring(dataPath.Length - 6);
string dirName = Path.GetDirectoryName(relativeAssetPath);
string fileName = Path.GetFileNameWithoutExtension(relativeAssetPath);
string pathNoExt = dirName + "/" + fileName;
// Save Sprite Asset
AssetDatabase.CreateAsset(m_SpriteAsset, pathNoExt + ".asset");
// Set version number
m_SpriteAsset.version = "1.1.0";
// Compute the hash code for the sprite asset.
m_SpriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(m_SpriteAsset.name);
// Add new default material for sprite asset.
AddDefaultMaterial(m_SpriteAsset);
}
/// <summary>
/// Create and add new default material to sprite asset.
/// </summary>
/// <param name="spriteAsset"></param>
static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
{
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material material = new Material(shader);
material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
spriteAsset.material = material;
material.hideFlags = HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(material, spriteAsset);
}
/// <summary>
/// Limits the minimum size of the editor window.
/// </summary>
void SetEditorWindowSize()
{
EditorWindow editorWindow = this;
Vector2 currentWindowSize = editorWindow.minSize;
editorWindow.minSize = new Vector2(Mathf.Max(230, currentWindowSize.x), Mathf.Max(300, currentWindowSize.y));
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEngine.U2D;
using UnityEditor;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace TMPro.EditorUtilities
{
public static class TMP_SpriteAssetMenu
{
// Add a Context Menu to the Sprite Asset Editor Panel to Create and Add a Default Material.
[MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", true, 2200)]
static bool AddDefaultMaterialValidate(MenuCommand command)
{
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2200)]
static void AddDefaultMaterial(MenuCommand command)
{
TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
// Make sure the sprite asset already contains a default material
if (spriteAsset != null && spriteAsset.material == null)
{
// Add new default material for sprite asset.
AddDefaultMaterial(spriteAsset);
}
}
// Add a Context Menu to the Sprite Asset Editor Panel to update existing sprite assets.
[MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", true, 2100)]
static bool UpdateSpriteAssetValidate(MenuCommand command)
{
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", false, 2100)]
static void UpdateSpriteAsset(MenuCommand command)
{
TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
if (spriteAsset == null)
return;
UpdateSpriteAsset(spriteAsset);
}
internal static void UpdateSpriteAsset(TMP_SpriteAsset spriteAsset)
{
// Get a list of all the sprites contained in the texture referenced by the sprite asset.
// This only works if the texture is set to sprite mode.
string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
if (string.IsNullOrEmpty(filePath))
return;
// Get all the sprites defined in the sprite sheet texture referenced by this sprite asset.
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).ToArray();
// Return if sprite sheet texture does not have any sprites defined in it.
if (sprites.Length == 0)
{
Debug.Log("Sprite Asset <color=#FFFF80>[" + spriteAsset.name + "]</color>'s atlas texture does not appear to have any sprites defined in it. Use the Unity Sprite Editor to define sprites for this texture.", spriteAsset.spriteSheet);
return;
}
List<TMP_SpriteGlyph> spriteGlyphTable = spriteAsset.spriteGlyphTable;
// Find available glpyh indexes
uint[] existingGlyphIndexes = spriteGlyphTable.Select(x => x.index).ToArray();
List<uint> availableGlyphIndexes = new List<uint>();
uint lastGlyphIndex = existingGlyphIndexes.Length > 0 ? existingGlyphIndexes.Last() : 0;
int elementIndex = 0;
for (uint i = 0; i < lastGlyphIndex; i++)
{
uint existingGlyphIndex = existingGlyphIndexes[elementIndex];
if (i == existingGlyphIndex)
elementIndex += 1;
else
availableGlyphIndexes.Add(i);
}
// Iterate over sprites contained in the updated sprite sheet to identify new and / or modified sprites.
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
// Check if current sprites is already contained in the sprite glyph table of the sprite asset.
TMP_SpriteGlyph spriteGlyph = spriteGlyphTable.FirstOrDefault(x => x.sprite == sprite);
if (spriteGlyph != null)
{
// update existing sprite glyph
if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
}
else
{
TMP_SpriteCharacter spriteCharacter;
// Check if this sprite potentially exists under the same name in the sprite character table.
if (spriteAsset.spriteCharacterTable != null && spriteAsset.spriteCharacterTable.Count > 0)
{
spriteCharacter = spriteAsset.spriteCharacterTable.FirstOrDefault(x => x.name == sprite.name);
spriteGlyph = spriteCharacter != null ? spriteGlyphTable[(int)spriteCharacter.glyphIndex] : null;
if (spriteGlyph != null)
{
// Update sprite reference and data
spriteGlyph.sprite = sprite;
if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
}
}
// Add new Sprite Glyph to the table
spriteGlyph = new TMP_SpriteGlyph();
// Get available glyph index
if (availableGlyphIndexes.Count > 0)
{
spriteGlyph.index = availableGlyphIndexes[0];
availableGlyphIndexes.RemoveAt(0);
}
else
spriteGlyph.index = (uint)spriteGlyphTable.Count;
spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
spriteGlyph.scale = 1.0f;
spriteGlyph.sprite = sprite;
spriteGlyphTable.Add(spriteGlyph);
spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph);
spriteCharacter.name = sprite.name;
spriteCharacter.scale = 1.0f;
spriteAsset.spriteCharacterTable.Add(spriteCharacter);
}
}
// Update Sprite Character Table to replace unicode 0x0 by 0xFFFE
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
{
TMP_SpriteCharacter spriteCharacter = spriteAsset.spriteCharacterTable[i];
if (spriteCharacter.unicode == 0)
spriteCharacter.unicode = 0xFFFE;
}
// Sort glyph table by glyph index
spriteAsset.SortGlyphTable();
spriteAsset.UpdateLookupTables();
TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset);
}
[MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 110)]
public static void CreateSpriteAsset()
{
Object target = Selection.activeObject;
if (target == null || target.GetType() != typeof(Texture2D)) // && target.GetType() != typeof(SpriteAtlas)))
{
Debug.LogWarning("A texture must first be selected in order to create a TextMesh Pro Sprite Asset.");
return;
}
// Get the path to the selected asset.
string filePathWithName = AssetDatabase.GetAssetPath(target);
string fileNameWithExtension = Path.GetFileName(filePathWithName);
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
string filePath = filePathWithName.Replace(fileNameWithExtension, "");
// Create new Sprite Asset
TMP_SpriteAsset spriteAsset = ScriptableObject.CreateInstance<TMP_SpriteAsset>();
AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");
spriteAsset.version = "1.1.0";
// Compute the hash code for the sprite asset.
spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);
List<TMP_SpriteGlyph> spriteGlyphTable = new List<TMP_SpriteGlyph>();
List<TMP_SpriteCharacter> spriteCharacterTable = new List<TMP_SpriteCharacter>();
if (target.GetType() == typeof(Texture2D))
{
Texture2D sourceTex = target as Texture2D;
// Assign new Sprite Sheet texture to the Sprite Asset.
spriteAsset.spriteSheet = sourceTex;
PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable);
spriteAsset.spriteCharacterTable = spriteCharacterTable;
spriteAsset.spriteGlyphTable = spriteGlyphTable;
// Add new default material for sprite asset.
AddDefaultMaterial(spriteAsset);
}
else if (target.GetType() == typeof(SpriteAtlas))
{
//SpriteAtlas spriteAtlas = target as SpriteAtlas;
//PopulateSpriteTables(spriteAtlas, ref spriteCharacterTable, ref spriteGlyphTable);
//spriteAsset.spriteCharacterTable = spriteCharacterTable;
//spriteAsset.spriteGlyphTable = spriteGlyphTable;
//spriteAsset.spriteSheet = spriteGlyphTable[0].sprite.texture;
//// Add new default material for sprite asset.
//AddDefaultMaterial(spriteAsset);
}
// Update Lookup tables.
spriteAsset.UpdateLookupTables();
// Get the Sprites contained in the Sprite Sheet
EditorUtility.SetDirty(spriteAsset);
//spriteAsset.sprites = sprites;
// Set source texture back to Not Readable.
//texImporter.isReadable = false;
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset)); // Re-import font asset to get the new updated version.
//AssetDatabase.Refresh();
}
private static void PopulateSpriteTables(Texture source, ref List<TMP_SpriteCharacter> spriteCharacterTable, ref List<TMP_SpriteGlyph> spriteGlyphTable)
{
//Debug.Log("Creating new Sprite Asset.");
string filePath = AssetDatabase.GetAssetPath(source);
// Get all the Sprites sorted by Index
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
spriteGlyph.index = (uint)i;
spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
spriteGlyph.scale = 1.0f;
spriteGlyph.sprite = sprite;
spriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph);
spriteCharacter.name = sprite.name;
spriteCharacter.scale = 1.0f;
spriteCharacterTable.Add(spriteCharacter);
}
}
private static void PopulateSpriteTables(SpriteAtlas spriteAtlas, ref List<TMP_SpriteCharacter> spriteCharacterTable, ref List<TMP_SpriteGlyph> spriteGlyphTable)
{
// Get number of sprites contained in the sprite atlas.
int spriteCount = spriteAtlas.spriteCount;
Sprite[] sprites = new Sprite[spriteCount];
// Get all the sprites
spriteAtlas.GetSprites(sprites);
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
spriteGlyph.index = (uint)i;
spriteGlyph.metrics = new GlyphMetrics(sprite.textureRect.width, sprite.textureRect.height, -sprite.pivot.x, sprite.textureRect.height - sprite.pivot.y, sprite.textureRect.width);
spriteGlyph.glyphRect = new GlyphRect(sprite.textureRect);
spriteGlyph.scale = 1.0f;
spriteGlyph.sprite = sprite;
spriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph);
spriteCharacter.name = sprite.name;
spriteCharacter.scale = 1.0f;
spriteCharacterTable.Add(spriteCharacter);
}
}
/// <summary>
/// Create and add new default material to sprite asset.
/// </summary>
/// <param name="spriteAsset"></param>
private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
{
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material material = new Material(shader);
material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
spriteAsset.material = material;
material.hideFlags = HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(material, spriteAsset);
}
// Update existing SpriteInfo
private static List<TMP_Sprite> UpdateSpriteInfo(TMP_SpriteAsset spriteAsset)
{
//Debug.Log("Updating Sprite Asset.");
string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
// Get all the Sprites sorted Left to Right / Top to Bottom
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
// Check if the sprite is already contained in the SpriteInfoList
int index = -1;
if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null)
index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID());
// Use existing SpriteInfo if it already exists
TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index];
Rect spriteRect = sprite.rect;
spriteInfo.x = spriteRect.x;
spriteInfo.y = spriteRect.y;
spriteInfo.width = spriteRect.width;
spriteInfo.height = spriteRect.height;
// Get Sprite Pivot
Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2));
// The position of the pivot influences the Offset position.
spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height);
if (index == -1)
{
// Find the next available index for this Sprite
int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray();
int id = 0;
for (int j = 0; j < ids.Length; j++ )
{
if (ids[0] != 0) break;
if (j > 0 && (ids[j] - ids[j - 1]) > 1)
{
id = ids[j - 1] + 1;
break;
}
id = j + 1;
}
spriteInfo.sprite = sprite;
spriteInfo.name = sprite.name;
spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name);
spriteInfo.id = id;
spriteInfo.xAdvance = spriteRect.width;
spriteInfo.scale = 1.0f;
spriteInfo.xOffset = spriteInfo.pivot.x;
spriteInfo.yOffset = spriteInfo.pivot.y;
spriteAsset.spriteInfoList.Add(spriteInfo);
// Sort the Sprites by ID
spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList();
}
else
{
spriteAsset.spriteInfoList[index] = spriteInfo;
}
}
return spriteAsset.spriteInfoList;
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_SpriteCharacter))]
public class TMP_SpriteCharacterPropertyDrawer : PropertyDrawer
{
int m_GlyphSelectedForEditing = -1;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_SpriteName = property.FindPropertyRelative("m_Name");
SerializedProperty prop_SpriteNameHashCode = property.FindPropertyRelative("m_HashCode");
SerializedProperty prop_SpriteUnicode = property.FindPropertyRelative("m_Unicode");
SerializedProperty prop_SpriteGlyphIndex = property.FindPropertyRelative("m_GlyphIndex");
SerializedProperty prop_SpriteScale = property.FindPropertyRelative("m_Scale");
GUIStyle style = new GUIStyle(EditorStyles.label);
style.richText = true;
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 50;
Rect rect = new Rect(position.x + 60, position.y, position.width, 49);
// Display non-editable fields
if (GUI.enabled == false)
{
// Sprite Character Index
int spriteCharacterIndex;
int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x + 75f, rect.y, 120f, 18), new GUIContent("Unicode: <color=#FFFF80>0x" + prop_SpriteUnicode.intValue.ToString("X") + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), new GUIContent("Name: <color=#FFFF80>" + prop_SpriteName.stringValue + "</color>"), style);
EditorGUI.LabelField(new Rect(rect.x, rect.y + 18, 120, 18), new GUIContent("Glyph ID: <color=#FFFF80>" + prop_SpriteGlyphIndex.intValue + "</color>"), style);
// Draw Sprite Glyph (if exists)
DrawSpriteGlyph(position, property);
EditorGUI.LabelField(new Rect(rect.x, rect.y + 36, 80, 18), new GUIContent("Scale: <color=#FFFF80>" + prop_SpriteScale.floatValue + "</color>"), style);
}
else // Display editable fields
{
// Get a reference to the underlying Sprite Asset
TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
// Sprite Character Index
int spriteCharacterIndex;
int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);
EditorGUIUtility.labelWidth = 55f;
GUI.SetNextControlName("Unicode Input");
EditorGUI.BeginChangeCheck();
string unicode = EditorGUI.DelayedTextField(new Rect(rect.x + 75f, rect.y, 120, 18), "Unicode:", prop_SpriteUnicode.intValue.ToString("X"));
if (GUI.GetNameOfFocusedControl() == "Unicode Input")
{
//Filter out unwanted characters.
char chr = Event.current.character;
if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
{
Event.current.character = '\0';
}
}
if (EditorGUI.EndChangeCheck())
{
// Update Unicode value
prop_SpriteUnicode.intValue = TMP_TextUtilities.StringHexToInt(unicode);
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
EditorGUIUtility.labelWidth = 41f;
EditorGUI.BeginChangeCheck();
EditorGUI.DelayedTextField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), prop_SpriteName, new GUIContent("Name:"));
if (EditorGUI.EndChangeCheck())
{
// Recompute hashCode for new name
prop_SpriteNameHashCode.intValue = TMP_TextUtilities.GetSimpleHashCode(prop_SpriteName.stringValue);
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
EditorGUIUtility.labelWidth = 59f;
EditorGUI.BeginChangeCheck();
EditorGUI.DelayedIntField(new Rect(rect.x, rect.y + 18, 100, 18), prop_SpriteGlyphIndex, new GUIContent("Glyph ID:"));
if (EditorGUI.EndChangeCheck())
{
spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
}
// Draw Sprite Glyph (if exists)
DrawSpriteGlyph(position, property);
int glyphIndex = prop_SpriteGlyphIndex.intValue;
// Reset glyph selection if new character has been selected.
if (GUI.enabled && m_GlyphSelectedForEditing != glyphIndex)
m_GlyphSelectedForEditing = -1;
// Display button to edit the glyph data.
if (GUI.Button(new Rect(rect.x + 120, rect.y + 18, 75, 18), new GUIContent("Edit Glyph")))
{
if (m_GlyphSelectedForEditing == -1)
m_GlyphSelectedForEditing = glyphIndex;
else
m_GlyphSelectedForEditing = -1;
// Button clicks should not result in potential change.
GUI.changed = false;
}
// Show the glyph property drawer if selected
if (glyphIndex == m_GlyphSelectedForEditing && GUI.enabled)
{
if (spriteAsset != null)
{
// Lookup glyph and draw glyph (if available)
int elementIndex = spriteAsset.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);
if (elementIndex != -1)
{
// Get a reference to the Sprite Glyph Table
SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");
SerializedProperty prop_SpriteGlyph = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
SerializedProperty prop_GlyphMetrics = prop_SpriteGlyph.FindPropertyRelative("m_Metrics");
SerializedProperty prop_GlyphRect = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");
Rect newRect = EditorGUILayout.GetControlRect(false, 115);
EditorGUI.DrawRect(new Rect(newRect.x + 62, newRect.y - 20, newRect.width - 62, newRect.height - 5), new Color(0.1f, 0.1f, 0.1f, 0.45f));
EditorGUI.DrawRect(new Rect(newRect.x + 63, newRect.y - 19, newRect.width - 64, newRect.height - 7), new Color(0.3f, 0.3f, 0.3f, 0.8f));
// Display GlyphRect
newRect.x += 65;
newRect.y -= 18;
newRect.width += 5;
EditorGUI.PropertyField(newRect, prop_GlyphRect);
// Display GlyphMetrics
newRect.y += 45;
EditorGUI.PropertyField(newRect, prop_GlyphMetrics);
rect.y += 120;
}
}
}
EditorGUIUtility.labelWidth = 39f;
EditorGUI.PropertyField(new Rect(rect.x, rect.y + 36, 80, 18), prop_SpriteScale, new GUIContent("Scale:"));
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 58;
}
void DrawSpriteGlyph(Rect position, SerializedProperty property)
{
// Get a reference to the sprite glyph table
TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
if (spriteAsset == null)
return;
int glyphIndex = property.FindPropertyRelative("m_GlyphIndex").intValue;
// Lookup glyph and draw glyph (if available)
int elementIndex = spriteAsset.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);
if (elementIndex != -1)
{
// Get a reference to the Sprite Glyph Table
SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");
SerializedProperty prop_SpriteGlyph = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
SerializedProperty prop_GlyphRect = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");
// Get a reference to the sprite texture
Texture tex = spriteAsset.spriteSheet;
// Return if we don't have a texture assigned to the sprite asset.
if (tex == null)
{
Debug.LogWarning("Please assign a valid Sprite Atlas texture to the [" + spriteAsset.name + "] Sprite Asset.", spriteAsset);
return;
}
Vector2 spriteTexPosition = new Vector2(position.x, position.y);
Vector2 spriteSize = new Vector2(48, 48);
Vector2 alignmentOffset = new Vector2((58 - spriteSize.x) / 2, (58 - spriteSize.y) / 2);
float x = prop_GlyphRect.FindPropertyRelative("m_X").intValue;
float y = prop_GlyphRect.FindPropertyRelative("m_Y").intValue;
float spriteWidth = prop_GlyphRect.FindPropertyRelative("m_Width").intValue;
float spriteHeight = prop_GlyphRect.FindPropertyRelative("m_Height").intValue;
if (spriteWidth >= spriteHeight)
{
spriteSize.y = spriteHeight * spriteSize.x / spriteWidth;
spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
}
else
{
spriteSize.x = spriteWidth * spriteSize.y / spriteHeight;
spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
}
// Compute the normalized texture coordinates
Rect texCoords = new Rect(x / tex.width, y / tex.height, spriteWidth / tex.width, spriteHeight / tex.height);
GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + alignmentOffset.x, spriteTexPosition.y + alignmentOffset.y, spriteSize.x, spriteSize.y), tex, texCoords, true);
}
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_SpriteGlyph))]
public class TMP_SpriteGlyphPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_GlyphIndex = property.FindPropertyRelative("m_Index");
SerializedProperty prop_GlyphMetrics = property.FindPropertyRelative("m_Metrics");
SerializedProperty prop_GlyphRect = property.FindPropertyRelative("m_GlyphRect");
SerializedProperty prop_Scale = property.FindPropertyRelative("m_Scale");
SerializedProperty prop_AtlasIndex = property.FindPropertyRelative("m_AtlasIndex");
GUIStyle style = new GUIStyle(EditorStyles.label);
style.richText = true;
Rect rect = new Rect(position.x + 70, position.y, position.width, 49);
// Draw GlyphRect
EditorGUI.PropertyField(rect, prop_GlyphRect);
// Draw GlyphMetrics
rect.y += 45;
EditorGUI.PropertyField(rect, prop_GlyphMetrics);
EditorGUIUtility.labelWidth = 40f;
EditorGUI.PropertyField(new Rect(rect.x, rect.y + 65, 75, 18), prop_Scale, new GUIContent("Scale:"));
EditorGUIUtility.labelWidth = 74f;
EditorGUI.PropertyField(new Rect(rect.x + 85, rect.y + 65, 95, 18), prop_AtlasIndex, new GUIContent("Atlas Index:"));
DrawGlyph(position, property);
int spriteCharacterIndex;
int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
EditorGUI.LabelField(new Rect(position.x, position.y + 5, 64f, 18f), new GUIContent("#" + spriteCharacterIndex), style);
float labelWidthID = GUI.skin.label.CalcSize(new GUIContent("ID: " + prop_GlyphIndex.intValue)).x;
EditorGUI.LabelField(new Rect(position.x + (64 - labelWidthID) / 2, position.y + 110, 64f, 18f), new GUIContent("ID: <color=#FFFF80>" + prop_GlyphIndex.intValue + "</color>"), style);
}
void DrawGlyph(Rect position, SerializedProperty property)
{
// Get a reference to the sprite texture
Texture tex = (property.serializedObject.targetObject as TMP_SpriteAsset).spriteSheet;
// Return if we don't have a texture assigned to the sprite asset.
if (tex == null)
{
Debug.LogWarning("Please assign a valid Sprite Atlas texture to the [" + property.serializedObject.targetObject.name + "] Sprite Asset.", property.serializedObject.targetObject);
return;
}
Vector2 spriteTexPosition = new Vector2(position.x, position.y);
Vector2 spriteSize = new Vector2(65, 65);
SerializedProperty prop_GlyphRect = property.FindPropertyRelative("m_GlyphRect");
int spriteImageX = prop_GlyphRect.FindPropertyRelative("m_X").intValue;
int spriteImageY = prop_GlyphRect.FindPropertyRelative("m_Y").intValue;
int spriteImageWidth = prop_GlyphRect.FindPropertyRelative("m_Width").intValue;
int spriteImageHeight = prop_GlyphRect.FindPropertyRelative("m_Height").intValue;
if (spriteImageWidth >= spriteImageHeight)
{
spriteSize.y = spriteImageHeight * spriteSize.x / spriteImageWidth;
spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
}
else
{
spriteSize.x = spriteImageWidth * spriteSize.y / spriteImageHeight;
spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
}
// Compute the normalized texture coordinates
Rect texCoords = new Rect((float)spriteImageX / tex.width, (float)spriteImageY / tex.height, (float)spriteImageWidth / tex.width, (float)spriteImageHeight / tex.height);
GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + 5, spriteTexPosition.y + 32f, spriteSize.x, spriteSize.y), tex, texCoords, true);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 130f;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class TMP_StyleAssetMenu
{
[MenuItem("Assets/Create/TextMeshPro/Style Sheet", false, 120)]
public static void CreateTextMeshProObjectPerform()
{
string filePath;
if (Selection.assetGUIDs.Length == 0)
{
// No asset selected.
filePath = "Assets";
}
else
{
// Get the path of the selected folder or asset.
filePath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
// Get the file extension of the selected asset as it might need to be removed.
string fileExtension = Path.GetExtension(filePath);
if (fileExtension != "")
{
filePath = Path.GetDirectoryName(filePath);
}
}
string filePathWithName = AssetDatabase.GenerateUniqueAssetPath(filePath + "/Text StyleSheet.asset");
//// Create new Style Sheet Asset.
TMP_StyleSheet styleSheet = ScriptableObject.CreateInstance<TMP_StyleSheet>();
// Create Normal default style
TMP_Style style = new TMP_Style("Normal", string.Empty, string.Empty);
styleSheet.styles.Add(style);
AssetDatabase.CreateAsset(styleSheet, filePathWithName);
EditorUtility.SetDirty(styleSheet);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(styleSheet);
}
}
}

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using System;
using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_Style))]
public class StyleDrawer : PropertyDrawer
{
public static readonly float height = 95f;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return height;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty nameProperty = property.FindPropertyRelative("m_Name");
SerializedProperty hashCodeProperty = property.FindPropertyRelative("m_HashCode");
SerializedProperty openingDefinitionProperty = property.FindPropertyRelative("m_OpeningDefinition");
SerializedProperty closingDefinitionProperty = property.FindPropertyRelative("m_ClosingDefinition");
SerializedProperty openingDefinitionArray = property.FindPropertyRelative("m_OpeningTagArray");
SerializedProperty closingDefinitionArray = property.FindPropertyRelative("m_ClosingTagArray");
EditorGUIUtility.labelWidth = 86;
position.height = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
float labelHeight = position.height + 2f;
EditorGUI.BeginChangeCheck();
Rect rect0 = new Rect(position.x, position.y, (position.width) / 2 + 5, position.height);
EditorGUI.PropertyField(rect0, nameProperty);
if (EditorGUI.EndChangeCheck())
{
// Recompute HashCode if name has changed.
hashCodeProperty.intValue = TMP_TextUtilities.GetSimpleHashCode(nameProperty.stringValue);
property.serializedObject.ApplyModifiedProperties();
// Dictionary needs to be updated since HashCode has changed.
TMP_StyleSheet styleSheet = property.serializedObject.targetObject as TMP_StyleSheet;
styleSheet.RefreshStyles();
}
// HashCode
Rect rect1 = new Rect(rect0.x + rect0.width + 5, position.y, 65, position.height);
GUI.Label(rect1, "HashCode");
GUI.enabled = false;
rect1.x += 65;
rect1.width = position.width / 2 - 75;
EditorGUI.PropertyField(rect1, hashCodeProperty, GUIContent.none);
GUI.enabled = true;
// Text Tags
EditorGUI.BeginChangeCheck();
// Opening Tags
position.y += labelHeight;
GUI.Label(position, "Opening Tags");
Rect textRect1 = new Rect(110, position.y, position.width - 86, 35);
openingDefinitionProperty.stringValue = EditorGUI.TextArea(textRect1, openingDefinitionProperty.stringValue);
if (EditorGUI.EndChangeCheck())
{
// If any properties have changed, we need to update the Opening and Closing Arrays.
int size = openingDefinitionProperty.stringValue.Length;
// Adjust array size to match new string length.
if (openingDefinitionArray.arraySize != size) openingDefinitionArray.arraySize = size;
for (int i = 0; i < size; i++)
{
SerializedProperty element = openingDefinitionArray.GetArrayElementAtIndex(i);
element.intValue = openingDefinitionProperty.stringValue[i];
}
}
EditorGUI.BeginChangeCheck();
// Closing Tags
position.y += 38;
GUI.Label(position, "Closing Tags");
Rect textRect2 = new Rect(110, position.y, position.width - 86, 35);
closingDefinitionProperty.stringValue = EditorGUI.TextArea(textRect2, closingDefinitionProperty.stringValue);
if (EditorGUI.EndChangeCheck())
{
// If any properties have changed, we need to update the Opening and Closing Arrays.
int size = closingDefinitionProperty.stringValue.Length;
// Adjust array size to match new string length.
if (closingDefinitionArray.arraySize != size) closingDefinitionArray.arraySize = size;
for (int i = 0; i < size; i++)
{
SerializedProperty element = closingDefinitionArray.GetArrayElementAtIndex(i);
element.intValue = closingDefinitionProperty.stringValue[i];
}
}
}
}
[CustomEditor(typeof(TMP_StyleSheet)), CanEditMultipleObjects]
public class TMP_StyleEditor : Editor
{
TMP_StyleSheet m_StyleSheet;
SerializedProperty m_StyleListProp;
int m_SelectedElement = -1;
int m_Page;
bool m_IsStyleSheetDirty;
void OnEnable()
{
m_StyleSheet = target as TMP_StyleSheet;
m_StyleListProp = serializedObject.FindProperty("m_StyleList");
}
public override void OnInspectorGUI()
{
Event currentEvent = Event.current;
serializedObject.Update();
m_IsStyleSheetDirty = false;
int elementCount = m_StyleListProp.arraySize;
int itemsPerPage = (Screen.height - 100) / 110;
if (elementCount > 0)
{
// Display each Style entry using the StyleDrawer PropertyDrawer.
for (int i = itemsPerPage * m_Page; i < elementCount && i < itemsPerPage * (m_Page + 1); i++)
{
// Define the start of the selection region of the element.
Rect elementStartRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
SerializedProperty styleProperty = m_StyleListProp.GetArrayElementAtIndex(i);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(styleProperty);
EditorGUILayout.EndVertical();
if (EditorGUI.EndChangeCheck())
{
//
}
// Define the end of the selection region of the element.
Rect elementEndRegion = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
// Check for Item selection
Rect selectionArea = new Rect(elementStartRegion.x, elementStartRegion.y, elementEndRegion.width, elementEndRegion.y - elementStartRegion.y);
if (DoSelectionCheck(selectionArea))
{
if (m_SelectedElement == i)
{
m_SelectedElement = -1;
}
else
{
m_SelectedElement = i;
GUIUtility.keyboardControl = 0;
}
}
// Handle Selection Highlighting
if (m_SelectedElement == i)
TMP_EditorUtility.DrawBox(selectionArea, 2f, new Color32(40, 192, 255, 255));
}
}
// STYLE LIST MANAGEMENT
Rect rect = EditorGUILayout.GetControlRect(false, 20);
float totalWidth = rect.width;
rect.width = totalWidth * 0.175f;
// Move Style up.
bool guiEnabled = GUI.enabled;
if (m_SelectedElement == -1 || m_SelectedElement == 0) { GUI.enabled = false; }
if (GUI.Button(rect, "Up"))
{
SwapStyleElements(m_SelectedElement, m_SelectedElement - 1);
}
GUI.enabled = guiEnabled;
// Move Style down.
rect.x += rect.width;
if (m_SelectedElement == elementCount - 1) { GUI.enabled = false; }
if (GUI.Button(rect, "Down"))
{
SwapStyleElements(m_SelectedElement, m_SelectedElement + 1);
}
GUI.enabled = guiEnabled;
// Add Style
rect.x += rect.width + totalWidth * 0.3f;
if (GUI.Button(rect, "+"))
{
int index = m_SelectedElement == -1 ? elementCount : m_SelectedElement;
if (index > elementCount)
index = elementCount;
// Copy selected element
m_StyleListProp.InsertArrayElementAtIndex(index);
// Select newly inserted element
m_SelectedElement = index + 1;
serializedObject.ApplyModifiedProperties();
m_StyleSheet.RefreshStyles();
}
// Delete style
rect.x += rect.width;
if (m_SelectedElement == -1 || m_SelectedElement >= elementCount) GUI.enabled = false;
if (GUI.Button(rect, "-"))
{
int index = m_SelectedElement == -1 ? 0 : m_SelectedElement;
m_StyleListProp.DeleteArrayElementAtIndex(index);
m_SelectedElement = -1;
serializedObject.ApplyModifiedProperties();
m_StyleSheet.RefreshStyles();
return;
}
// Return if we can't display any items.
if (itemsPerPage == 0) return;
// DISPLAY PAGE CONTROLS
int shiftMultiplier = currentEvent.shift ? 10 : 1; // Page + Shift goes 10 page forward
Rect pagePos = EditorGUILayout.GetControlRect(false, 20);
pagePos.width = totalWidth * 0.35f;
// Previous Page
if (m_Page > 0) GUI.enabled = true;
else GUI.enabled = false;
if (GUI.Button(pagePos, "Previous"))
m_Page -= 1 * shiftMultiplier;
// PAGE COUNTER
GUI.enabled = true;
pagePos.x += pagePos.width;
pagePos.width = totalWidth * 0.30f;
int totalPages = (int)(elementCount / (float)itemsPerPage + 0.999f);
GUI.Label(pagePos, "Page " + (m_Page + 1) + " / " + totalPages, TMP_UIStyleManager.centeredLabel);
// Next Page
pagePos.x += pagePos.width;
pagePos.width = totalWidth * 0.35f;
if (itemsPerPage * (m_Page + 1) < elementCount) GUI.enabled = true;
else GUI.enabled = false;
if (GUI.Button(pagePos, "Next"))
m_Page += 1 * shiftMultiplier;
// Clamp page range
m_Page = Mathf.Clamp(m_Page, 0, elementCount / itemsPerPage);
if (serializedObject.ApplyModifiedProperties())
{
TMPro_EventManager.ON_TEXT_STYLE_PROPERTY_CHANGED(true);
if (m_IsStyleSheetDirty)
{
m_IsStyleSheetDirty = false;
m_StyleSheet.RefreshStyles();
}
}
// Clear selection if mouse event was not consumed.
GUI.enabled = true;
if (currentEvent.type == EventType.MouseDown && currentEvent.button == 0)
m_SelectedElement = -1;
}
// Check if any of the Style elements were clicked on.
static bool DoSelectionCheck(Rect selectionArea)
{
Event currentEvent = Event.current;
switch (currentEvent.type)
{
case EventType.MouseDown:
if (selectionArea.Contains(currentEvent.mousePosition) && currentEvent.button == 0)
{
currentEvent.Use();
return true;
}
break;
}
return false;
}
void SwapStyleElements(int selectedIndex, int newIndex)
{
m_StyleListProp.MoveArrayElement(selectedIndex, newIndex);
m_SelectedElement = newIndex;
m_IsStyleSheetDirty = true;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_SubMeshUI)), CanEditMultipleObjects]
public class TMP_SubMeshUI_Editor : Editor
{
private struct m_foldout
{ // Track Inspector foldout panel states, globally.
//public static bool textInput = true;
public static bool fontSettings = true;
//public static bool extraSettings = false;
//public static bool shadowSetting = false;
//public static bool materialEditor = true;
}
private SerializedProperty fontAsset_prop;
private SerializedProperty spriteAsset_prop;
//private TMP_SubMeshUI m_SubMeshComponent;
//private CanvasRenderer m_canvasRenderer;
private Editor m_materialEditor;
private Material m_targetMaterial;
public void OnEnable()
{
fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
//m_SubMeshComponent = target as TMP_SubMeshUI;
//m_rectTransform = m_SubMeshComponent.rectTransform;
//m_canvasRenderer = m_SubMeshComponent.canvasRenderer;
// Create new Material Editor if one does not exists
/*
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial());
m_targetMaterial = m_canvasRenderer.GetMaterial();
}
*/
}
public void OnDisable()
{
// Destroy material editor if one exists
/*
if (m_materialEditor != null)
{
//Debug.Log("Destroying Inline Material Editor.");
DestroyImmediate(m_materialEditor);
}
*/
}
public override void OnInspectorGUI()
{
GUI.enabled = false;
EditorGUILayout.PropertyField(fontAsset_prop);
EditorGUILayout.PropertyField(spriteAsset_prop);
GUI.enabled = true;
EditorGUILayout.Space();
// If a Custom Material Editor exists, we use it.
/*
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
Material mat = m_canvasRenderer.GetMaterial();
//Debug.Log(mat + " " + m_targetMaterial);
if (mat != m_targetMaterial)
{
// Destroy previous Material Instance
//Debug.Log("New Material has been assigned.");
m_targetMaterial = mat;
DestroyImmediate(m_materialEditor);
}
if (m_materialEditor == null)
{
m_materialEditor = Editor.CreateEditor(mat);
}
m_materialEditor.DrawHeader();
m_materialEditor.OnInspectorGUI();
}
*/
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_SubMesh)), CanEditMultipleObjects]
public class TMP_SubMesh_Editor : Editor
{
private struct m_foldout
{ // Track Inspector foldout panel states, globally.
//public static bool textInput = true;
public static bool fontSettings = true;
//public static bool extraSettings = false;
//public static bool shadowSetting = false;
//public static bool materialEditor = true;
}
private SerializedProperty fontAsset_prop;
private SerializedProperty spriteAsset_prop;
private TMP_SubMesh m_SubMeshComponent;
private Renderer m_Renderer;
private string[] m_SortingLayerNames;
public void OnEnable()
{
fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
m_SubMeshComponent = target as TMP_SubMesh;
m_Renderer = m_SubMeshComponent.renderer;
m_SortingLayerNames = SortingLayerHelper.sortingLayerNames;
}
public override void OnInspectorGUI()
{
EditorGUI.indentLevel = 0;
GUI.enabled = false;
EditorGUILayout.PropertyField(fontAsset_prop);
EditorGUILayout.PropertyField(spriteAsset_prop);
GUI.enabled = true;
EditorGUI.BeginChangeCheck();
// Look up the layer name using the current layer ID
string oldName = SortingLayer.IDToName(m_Renderer.sortingLayerID);
// Use the name to look up our array index into the names list
int oldLayerIndex = System.Array.IndexOf(m_SortingLayerNames, oldName);
// Show the pop-up for the names
int newLayerIndex = EditorGUILayout.Popup("Sorting Layer", oldLayerIndex, m_SortingLayerNames);
// If the index changes, look up the ID for the new index to store as the new ID
if (newLayerIndex != oldLayerIndex)
m_Renderer.sortingLayerID = SortingLayer.NameToID(m_SortingLayerNames[newLayerIndex]);
// Expose the manual sorting order
int newSortingLayerOrder = EditorGUILayout.IntField("Order in Layer", m_Renderer.sortingOrder);
if (newSortingLayerOrder != m_Renderer.sortingOrder)
m_Renderer.sortingOrder = newSortingLayerOrder;
}
}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TextAlignmentOptions))]
public class TMP_TextAlignmentDrawer : PropertyDrawer
{
const int k_AlignmentButtonWidth = 24;
const int k_AlignmentButtonHeight = 20;
const int k_WideViewWidth = 504;
const int k_ControlsSpacing = 6;
const int k_GroupWidth = k_AlignmentButtonWidth * 6;
static readonly int k_TextAlignmentHash = "DoTextAligmentControl".GetHashCode();
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.currentViewWidth > k_WideViewWidth ? k_AlignmentButtonHeight : k_AlignmentButtonHeight * 2 + 3;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var id = GUIUtility.GetControlID(k_TextAlignmentHash, FocusType.Keyboard, position);
EditorGUI.BeginProperty(position, label, property);
{
var controlArea = EditorGUI.PrefixLabel(position, id, label);
var horizontalAligment = new Rect(controlArea.x, controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
var verticalAligment = new Rect(!(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.x : horizontalAligment.xMax + k_ControlsSpacing, !(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.y + k_AlignmentButtonHeight + 3 : controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
EditorGUI.BeginChangeCheck();
var selectedHorizontal = DoHorizontalAligmentControl(horizontalAligment, property);
var selectedVertical = DoVerticalAligmentControl(verticalAligment, property);
if (EditorGUI.EndChangeCheck())
{
var value = (0x1 << selectedHorizontal) | (0x100 << selectedVertical);
property.intValue = value;
}
}
EditorGUI.EndProperty();
}
static int DoHorizontalAligmentControl(Rect position, SerializedProperty alignment)
{
var selected = TMP_EditorUtility.GetHorizontalAlignmentGridValue(alignment.intValue);
var values = new bool[6];
values[selected] = true;
if (alignment.hasMultipleDifferentValues)
{
foreach (var obj in alignment.serializedObject.targetObjects)
{
var text = obj as TMP_Text;
if (text != null)
{
values[TMP_EditorUtility.GetHorizontalAlignmentGridValue((int)text.alignment)] = true;
}
}
}
position.width = k_AlignmentButtonWidth;
for (var i = 0; i < values.Length; i++)
{
var oldValue = values[i];
var newValue = TMP_EditorUtility.EditorToggle(position, oldValue, TMP_UIStyleManager.alignContentA[i], i == 0 ? TMP_UIStyleManager.alignmentButtonLeft : (i == 5 ? TMP_UIStyleManager.alignmentButtonRight : TMP_UIStyleManager.alignmentButtonMid));
if (newValue != oldValue)
{
selected = i;
}
position.x += position.width;
}
return selected;
}
static int DoVerticalAligmentControl(Rect position, SerializedProperty alignment)
{
var selected = TMP_EditorUtility.GetVerticalAlignmentGridValue(alignment.intValue);
var values = new bool[6];
values[selected] = true;
if (alignment.hasMultipleDifferentValues)
{
foreach (var obj in alignment.serializedObject.targetObjects)
{
var text = obj as TMP_Text;
if (text != null)
{
values[TMP_EditorUtility.GetVerticalAlignmentGridValue((int)text.alignment)] = true;
}
}
}
position.width = k_AlignmentButtonWidth;
for (var i = 0; i < values.Length; i++)
{
var oldValue = values[i];
var newValue = TMP_EditorUtility.EditorToggle(position, oldValue, TMP_UIStyleManager.alignContentB[i], i == 0 ? TMP_UIStyleManager.alignmentButtonLeft : (i == 5 ? TMP_UIStyleManager.alignmentButtonRight : TMP_UIStyleManager.alignmentButtonMid));
if (newValue != oldValue)
{
selected = i;
}
position.x += position.width;
}
return selected;
}
}
[CustomPropertyDrawer(typeof(HorizontalAlignmentOptions))]
public class TMP_HorizontalAlignmentDrawer : PropertyDrawer
{
const int k_AlignmentButtonWidth = 24;
const int k_AlignmentButtonHeight = 20;
const int k_WideViewWidth = 504;
const int k_ControlsSpacing = 6;
const int k_GroupWidth = k_AlignmentButtonWidth * 6;
static readonly int k_TextAlignmentHash = "DoTextAligmentControl".GetHashCode();
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.currentViewWidth > k_WideViewWidth ? k_AlignmentButtonHeight : k_AlignmentButtonHeight * 2 + 3;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var id = GUIUtility.GetControlID(k_TextAlignmentHash, FocusType.Keyboard, position);
EditorGUI.BeginProperty(position, label, property);
{
var controlArea = EditorGUI.PrefixLabel(position, id, label);
var horizontalAligment = new Rect(controlArea.x, controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
//var verticalAligment = new Rect(!(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.x : horizontalAligment.xMax + k_ControlsSpacing, !(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.y + k_AlignmentButtonHeight + 3 : controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
EditorGUI.BeginChangeCheck();
var selectedHorizontal = DoHorizontalAligmentControl(horizontalAligment, property);
if (EditorGUI.EndChangeCheck())
{
var value = 0x1 << selectedHorizontal;
property.intValue = value;
}
}
EditorGUI.EndProperty();
}
static int DoHorizontalAligmentControl(Rect position, SerializedProperty alignment)
{
var selected = TMP_EditorUtility.GetHorizontalAlignmentGridValue(alignment.intValue);
var values = new bool[6];
values[selected] = true;
if (alignment.hasMultipleDifferentValues)
{
foreach (var obj in alignment.serializedObject.targetObjects)
{
var text = obj as TMP_Text;
if (text != null)
{
values[TMP_EditorUtility.GetHorizontalAlignmentGridValue((int)text.horizontalAlignment)] = true;
}
}
}
position.width = k_AlignmentButtonWidth;
for (var i = 0; i < values.Length; i++)
{
var oldValue = values[i];
var newValue = TMP_EditorUtility.EditorToggle(position, oldValue, TMP_UIStyleManager.alignContentA[i], i == 0 ? TMP_UIStyleManager.alignmentButtonLeft : (i == 5 ? TMP_UIStyleManager.alignmentButtonRight : TMP_UIStyleManager.alignmentButtonMid));
if (newValue != oldValue)
{
selected = i;
}
position.x += position.width;
}
return selected;
}
}
[CustomPropertyDrawer(typeof(VerticalAlignmentOptions))]
public class TMP_VerticalAlignmentDrawer : PropertyDrawer
{
const int k_AlignmentButtonWidth = 24;
const int k_AlignmentButtonHeight = 20;
const int k_WideViewWidth = 504;
const int k_ControlsSpacing = 6;
const int k_GroupWidth = k_AlignmentButtonWidth * 6;
static readonly int k_TextAlignmentHash = "DoTextAligmentControl".GetHashCode();
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.currentViewWidth > k_WideViewWidth ? k_AlignmentButtonHeight : k_AlignmentButtonHeight * 2 + 3;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var id = GUIUtility.GetControlID(k_TextAlignmentHash, FocusType.Keyboard, position);
EditorGUI.BeginProperty(position, label, property);
{
var controlArea = EditorGUI.PrefixLabel(position, id, label);
var horizontalAligment = new Rect(controlArea.x, controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
var verticalAligment = new Rect(!(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.x : horizontalAligment.xMax + k_ControlsSpacing, !(EditorGUIUtility.currentViewWidth > k_WideViewWidth) ? controlArea.y + k_AlignmentButtonHeight + 3 : controlArea.y, k_GroupWidth, k_AlignmentButtonHeight);
EditorGUI.BeginChangeCheck();
//var selectedHorizontal = DoHorizontalAligmentControl(horizontalAligment, property);
var selectedVertical = DoVerticalAligmentControl(verticalAligment, property);
if (EditorGUI.EndChangeCheck())
{
var value = 0x100 << selectedVertical;
property.intValue = value;
}
}
EditorGUI.EndProperty();
}
static int DoVerticalAligmentControl(Rect position, SerializedProperty alignment)
{
var selected = TMP_EditorUtility.GetVerticalAlignmentGridValue(alignment.intValue);
var values = new bool[6];
values[selected] = true;
if (alignment.hasMultipleDifferentValues)
{
foreach (var obj in alignment.serializedObject.targetObjects)
{
var text = obj as TMP_Text;
if (text != null)
{
values[TMP_EditorUtility.GetVerticalAlignmentGridValue((int)text.verticalAlignment)] = true;
}
}
}
position.width = k_AlignmentButtonWidth;
for (var i = 0; i < values.Length; i++)
{
var oldValue = values[i];
var newValue = TMP_EditorUtility.EditorToggle(position, oldValue, TMP_UIStyleManager.alignContentB[i], i == 0 ? TMP_UIStyleManager.alignmentButtonLeft : (i == 5 ? TMP_UIStyleManager.alignmentButtonRight : TMP_UIStyleManager.alignmentButtonMid));
if (newValue != oldValue)
{
selected = i;
}
position.x += position.width;
}
return selected;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class TMP_UIStyleManager
{
public static GUIStyle label;
public static GUIStyle textAreaBoxWindow;
public static GUIStyle boldFoldout;
public static GUIStyle panelTitle;
public static GUIStyle sectionHeader;
public static GUIStyle centeredLabel;
public static GUIStyle rightLabel;
public static GUIStyle wrappingTextArea;
public static GUIStyle alignmentButtonLeft;
public static GUIStyle alignmentButtonMid;
public static GUIStyle alignmentButtonRight;
// Alignment Button Textures
public static Texture2D alignLeft;
public static Texture2D alignCenter;
public static Texture2D alignRight;
public static Texture2D alignJustified;
public static Texture2D alignFlush;
public static Texture2D alignGeoCenter;
public static Texture2D alignTop;
public static Texture2D alignMiddle;
public static Texture2D alignBottom;
public static Texture2D alignBaseline;
public static Texture2D alignMidline;
public static Texture2D alignCapline;
public static Texture2D sectionHeaderTexture;
public static GUIContent[] alignContentA;
public static GUIContent[] alignContentB;
static TMP_UIStyleManager()
{
// Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
var tmproAssetFolderPath = TMP_EditorUtility.packageRelativePath;
if (EditorGUIUtility.isProSkin)
{
alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignLeft.psd", typeof(Texture2D)) as Texture2D;
alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCenter.psd", typeof(Texture2D)) as Texture2D;
alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignRight.psd", typeof(Texture2D)) as Texture2D;
alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignJustified.psd", typeof(Texture2D)) as Texture2D;
alignFlush = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignFlush.psd", typeof(Texture2D)) as Texture2D;
alignGeoCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCenterGeo.psd", typeof(Texture2D)) as Texture2D;
alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignTop.psd", typeof(Texture2D)) as Texture2D;
alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignMiddle.psd", typeof(Texture2D)) as Texture2D;
alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignBottom.psd", typeof(Texture2D)) as Texture2D;
alignBaseline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignBaseLine.psd", typeof(Texture2D)) as Texture2D;
alignMidline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignMidLine.psd", typeof(Texture2D)) as Texture2D;
alignCapline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCapLine.psd", typeof(Texture2D)) as Texture2D;
sectionHeaderTexture = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/SectionHeader_Dark.psd", typeof(Texture2D)) as Texture2D;
}
else
{
alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignLeft_Light.psd", typeof(Texture2D)) as Texture2D;
alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCenter_Light.psd", typeof(Texture2D)) as Texture2D;
alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignRight_Light.psd", typeof(Texture2D)) as Texture2D;
alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignJustified_Light.psd", typeof(Texture2D)) as Texture2D;
alignFlush = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignFlush_Light.psd", typeof(Texture2D)) as Texture2D;
alignGeoCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCenterGeo_Light.psd", typeof(Texture2D)) as Texture2D;
alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignTop_Light.psd", typeof(Texture2D)) as Texture2D;
alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignMiddle_Light.psd", typeof(Texture2D)) as Texture2D;
alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignBottom_Light.psd", typeof(Texture2D)) as Texture2D;
alignBaseline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignBaseLine_Light.psd", typeof(Texture2D)) as Texture2D;
alignMidline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignMidLine_Light.psd", typeof(Texture2D)) as Texture2D;
alignCapline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/btn_AlignCapLine_Light.psd", typeof(Texture2D)) as Texture2D;
sectionHeaderTexture = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/Editor Resources/Textures/SectionHeader_Light.psd", typeof(Texture2D)) as Texture2D;
}
label = new GUIStyle(EditorStyles.label) { richText = true, wordWrap = true, stretchWidth = true };
textAreaBoxWindow = new GUIStyle(EditorStyles.textArea) { richText = true };
boldFoldout = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
panelTitle = new GUIStyle(EditorStyles.label) { fontStyle = FontStyle.Bold };
sectionHeader = new GUIStyle(EditorStyles.label) { fixedHeight = 22, richText = true, border = new RectOffset(9, 9, 0, 0), overflow = new RectOffset(9, 0, 0, 0), padding = new RectOffset(0, 0, 4, 0) };
sectionHeader.normal.background = sectionHeaderTexture;
centeredLabel = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleCenter};
rightLabel = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleRight, richText = true };
alignmentButtonLeft = new GUIStyle(EditorStyles.miniButtonLeft);
alignmentButtonLeft.padding.left = 4;
alignmentButtonLeft.padding.right = 4;
alignmentButtonLeft.padding.top = 2;
alignmentButtonLeft.padding.bottom = 2;
alignmentButtonMid = new GUIStyle(EditorStyles.miniButtonMid);
alignmentButtonMid.padding.left = 4;
alignmentButtonMid.padding.right = 4;
alignmentButtonLeft.padding.top = 2;
alignmentButtonLeft.padding.bottom = 2;
alignmentButtonRight = new GUIStyle(EditorStyles.miniButtonRight);
alignmentButtonRight.padding.left = 4;
alignmentButtonRight.padding.right = 4;
alignmentButtonLeft.padding.top = 2;
alignmentButtonLeft.padding.bottom = 2;
wrappingTextArea = new GUIStyle(EditorStyles.textArea);
wrappingTextArea.wordWrap = true;
alignContentA = new []
{
new GUIContent(alignLeft, "Left"),
new GUIContent(alignCenter, "Center"),
new GUIContent(alignRight, "Right"),
new GUIContent(alignJustified, "Justified"),
new GUIContent(alignFlush, "Flush"),
new GUIContent(alignGeoCenter, "Geometry Center")
};
alignContentB = new []
{
new GUIContent(alignTop, "Top"),
new GUIContent(alignMiddle, "Middle"),
new GUIContent(alignBottom, "Bottom"),
new GUIContent(alignBaseline, "Baseline"),
new GUIContent(alignMidline, "Midline"),
new GUIContent(alignCapline, "Capline")
};
}
}
}

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using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
namespace TMPro.EditorUtilities
{
public class TMP_ContextMenus : Editor
{
private static Texture m_copiedTexture;
private static Material m_copiedProperties;
private static Material m_copiedAtlasProperties;
// Add a Context Menu to the Texture Editor Panel to allow Copy / Paste of Texture.
#if !TEXTCORE_1_0_OR_NEWER
[MenuItem("CONTEXT/Texture/Copy", false, 2000)]
static void CopyTexture(MenuCommand command)
{
m_copiedTexture = command.context as Texture;
}
// Select the currently assigned material or material preset.
[MenuItem("CONTEXT/Material/Select Material", false, 500)]
static void SelectMaterial(MenuCommand command)
{
Material mat = command.context as Material;
// Select current material
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(mat);
}
#endif
// Add a Context Menu to allow easy duplication of the Material.
[MenuItem("CONTEXT/Material/Create Material Preset", false)]
static void DuplicateMaterial(MenuCommand command)
{
// Get the type of text object
// If material is not a base material, we get material leaks...
Material source_Mat = (Material)command.context;
if (!EditorUtility.IsPersistent(source_Mat))
{
Debug.LogWarning("Material is an instance and cannot be converted into a persistent asset.");
return;
}
string assetPath = AssetDatabase.GetAssetPath(source_Mat).Split('.')[0];
if (assetPath.IndexOf("Assets/", System.StringComparison.InvariantCultureIgnoreCase) == -1)
{
Debug.LogWarning("Material Preset cannot be created from a material that is located outside the project.");
return;
}
Material duplicate = new Material(source_Mat);
// Need to manually copy the shader keywords
duplicate.shaderKeywords = source_Mat.shaderKeywords;
AssetDatabase.CreateAsset(duplicate, AssetDatabase.GenerateUniqueAssetPath(assetPath + ".mat"));
GameObject[] selectedObjects = Selection.gameObjects;
// Assign new Material Preset to selected text objects.
for (int i = 0; i < selectedObjects.Length; i++)
{
TMP_Text textObject = selectedObjects[i].GetComponent<TMP_Text>();
if (textObject != null)
{
textObject.fontSharedMaterial = duplicate;
}
else
{
TMP_SubMesh subMeshObject = selectedObjects[i].GetComponent<TMP_SubMesh>();
if (subMeshObject != null)
subMeshObject.sharedMaterial = duplicate;
else
{
TMP_SubMeshUI subMeshUIObject = selectedObjects[i].GetComponent<TMP_SubMeshUI>();
if (subMeshUIObject != null)
subMeshUIObject.sharedMaterial = duplicate;
}
}
}
// Ping newly created Material Preset.
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(duplicate);
}
// COPY MATERIAL PROPERTIES
#if !TEXTCORE_1_0_OR_NEWER
[MenuItem("CONTEXT/Material/Copy Material Properties", false)]
static void CopyMaterialProperties(MenuCommand command)
{
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
m_copiedProperties = new Material(mat);
m_copiedProperties.shaderKeywords = mat.shaderKeywords;
m_copiedProperties.hideFlags = HideFlags.DontSave;
}
// PASTE MATERIAL PROPERTIES
[MenuItem("CONTEXT/Material/Paste Material Properties", true)]
static bool PasteMaterialPropertiesValidate(MenuCommand command)
{
if (m_copiedProperties == null)
return false;
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/Material/Paste Material Properties", false)]
static void PasteMaterialProperties(MenuCommand command)
{
if (m_copiedProperties == null)
{
Debug.LogWarning("No Material Properties to Paste. Use Copy Material Properties first.");
return;
}
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
Undo.RecordObject(mat, "Paste Material");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
{
// Preserve unique SDF properties from destination material.
m_copiedProperties.SetTexture(ShaderUtilities.ID_MainTex, mat.GetTexture(ShaderUtilities.ID_MainTex));
m_copiedProperties.SetFloat(ShaderUtilities.ID_GradientScale, mat.GetFloat(ShaderUtilities.ID_GradientScale));
m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureWidth, mat.GetFloat(ShaderUtilities.ID_TextureWidth));
m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureHeight, mat.GetFloat(ShaderUtilities.ID_TextureHeight));
}
EditorShaderUtilities.CopyMaterialProperties(m_copiedProperties, mat);
// Copy ShaderKeywords from one material to the other.
mat.shaderKeywords = m_copiedProperties.shaderKeywords;
// Let TextMeshPro Objects that this mat has changed.
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
}
// Enable Resetting of Material properties without losing unique properties of the font atlas.
[MenuItem("CONTEXT/Material/Reset", true, 2100)]
static bool ResetSettingsValidate(MenuCommand command)
{
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/Material/Reset", false, 2100)]
static void ResetSettings(MenuCommand command)
{
Material mat = null;
if (command.context.GetType() == typeof(Material))
mat = (Material)command.context;
else
{
mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
}
Undo.RecordObject(mat, "Reset Material");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
{
// Copy unique properties of the SDF Material
var texture = mat.GetTexture(ShaderUtilities.ID_MainTex);
var gradientScale = mat.GetFloat(ShaderUtilities.ID_GradientScale);
var texWidth = mat.GetFloat(ShaderUtilities.ID_TextureWidth);
var texHeight = mat.GetFloat(ShaderUtilities.ID_TextureHeight);
var stencilId = 0.0f;
var stencilComp = 0.0f;
if (mat.HasProperty(ShaderUtilities.ID_StencilID))
{
stencilId = mat.GetFloat(ShaderUtilities.ID_StencilID);
stencilComp = mat.GetFloat(ShaderUtilities.ID_StencilComp);
}
var normalWeight = mat.GetFloat(ShaderUtilities.ID_WeightNormal);
var boldWeight = mat.GetFloat(ShaderUtilities.ID_WeightBold);
// Reset the material
Unsupported.SmartReset(mat);
// Reset ShaderKeywords
mat.shaderKeywords = new string[0]; // { "BEVEL_OFF", "GLOW_OFF", "UNDERLAY_OFF" };
// Copy unique material properties back to the material.
mat.SetTexture(ShaderUtilities.ID_MainTex, texture);
mat.SetFloat(ShaderUtilities.ID_GradientScale, gradientScale);
mat.SetFloat(ShaderUtilities.ID_TextureWidth, texWidth);
mat.SetFloat(ShaderUtilities.ID_TextureHeight, texHeight);
if (mat.HasProperty(ShaderUtilities.ID_StencilID))
{
mat.SetFloat(ShaderUtilities.ID_StencilID, stencilId);
mat.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
}
mat.SetFloat(ShaderUtilities.ID_WeightNormal, normalWeight);
mat.SetFloat(ShaderUtilities.ID_WeightBold, boldWeight);
}
else
{
Unsupported.SmartReset(mat);
}
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
}
//This function is used for debugging and fixing potentially broken font atlas links.
[MenuItem("CONTEXT/Material/Copy Atlas", false, 2000)]
static void CopyAtlas(MenuCommand command)
{
Material mat = command.context as Material;
m_copiedAtlasProperties = new Material(mat);
m_copiedAtlasProperties.hideFlags = HideFlags.DontSave;
}
// This function is used for debugging and fixing potentially broken font atlas links
[MenuItem("CONTEXT/Material/Paste Atlas", true, 2001)]
static bool PasteAtlasValidate(MenuCommand command)
{
if (m_copiedAtlasProperties == null && m_copiedTexture == null)
return false;
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/Material/Paste Atlas", false, 2001)]
static void PasteAtlas(MenuCommand command)
{
Material mat = command.context as Material;
if (mat == null)
return;
if (m_copiedAtlasProperties != null)
{
Undo.RecordObject(mat, "Paste Texture");
ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
if (m_copiedAtlasProperties.HasProperty(ShaderUtilities.ID_MainTex))
mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedAtlasProperties.GetTexture(ShaderUtilities.ID_MainTex));
if (m_copiedAtlasProperties.HasProperty(ShaderUtilities.ID_GradientScale))
{
mat.SetFloat(ShaderUtilities.ID_GradientScale, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_GradientScale));
mat.SetFloat(ShaderUtilities.ID_TextureWidth, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureWidth));
mat.SetFloat(ShaderUtilities.ID_TextureHeight, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureHeight));
}
}
else if (m_copiedTexture != null)
{
Undo.RecordObject(mat, "Paste Texture");
mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedTexture);
}
//DestroyImmediate(m_copiedAtlasProperties);
}
#endif
// Context Menus for TMPro Font Assets
//This function is used for debugging and fixing potentially broken font atlas links.
[MenuItem("CONTEXT/TMP_FontAsset/Extract Atlas", false, 2100)]
static void ExtractAtlas(MenuCommand command)
{
TMP_FontAsset font = command.context as TMP_FontAsset;
string fontPath = AssetDatabase.GetAssetPath(font);
string texPath = Path.GetDirectoryName(fontPath) + "/" + Path.GetFileNameWithoutExtension(fontPath) + " Atlas.png";
// Create a Serialized Object of the texture to allow us to make it readable.
SerializedObject texprop = new SerializedObject(font.material.GetTexture(ShaderUtilities.ID_MainTex));
texprop.FindProperty("m_IsReadable").boolValue = true;
texprop.ApplyModifiedProperties();
// Create a copy of the texture.
Texture2D tex = Instantiate(font.material.GetTexture(ShaderUtilities.ID_MainTex)) as Texture2D;
// Set the texture to not readable again.
texprop.FindProperty("m_IsReadable").boolValue = false;
texprop.ApplyModifiedProperties();
Debug.Log(texPath);
// Saving File for Debug
var pngData = tex.EncodeToPNG();
File.WriteAllBytes(texPath, pngData);
AssetDatabase.Refresh();
DestroyImmediate(tex);
}
/// <summary>
///
/// </summary>
/// <param name="command"></param>
[MenuItem("CONTEXT/TMP_FontAsset/Update Atlas Texture...", false, 2000)]
static void RegenerateFontAsset(MenuCommand command)
{
TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
if (fontAsset != null)
{
TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(fontAsset);
}
}
[MenuItem("CONTEXT/TMP_FontAsset/Force Upgrade To Version 1.1.0...", false, 2010)]
static void ForceFontAssetUpgrade(MenuCommand command)
{
TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
if (fontAsset != null)
{
fontAsset.UpgradeFontAsset();
TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
}
}
/// <summary>
/// Clear Dynamic Font Asset data such as glyph, character and font features.
/// </summary>
/// <param name="command"></param>
[MenuItem("CONTEXT/TMP_FontAsset/Reset", true, 100)]
static bool ClearFontAssetDataValidate(MenuCommand command)
{
return AssetDatabase.IsOpenForEdit(command.context);
}
[MenuItem("CONTEXT/TMP_FontAsset/Reset", false, 100)]
static void ClearFontAssetData(MenuCommand command)
{
TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
if (fontAsset != null && Selection.activeObject != fontAsset)
{
Selection.activeObject = fontAsset;
}
fontAsset.ClearFontAssetData(true);
TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
}
[MenuItem("CONTEXT/TrueTypeFontImporter/Create TMP Font Asset...", false, 200)]
static void CreateFontAsset(MenuCommand command)
{
TrueTypeFontImporter importer = command.context as TrueTypeFontImporter;
if (importer != null)
{
Font sourceFontFile = AssetDatabase.LoadAssetAtPath<Font>(importer.assetPath);
if (sourceFontFile)
TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(sourceFontFile);
}
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
using UnityEditor.SceneManagement;
//#if !UNITY_2021_2_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
//#endif
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace TMPro.EditorUtilities
{
public static class TMPro_CreateObjectMenu
{
/// <summary>
/// Create a TextMeshPro object that works with the Mesh Renderer
/// </summary>
/// <param name="command"></param>
[MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)]
static void CreateTextMeshProObjectPerform(MenuCommand command)
{
GameObject go = ObjectFactory.CreateGameObject("Text (TMP)");
// Add support for new prefab mode
StageUtility.PlaceGameObjectInCurrentStage(go);
TextMeshPro textComponent = ObjectFactory.AddComponent<TextMeshPro>(go);
if (textComponent.m_isWaitingOnResourceLoad == false)
{
// Get reference to potential Presets for <TextMeshPro> component
Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
if (presets == null || presets.Length == 0)
{
textComponent.text = "Sample text";
textComponent.alignment = TextAlignmentOptions.TopLeft;
}
else
{
textComponent.renderer.sortingLayerID = textComponent._SortingLayerID;
textComponent.renderer.sortingOrder = textComponent._SortingOrder;
}
if (TMP_Settings.autoSizeTextContainer)
{
Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
textComponent.rectTransform.sizeDelta = size;
}
else
{
textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize;
}
}
else
{
textComponent.text = "Sample text";
textComponent.alignment = TextAlignmentOptions.TopLeft;
}
Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
GameObject contextObject = command.context as GameObject;
if (contextObject != null)
{
GameObjectUtility.SetParentAndAlign(go, contextObject);
Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
}
Selection.activeGameObject = go;
}
/// <summary>
/// Create a TextMeshPro object that works with the CanvasRenderer
/// </summary>
/// <param name="command"></param>
[MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)]
static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand)
{
GameObject go = TMP_DefaultControls.CreateText(GetStandardResources());
// Override text color and font size
TextMeshProUGUI textComponent = go.GetComponent<TextMeshProUGUI>();
if (textComponent.m_isWaitingOnResourceLoad == false)
{
// Get reference to potential Presets for <TextMeshProUGUI> component
Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
if (presets == null || presets.Length == 0)
{
textComponent.fontSize = TMP_Settings.defaultFontSize;
textComponent.color = Color.white;
textComponent.text = "New Text";
}
if (TMP_Settings.autoSizeTextContainer)
{
Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
textComponent.rectTransform.sizeDelta = size;
}
else
{
textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize;
}
}
else
{
textComponent.fontSize = -99;
textComponent.color = Color.white;
textComponent.text = "New Text";
}
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
public static void AddButton(MenuCommand menuCommand)
{
GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources());
// Override font size
TMP_Text textComponent = go.GetComponentInChildren<TMP_Text>();
textComponent.fontSize = 24;
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)]
static void AddTextMeshProInputField(MenuCommand menuCommand)
{
GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)]
public static void AddDropdown(MenuCommand menuCommand)
{
GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
private const string kUILayerName = "UI";
private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
private const string kKnobPath = "UI/Skin/Knob.psd";
private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
private const string kMaskPath = "UI/Skin/UIMask.psd";
private static TMP_DefaultControls.Resources s_StandardResources;
private static TMP_DefaultControls.Resources GetStandardResources()
{
if (s_StandardResources.standard == null)
{
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
}
return s_StandardResources;
}
private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
{
// Find the best scene view
SceneView sceneView = SceneView.lastActiveSceneView;
if (sceneView == null && SceneView.sceneViews.Count > 0)
sceneView = SceneView.sceneViews[0] as SceneView;
// Couldn't find a SceneView. Don't set position.
if (sceneView == null || sceneView.camera == null)
return;
// Create world space Plane from canvas position.
Camera camera = sceneView.camera;
Vector3 position = Vector3.zero;
Vector2 localPlanePosition;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
{
// Adjust for canvas pivot
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
// Adjust for anchoring
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
Vector3 minLocalPosition;
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 maxLocalPosition;
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
}
itemTransform.anchoredPosition = position;
itemTransform.localRotation = Quaternion.identity;
itemTransform.localScale = Vector3.one;
}
private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
bool explicitParentChoice = true;
if (parent == null)
{
parent = GetOrCreateCanvasGameObject();
explicitParentChoice = false;
// If in Prefab Mode, Canvas has to be part of Prefab contents,
// otherwise use Prefab root instead.
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
parent = prefabStage.prefabContentsRoot;
}
if (parent.GetComponentsInParent<Canvas>(true).Length == 0)
{
// Create canvas under context GameObject,
// and make that be the parent which UI element is added under.
GameObject canvas = CreateNewUI();
Undo.SetTransformParent(canvas.transform, parent.transform, "");
parent = canvas;
}
GameObjectUtility.EnsureUniqueNameForSibling(element);
SetParentAndAlign(element, parent);
if (!explicitParentChoice) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
// We have to fix up the undo name since the name of the object was only known after reparenting it.
Undo.SetCurrentGroupName("Create " + element.name);
Selection.activeGameObject = element;
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
Undo.SetTransformParent(child.transform, parent.transform, "");
RectTransform rectTransform = child.transform as RectTransform;
if (rectTransform)
{
rectTransform.anchoredPosition = Vector2.zero;
Vector3 localPosition = rectTransform.localPosition;
localPosition.z = 0;
rectTransform.localPosition = localPosition;
}
else
{
child.transform.localPosition = Vector3.zero;
}
child.transform.localRotation = Quaternion.identity;
child.transform.localScale = Vector3.one;
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
public static GameObject CreateNewUI()
{
// Root for the UI
var root = new GameObject("Canvas");
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
root.AddComponent<CanvasScaler>();
root.AddComponent<GraphicRaycaster>();
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
{
root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
customScene = true;
}
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
private static void CreateEventSystem(bool select)
{
CreateEventSystem(select, null);
}
private static void CreateEventSystem(bool select, GameObject parent)
{
var esys = Object.FindObjectOfType<EventSystem>();
if (esys == null)
{
var eventSystem = new GameObject("EventSystem");
GameObjectUtility.SetParentAndAlign(eventSystem, parent);
esys = eventSystem.AddComponent<EventSystem>();
eventSystem.AddComponent<StandaloneInputModule>();
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
}
if (select && esys != null)
{
Selection.activeGameObject = esys.gameObject;
}
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
public static GameObject GetOrCreateCanvasGameObject()
{
GameObject selectedGo = Selection.activeGameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
if (IsValidCanvas(canvas))
return canvas.gameObject;
// No canvas in selection or its parents? Then use any valid canvas.
// We have to find all loaded Canvases, not just the ones in main scenes.
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
for (int i = 0; i < canvasArray.Length; i++)
if (IsValidCanvas(canvasArray[i]))
return canvasArray[i].gameObject;
// No canvas in the scene at all? Then create a new one.
return CreateNewUI();
}
static bool IsValidCanvas(Canvas canvas)
{
if (canvas == null || !canvas.gameObject.activeInHierarchy)
return false;
// It's important that the non-editable canvas from a prefab scene won't be rejected,
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
return false;
if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
return false;
return true;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections;
namespace TMPro.EditorUtilities
{
public static class EditorShaderUtilities
{
/// <summary>
/// Copy Shader properties from source to destination material.
/// </summary>
/// <param name="source"></param>
/// <returns></returns>
public static void CopyMaterialProperties(Material source, Material destination)
{
MaterialProperty[] source_prop = MaterialEditor.GetMaterialProperties(new Material[] { source });
for (int i = 0; i < source_prop.Length; i++)
{
int property_ID = Shader.PropertyToID(source_prop[i].name);
if (destination.HasProperty(property_ID))
{
//Debug.Log(source_prop[i].name + " Type:" + ShaderUtil.GetPropertyType(source.shader, i));
switch (ShaderUtil.GetPropertyType(source.shader, i))
{
case ShaderUtil.ShaderPropertyType.Color:
destination.SetColor(property_ID, source.GetColor(property_ID));
break;
case ShaderUtil.ShaderPropertyType.Float:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case ShaderUtil.ShaderPropertyType.Range:
destination.SetFloat(property_ID, source.GetFloat(property_ID));
break;
case ShaderUtil.ShaderPropertyType.TexEnv:
destination.SetTexture(property_ID, source.GetTexture(property_ID));
break;
case ShaderUtil.ShaderPropertyType.Vector:
destination.SetVector(property_ID, source.GetVector(property_ID));
break;
}
}
}
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
using System.Runtime.InteropServices;
namespace TMPro.EditorUtilities
{
/*
public class TMPro_FontPlugin
{
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
private delegate void DebugLog(string log);
private static readonly DebugLog debugLog = DebugWrapper;
private static readonly IntPtr functionPointer = Marshal.GetFunctionPointerForDelegate(debugLog);
private static void DebugWrapper(string log)
{
Debug.Log(log);
}
public static void LinkDebugLog()
{
LinkDebug(functionPointer);
}
[DllImport("TMPro_Plugin")]
private static extern void LinkDebug([MarshalAs(UnmanagedType.FunctionPtr)]IntPtr debugCall);
[DllImport("TMPro_Plugin")]
public static extern
int Initialize_FontEngine();
[DllImport("TMPro_Plugin")]
public static extern
int Destroy_FontEngine();
[DllImport("TMPro_Plugin")]
public static extern
int Load_TrueType_Font(string fontPath);
[DllImport("TMPro_Plugin")]
public static extern
int FT_Size_Font(int fontSize);
[DllImport("TMPro_Plugin")]
public static extern
int Render_Character(byte[] buffer_fill, byte[] buffer_edge, int buffer_width, int buffer_height, int offset, int asc, FaceStyles style, float thickness, RenderModes rasterMode, ref FT_GlyphInfo glyphInfo);
[DllImport("TMPro_Plugin")]
public static extern
int Render_Characters(byte[] buffer, int buffer_width, int buffer_height, int character_padding, int[] asc_set, int char_count, FaceStyles style, float style_mod, bool autoSize, RenderModes renderMode, int method, ref FT_FaceInfo fontData, FT_GlyphInfo[] Output);
[DllImport("TMPro_Plugin")]
public static extern
int FT_GetKerningPairs(string fontPath, int[] characterSet, int setCount, FT_KerningPair[] kerningPairs);
[DllImport("TMPro_Plugin")]
public static extern
float Check_RenderProgress();
[DllImport("TMPro_Plugin")]
internal static extern
void SendCancellationRequest(CancellationRequestType request);
}
public enum FaceStyles { Normal, Bold, Italic, Bold_Italic, Outline, Bold_Sim };
public enum RenderModes { HintedSmooth = 0, Smooth = 1, RasterHinted = 2, Raster = 3, DistanceField16 = 6, DistanceField32 = 7 }; // SignedDistanceField64 = 8
internal enum CancellationRequestType : byte { None = 0x0, CancelInProgess = 0x1, WindowClosed = 0x2 };
[StructLayout(LayoutKind.Sequential)]
public struct FT_KerningPair
{
public int ascII_Left;
public int ascII_Right;
public float xAdvanceOffset;
}
[StructLayout(LayoutKind.Sequential)]
public struct FT_GlyphInfo
{
public int id;
public float x;
public float y;
public float width;
public float height;
public float xOffset;
public float yOffset;
public float xAdvance;
}
[StructLayout(LayoutKind.Sequential)]
public struct FT_FaceInfo
{
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 64)]
public string name;
public int pointSize;
public int padding;
public float lineHeight;
public float baseline;
public float ascender;
public float descender;
public float centerLine;
public float underline;
public float underlineThickness;
public int characterCount;
public int atlasWidth;
public int atlasHeight;
}
*/
}

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using UnityEngine;
namespace TMPro
{
// Helpers used by the different sorting layer classes.
public static class SortingLayerHelper
{
// Gets an array of sorting layer names.
public static string[] sortingLayerNames
{
get
{
return GetSortingLayerNames();
}
}
static string[] GetSortingLayerNames()
{
int layerCount = SortingLayer.layers.Length;
string[] layerNames = new string[layerCount];
for (int i = 0; i < layerCount; i++)
{
layerNames[i] = SortingLayer.layers[i].name;
}
return layerNames;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TextContainer)), CanEditMultipleObjects]
public class TMPro_TextContainerEditor : Editor
{
// Serialized Properties
private SerializedProperty anchorPosition_prop;
private SerializedProperty pivot_prop;
private SerializedProperty rectangle_prop;
private SerializedProperty margins_prop;
private TextContainer m_textContainer;
//private Transform m_transform;
//private Vector3[] m_Rect_handlePoints = new Vector3[4];
//private Vector3[] m_Margin_handlePoints = new Vector3[4];
//private Vector2 m_anchorPosition;
//private Vector3 m_mousePreviousPOS;
//private Vector2 m_previousStartPOS;
//private int m_mouseDragFlag = 0;
//private static Transform m_visualHelper;
void OnEnable()
{
// Serialized Properties
anchorPosition_prop = serializedObject.FindProperty("m_anchorPosition");
pivot_prop = serializedObject.FindProperty("m_pivot");
rectangle_prop = serializedObject.FindProperty("m_rect");
margins_prop = serializedObject.FindProperty("m_margins");
m_textContainer = (TextContainer)target;
//m_transform = m_textContainer.transform;
/*
if (m_visualHelper == null)
{
m_visualHelper = GameObject.CreatePrimitive(PrimitiveType.Sphere).transform;
m_visualHelper.localScale = new Vector3(0.25f, 0.25f, 0.25f);
}
*/
}
void OnDisable()
{
/*
if (m_visualHelper != null)
DestroyImmediate (m_visualHelper.gameObject);
*/
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(anchorPosition_prop);
if (anchorPosition_prop.enumValueIndex == 9)
{
EditorGUI.indentLevel += 1;
EditorGUILayout.PropertyField(pivot_prop, new GUIContent("Pivot Position"));
EditorGUI.indentLevel -= 1;
}
DrawDimensionProperty(rectangle_prop, "Dimensions");
DrawMaginProperty(margins_prop, "Margins");
if (EditorGUI.EndChangeCheck())
{
// Re-compute pivot position when changes are made.
if (anchorPosition_prop.enumValueIndex != 9)
pivot_prop.vector2Value = GetAnchorPosition(anchorPosition_prop.enumValueIndex);
m_textContainer.hasChanged = true;
}
serializedObject.ApplyModifiedProperties();
EditorGUILayout.Space();
}
private void DrawDimensionProperty(SerializedProperty property, string label)
{
float old_LabelWidth = EditorGUIUtility.labelWidth;
float old_FieldWidth = EditorGUIUtility.fieldWidth;
Rect rect = EditorGUILayout.GetControlRect(false, 18);
Rect pos0 = new Rect(rect.x, rect.y + 2, rect.width, 18);
float width = rect.width + 3;
pos0.width = old_LabelWidth;
GUI.Label(pos0, label);
Rect rectangle = property.rectValue;
float width_B = width - old_LabelWidth;
float fieldWidth = width_B / 4;
pos0.width = fieldWidth - 5;
pos0.x = old_LabelWidth + 15;
GUI.Label(pos0, "Width");
pos0.x += fieldWidth;
rectangle.width = EditorGUI.FloatField(pos0, GUIContent.none, rectangle.width);
pos0.x += fieldWidth;
GUI.Label(pos0, "Height");
pos0.x += fieldWidth;
rectangle.height = EditorGUI.FloatField(pos0, GUIContent.none, rectangle.height);
property.rectValue = rectangle;
EditorGUIUtility.labelWidth = old_LabelWidth;
EditorGUIUtility.fieldWidth = old_FieldWidth;
}
private void DrawMaginProperty(SerializedProperty property, string label)
{
float old_LabelWidth = EditorGUIUtility.labelWidth;
float old_FieldWidth = EditorGUIUtility.fieldWidth;
Rect rect = EditorGUILayout.GetControlRect(false, 2 * 18);
Rect pos0 = new Rect(rect.x, rect.y + 2, rect.width, 18);
float width = rect.width + 3;
pos0.width = old_LabelWidth;
GUI.Label(pos0, label);
//Vector4 vec = property.vector4Value;
Vector4 vec = Vector4.zero;
vec.x = property.FindPropertyRelative("x").floatValue;
vec.y = property.FindPropertyRelative("y").floatValue;
vec.z = property.FindPropertyRelative("z").floatValue;
vec.w = property.FindPropertyRelative("w").floatValue;
float widthB = width - old_LabelWidth;
float fieldWidth = widthB / 4;
pos0.width = fieldWidth - 5;
// Labels
pos0.x = old_LabelWidth + 15;
GUI.Label(pos0, "Left");
pos0.x += fieldWidth;
GUI.Label(pos0, "Top");
pos0.x += fieldWidth;
GUI.Label(pos0, "Right");
pos0.x += fieldWidth;
GUI.Label(pos0, "Bottom");
pos0.y += 18;
pos0.x = old_LabelWidth + 15;
vec.x = EditorGUI.FloatField(pos0, GUIContent.none, vec.x);
pos0.x += fieldWidth;
vec.y = EditorGUI.FloatField(pos0, GUIContent.none, vec.y);
pos0.x += fieldWidth;
vec.z = EditorGUI.FloatField(pos0, GUIContent.none, vec.z);
pos0.x += fieldWidth;
vec.w = EditorGUI.FloatField(pos0, GUIContent.none, vec.w);
//property.vector4Value = vec;
property.FindPropertyRelative("x").floatValue = vec.x;
property.FindPropertyRelative("y").floatValue = vec.y;
property.FindPropertyRelative("z").floatValue = vec.z;
property.FindPropertyRelative("w").floatValue = vec.w;
EditorGUIUtility.labelWidth = old_LabelWidth;
EditorGUIUtility.fieldWidth = old_FieldWidth;
}
Vector2 GetAnchorPosition(int index)
{
Vector2 anchorPosition = Vector2.zero;
switch (index)
{
case 0: // TOP LEFT
anchorPosition = new Vector2(0, 1);
break;
case 1: // TOP
anchorPosition = new Vector2(0.5f, 1);
break;
case 2: // TOP RIGHT
anchorPosition = new Vector2(1, 1);
break;
case 3: // LEFT
anchorPosition = new Vector2(0, 0.5f);
break;
case 4: // MIDDLE
anchorPosition = new Vector2(0.5f, 0.5f);
break;
case 5: // RIGHT
anchorPosition = new Vector2(1, 0.5f);
break;
case 6: // BOTTOM LEFT
anchorPosition = new Vector2(0, 0);
break;
case 7: // BOTTOM
anchorPosition = new Vector2(0.5f, 0);
break;
case 8: // BOTTOM RIGHT
anchorPosition = new Vector2(1, 0);
break;
}
return anchorPosition;
}
}
}

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using System;
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
/// <summary>
/// Asset post processor used to handle text assets changes.
/// This includes tracking of changes to textures used by sprite assets as well as font assets potentially getting updated outside of the Unity editor.
/// </summary>
public class TMPro_TexturePostProcessor : AssetPostprocessor
{
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (var asset in importedAssets)
{
// Return if imported asset path is outside of the project.
if (asset.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase) == false)
continue;
if (AssetDatabase.GetMainAssetTypeAtPath(asset) == typeof(TMP_FontAsset))
{
TMP_FontAsset fontAsset = AssetDatabase.LoadAssetAtPath(asset, typeof(TMP_FontAsset)) as TMP_FontAsset;
if (fontAsset != null)
TMP_EditorResourceManager.RegisterFontAssetForDefinitionRefresh(fontAsset);
}
if (AssetDatabase.GetMainAssetTypeAtPath(asset) == typeof(Texture2D))
{
Texture2D tex = AssetDatabase.LoadAssetAtPath(asset, typeof(Texture2D)) as Texture2D;
if (tex != null)
TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, tex);
}
}
}
}
//public class TMPro_PackageImportPostProcessor : AssetPostprocessor
//{
// static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
// {
// for (int i = 0; i < importedAssets.Length; i++)
// {
// if (importedAssets[i].Contains("TextMesh Pro/Resources/TMP Settings.asset"))
// {
// Debug.Log("New TMP Settings file was just imported.");
// // TMP Settings file was just re-imported.
// // Check if project already contains
// }
// if (importedAssets[i].Contains("com.unity.TextMeshPro/Examples"))
// {
// //Debug.Log("New TMP Examples folder was just imported.");
// }
// //Debug.Log("[" + importedAssets[i] + "] was just imported.");
// }
// //for (int i = 0; i < deletedAssets.Length; i++)
// //{
// // if (deletedAssets[i] == "Assets/TextMesh Pro")
// // {
// // //Debug.Log("Asset [" + deletedAssets[i] + "] has been deleted.");
// // string currentBuildSettings = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
// // //Check for and inject TMP_PRESENT
// // if (currentBuildSettings.Contains("TMP_PRESENT;"))
// // {
// // currentBuildSettings = currentBuildSettings.Replace("TMP_PRESENT;", "");
// // PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, currentBuildSettings);
// // }
// // else if (currentBuildSettings.Contains("TMP_PRESENT"))
// // {
// // currentBuildSettings = currentBuildSettings.Replace("TMP_PRESENT", "");
// // PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, currentBuildSettings);
// // }
// // }
// //}
// }
//}
}

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{
"name": "Unity.TextMeshPro.Editor",
"references": [
"Unity.TextMeshPro"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.textcore",
"expression": "1.0.0-preview.0",
"define": "TEXTCORE_1_0_OR_NEWER"
}
],
"noEngineReferences": false
}

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using System.Runtime.CompilerServices;
// Allow internal visibility for testing purposes.
[assembly: InternalsVisibleTo("Unity.TextCore")]
[assembly: InternalsVisibleTo("Unity.FontEngine.Tests")]
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.TextCore.Editor")]
[assembly: InternalsVisibleTo("Unity.TextMeshPro.Editor")]
#endif

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace TMPro
{
public class FastAction
{
LinkedList<System.Action> delegates = new LinkedList<System.Action>();
Dictionary<System.Action, LinkedListNode<System.Action>> lookup = new Dictionary<System.Action, LinkedListNode<System.Action>>();
public void Add(System.Action rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action rhs)
{
LinkedListNode<System.Action> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call()
{
var node = delegates.First;
while (node != null)
{
node.Value();
node = node.Next;
}
}
}
public class FastAction<A>
{
LinkedList<System.Action<A>> delegates = new LinkedList<System.Action<A>>();
Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>> lookup = new Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>>();
public void Add(System.Action<A> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A> rhs)
{
LinkedListNode<System.Action<A>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a)
{
var node = delegates.First;
while (node != null)
{
node.Value(a);
node = node.Next;
}
}
}
public class FastAction<A, B>
{
LinkedList<System.Action<A, B>> delegates = new LinkedList<System.Action<A, B>>();
Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>> lookup = new Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>>();
public void Add(System.Action<A, B> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A, B> rhs)
{
LinkedListNode<System.Action<A, B>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a, B b)
{
var node = delegates.First;
while (node != null)
{
node.Value(a, b);
node = node.Next;
}
}
}
public class FastAction<A, B, C>
{
LinkedList<System.Action<A, B, C>> delegates = new LinkedList<System.Action<A, B, C>>();
Dictionary<System.Action<A, B, C>, LinkedListNode<System.Action<A, B, C>>> lookup = new Dictionary<System.Action<A, B, C>, LinkedListNode<System.Action<A, B, C>>>();
public void Add(System.Action<A, B, C> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A, B, C> rhs)
{
LinkedListNode<System.Action<A, B, C>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a, B b, C c)
{
var node = delegates.First;
while (node != null)
{
node.Value(a, b, c);
node = node.Next;
}
}
}
}

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namespace TMPro
{
/// <summary>
/// Interface used for preprocessing and shaping of text.
/// </summary>
public interface ITextPreprocessor
{
/// <summary>
/// Function used for preprocessing of text
/// </summary>
/// <param name="text">Source text to be processed</param>
/// <returns>Processed text</returns>
string PreprocessText(string text);
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace TMPro
{
public class MaterialReferenceManager
{
private static MaterialReferenceManager s_Instance;
// Dictionaries used to track Asset references.
private Dictionary<int, Material> m_FontMaterialReferenceLookup = new Dictionary<int, Material>();
private Dictionary<int, TMP_FontAsset> m_FontAssetReferenceLookup = new Dictionary<int, TMP_FontAsset>();
private Dictionary<int, TMP_SpriteAsset> m_SpriteAssetReferenceLookup = new Dictionary<int, TMP_SpriteAsset>();
private Dictionary<int, TMP_ColorGradient> m_ColorGradientReferenceLookup = new Dictionary<int, TMP_ColorGradient>();
/// <summary>
/// Get a singleton instance of the registry
/// </summary>
public static MaterialReferenceManager instance
{
get
{
if (MaterialReferenceManager.s_Instance == null)
MaterialReferenceManager.s_Instance = new MaterialReferenceManager();
return MaterialReferenceManager.s_Instance;
}
}
/// <summary>
/// Add new font asset reference to dictionary.
/// </summary>
/// <param name="fontAsset"></param>
public static void AddFontAsset(TMP_FontAsset fontAsset)
{
MaterialReferenceManager.instance.AddFontAssetInternal(fontAsset);
}
/// <summary>
/// Add new Font Asset reference to dictionary.
/// </summary>
/// <param name="fontAsset"></param>
private void AddFontAssetInternal(TMP_FontAsset fontAsset)
{
if (m_FontAssetReferenceLookup.ContainsKey(fontAsset.hashCode)) return;
// Add reference to the font asset.
m_FontAssetReferenceLookup.Add(fontAsset.hashCode, fontAsset);
// Add reference to the font material.
m_FontMaterialReferenceLookup.Add(fontAsset.materialHashCode, fontAsset.material);
}
/// <summary>
/// Add new Sprite Asset to dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
public static void AddSpriteAsset(TMP_SpriteAsset spriteAsset)
{
MaterialReferenceManager.instance.AddSpriteAssetInternal(spriteAsset);
}
/// <summary>
/// Internal method to add a new sprite asset to the dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
private void AddSpriteAssetInternal(TMP_SpriteAsset spriteAsset)
{
if (m_SpriteAssetReferenceLookup.ContainsKey(spriteAsset.hashCode)) return;
// Add reference to sprite asset.
m_SpriteAssetReferenceLookup.Add(spriteAsset.hashCode, spriteAsset);
// Adding reference to the sprite asset material as well
m_FontMaterialReferenceLookup.Add(spriteAsset.hashCode, spriteAsset.material);
}
/// <summary>
/// Add new Sprite Asset to dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
public static void AddSpriteAsset(int hashCode, TMP_SpriteAsset spriteAsset)
{
MaterialReferenceManager.instance.AddSpriteAssetInternal(hashCode, spriteAsset);
}
/// <summary>
/// Internal method to add a new sprite asset to the dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
private void AddSpriteAssetInternal(int hashCode, TMP_SpriteAsset spriteAsset)
{
if (m_SpriteAssetReferenceLookup.ContainsKey(hashCode)) return;
// Add reference to Sprite Asset.
m_SpriteAssetReferenceLookup.Add(hashCode, spriteAsset);
// Add reference to Sprite Asset using the asset hashcode.
m_FontMaterialReferenceLookup.Add(hashCode, spriteAsset.material);
// Compatibility check
if (spriteAsset.hashCode == 0) spriteAsset.hashCode = hashCode;
}
/// <summary>
/// Add new Material reference to dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="material"></param>
public static void AddFontMaterial(int hashCode, Material material)
{
MaterialReferenceManager.instance.AddFontMaterialInternal(hashCode, material);
}
/// <summary>
/// Add new material reference to dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="material"></param>
private void AddFontMaterialInternal(int hashCode, Material material)
{
// Since this function is called after checking if the material is
// contained in the dictionary, there is no need to check again.
m_FontMaterialReferenceLookup.Add(hashCode, material);
}
/// <summary>
/// Add new Color Gradient Preset to dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
public static void AddColorGradientPreset(int hashCode, TMP_ColorGradient spriteAsset)
{
MaterialReferenceManager.instance.AddColorGradientPreset_Internal(hashCode, spriteAsset);
}
/// <summary>
/// Internal method to add a new Color Gradient Preset to the dictionary.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
private void AddColorGradientPreset_Internal(int hashCode, TMP_ColorGradient spriteAsset)
{
if (m_ColorGradientReferenceLookup.ContainsKey(hashCode)) return;
// Add reference to Color Gradient Preset Asset.
m_ColorGradientReferenceLookup.Add(hashCode, spriteAsset);
}
/// <summary>
/// Add new material reference and return the index of this new reference in the materialReferences array.
/// </summary>
/// <param name="material"></param>
/// <param name="materialHashCode"></param>
/// <param name="fontAsset"></param>
//public int AddMaterial(Material material, int materialHashCode, TMP_FontAsset fontAsset)
//{
// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
// {
// int index = m_MaterialReferenceLookup.Count;
// materialReferences[index].fontAsset = fontAsset;
// materialReferences[index].material = material;
// materialReferences[index].isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
// materialReferences[index].index = index;
// materialReferences[index].referenceCount = 0;
// m_MaterialReferenceLookup[materialHashCode] = index;
// // Compute Padding value and store it
// // TODO
// int fontAssetHashCode = fontAsset.hashCode;
// if (!m_FontAssetReferenceLookup.ContainsKey(fontAssetHashCode))
// m_FontAssetReferenceLookup.Add(fontAssetHashCode, fontAsset);
// m_countInternal += 1;
// return index;
// }
// else
// {
// return m_MaterialReferenceLookup[materialHashCode];
// }
//}
/// <summary>
/// Add new material reference and return the index of this new reference in the materialReferences array.
/// </summary>
/// <param name="material"></param>
/// <param name="materialHashCode"></param>
/// <param name="spriteAsset"></param>
/// <returns></returns>
//public int AddMaterial(Material material, int materialHashCode, TMP_SpriteAsset spriteAsset)
//{
// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
// {
// int index = m_MaterialReferenceLookup.Count;
// materialReferences[index].fontAsset = materialReferences[0].fontAsset;
// materialReferences[index].spriteAsset = spriteAsset;
// materialReferences[index].material = material;
// materialReferences[index].isDefaultMaterial = true;
// materialReferences[index].index = index;
// materialReferences[index].referenceCount = 0;
// m_MaterialReferenceLookup[materialHashCode] = index;
// int spriteAssetHashCode = spriteAsset.hashCode;
// if (!m_SpriteAssetReferenceLookup.ContainsKey(spriteAssetHashCode))
// m_SpriteAssetReferenceLookup.Add(spriteAssetHashCode, spriteAsset);
// m_countInternal += 1;
// return index;
// }
// else
// {
// return m_MaterialReferenceLookup[materialHashCode];
// }
//}
/// <summary>
/// Function to check if the font asset is already referenced.
/// </summary>
/// <param name="font"></param>
/// <returns></returns>
public bool Contains(TMP_FontAsset font)
{
return m_FontAssetReferenceLookup.ContainsKey(font.hashCode);
}
/// <summary>
/// Function to check if the sprite asset is already referenced.
/// </summary>
/// <param name="font"></param>
/// <returns></returns>
public bool Contains(TMP_SpriteAsset sprite)
{
return m_FontAssetReferenceLookup.ContainsKey(sprite.hashCode);
}
/// <summary>
/// Function returning the Font Asset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
public static bool TryGetFontAsset(int hashCode, out TMP_FontAsset fontAsset)
{
return MaterialReferenceManager.instance.TryGetFontAssetInternal(hashCode, out fontAsset);
}
/// <summary>
/// Internal Function returning the Font Asset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
private bool TryGetFontAssetInternal(int hashCode, out TMP_FontAsset fontAsset)
{
fontAsset = null;
return m_FontAssetReferenceLookup.TryGetValue(hashCode, out fontAsset);
}
/// <summary>
/// Function returning the Sprite Asset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="spriteAsset"></param>
/// <returns></returns>
public static bool TryGetSpriteAsset(int hashCode, out TMP_SpriteAsset spriteAsset)
{
return MaterialReferenceManager.instance.TryGetSpriteAssetInternal(hashCode, out spriteAsset);
}
/// <summary>
/// Internal function returning the Sprite Asset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
private bool TryGetSpriteAssetInternal(int hashCode, out TMP_SpriteAsset spriteAsset)
{
spriteAsset = null;
return m_SpriteAssetReferenceLookup.TryGetValue(hashCode, out spriteAsset);
}
/// <summary>
/// Function returning the Color Gradient Preset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="gradientPreset"></param>
/// <returns></returns>
public static bool TryGetColorGradientPreset(int hashCode, out TMP_ColorGradient gradientPreset)
{
return MaterialReferenceManager.instance.TryGetColorGradientPresetInternal(hashCode, out gradientPreset);
}
/// <summary>
/// Internal function returning the Color Gradient Preset corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
private bool TryGetColorGradientPresetInternal(int hashCode, out TMP_ColorGradient gradientPreset)
{
gradientPreset = null;
return m_ColorGradientReferenceLookup.TryGetValue(hashCode, out gradientPreset);
}
/// <summary>
/// Function returning the Font Material corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="material"></param>
/// <returns></returns>
public static bool TryGetMaterial(int hashCode, out Material material)
{
return MaterialReferenceManager.instance.TryGetMaterialInternal(hashCode, out material);
}
/// <summary>
/// Internal function returning the Font Material corresponding to the provided hash code.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="material"></param>
/// <returns></returns>
private bool TryGetMaterialInternal(int hashCode, out Material material)
{
material = null;
return m_FontMaterialReferenceLookup.TryGetValue(hashCode, out material);
}
/// <summary>
/// Function to lookup a material based on hash code and returning the MaterialReference containing this material.
/// </summary>
/// <param name="hashCode"></param>
/// <param name="material"></param>
/// <returns></returns>
//public bool TryGetMaterial(int hashCode, out MaterialReference materialReference)
//{
// int materialIndex = -1;
// if (m_MaterialReferenceLookup.TryGetValue(hashCode, out materialIndex))
// {
// materialReference = materialReferences[materialIndex];
// return true;
// }
// materialReference = new MaterialReference();
// return false;
//}
/// <summary>
///
/// </summary>
/// <param name="fontAsset"></param>
/// <returns></returns>
//public int GetMaterialIndex(TMP_FontAsset fontAsset)
//{
// if (m_MaterialReferenceLookup.ContainsKey(fontAsset.materialHashCode))
// return m_MaterialReferenceLookup[fontAsset.materialHashCode];
// return -1;
//}
/// <summary>
///
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
//public TMP_FontAsset GetFontAsset(int index)
//{
// if (index >= 0 && index < materialReferences.Length)
// return materialReferences[index].fontAsset;
// return null;
//}
/// <summary>
///
/// </summary>
/// <param name="material"></param>
/// <param name="materialHashCode"></param>
/// <param name="fontAsset"></param>
//public void SetDefaultMaterial(Material material, int materialHashCode, TMP_FontAsset fontAsset)
//{
// if (!m_MaterialReferenceLookup.ContainsKey(materialHashCode))
// {
// materialReferences[0].fontAsset = fontAsset;
// materialReferences[0].material = material;
// materialReferences[0].index = 0;
// materialReferences[0].isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
// materialReferences[0].referenceCount = 0;
// m_MaterialReferenceLookup[materialHashCode] = 0;
// // Compute Padding value and store it
// // TODO
// int fontHashCode = fontAsset.hashCode;
// if (!m_FontAssetReferenceLookup.ContainsKey(fontHashCode))
// m_FontAssetReferenceLookup.Add(fontHashCode, fontAsset);
// }
// else
// {
// materialReferences[0].fontAsset = fontAsset;
// materialReferences[0].material = material;
// materialReferences[0].index = 0;
// materialReferences[0].referenceCount = 0;
// m_MaterialReferenceLookup[materialHashCode] = 0;
// }
// // Compute padding
// // TODO
// m_countInternal = 1;
//}
/// <summary>
///
/// </summary>
//public void Clear()
//{
// //m_currentIndex = 0;
// m_MaterialReferenceLookup.Clear();
// m_SpriteAssetReferenceLookup.Clear();
// m_FontAssetReferenceLookup.Clear();
//}
/// <summary>
/// Function to clear the reference count for each of the material references.
/// </summary>
//public void ClearReferenceCount()
//{
// m_countInternal = 0;
// for (int i = 0; i < materialReferences.Length; i++)
// {
// if (materialReferences[i].fontAsset == null)
// return;
// materialReferences[i].referenceCount = 0;
// }
//}
}
public struct TMP_MaterialReference
{
public Material material;
public int referenceCount;
}
public struct MaterialReference
{
public int index;
public TMP_FontAsset fontAsset;
public TMP_SpriteAsset spriteAsset;
public Material material;
public bool isDefaultMaterial;
public bool isFallbackMaterial;
public Material fallbackMaterial;
public float padding;
public int referenceCount;
/// <summary>
/// Constructor for new Material Reference.
/// </summary>
/// <param name="index"></param>
/// <param name="fontAsset"></param>
/// <param name="spriteAsset"></param>
/// <param name="material"></param>
/// <param name="padding"></param>
public MaterialReference(int index, TMP_FontAsset fontAsset, TMP_SpriteAsset spriteAsset, Material material, float padding)
{
this.index = index;
this.fontAsset = fontAsset;
this.spriteAsset = spriteAsset;
this.material = material;
this.isDefaultMaterial = material.GetInstanceID() == fontAsset.material.GetInstanceID() ? true : false;
this.isFallbackMaterial = false;
this.fallbackMaterial = null;
this.padding = padding;
this.referenceCount = 0;
}
/// <summary>
/// Function to check if a certain font asset is contained in the material reference array.
/// </summary>
/// <param name="materialReferences"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
public static bool Contains(MaterialReference[] materialReferences, TMP_FontAsset fontAsset)
{
int id = fontAsset.GetInstanceID();
for (int i = 0; i < materialReferences.Length && materialReferences[i].fontAsset != null; i++)
{
if (materialReferences[i].fontAsset.GetInstanceID() == id)
return true;
}
return false;
}
/// <summary>
/// Function to add a new material reference and returning its index in the material reference array.
/// </summary>
/// <param name="material"></param>
/// <param name="fontAsset"></param>
/// <param name="materialReferences"></param>
/// <param name="materialReferenceIndexLookup"></param>
/// <returns></returns>
public static int AddMaterialReference(Material material, TMP_FontAsset fontAsset, ref MaterialReference[] materialReferences, Dictionary<int, int> materialReferenceIndexLookup)
{
int materialID = material.GetInstanceID();
int index;
if (materialReferenceIndexLookup.TryGetValue(materialID, out index))
return index;
index = materialReferenceIndexLookup.Count;
// Add new reference index
materialReferenceIndexLookup[materialID] = index;
if (index >= materialReferences.Length)
System.Array.Resize(ref materialReferences, Mathf.NextPowerOfTwo(index + 1));
materialReferences[index].index = index;
materialReferences[index].fontAsset = fontAsset;
materialReferences[index].spriteAsset = null;
materialReferences[index].material = material;
materialReferences[index].isDefaultMaterial = materialID == fontAsset.material.GetInstanceID() ? true : false;
//materialReferences[index].padding = 0;
materialReferences[index].referenceCount = 0;
return index;
}
/// <summary>
///
/// </summary>
/// <param name="material"></param>
/// <param name="spriteAsset"></param>
/// <param name="materialReferences"></param>
/// <param name="materialReferenceIndexLookup"></param>
/// <returns></returns>
public static int AddMaterialReference(Material material, TMP_SpriteAsset spriteAsset, ref MaterialReference[] materialReferences, Dictionary<int, int> materialReferenceIndexLookup)
{
int materialID = material.GetInstanceID();
int index;
if (materialReferenceIndexLookup.TryGetValue(materialID, out index))
return index;
index = materialReferenceIndexLookup.Count;
// Add new reference index
materialReferenceIndexLookup[materialID] = index;
if (index >= materialReferences.Length)
System.Array.Resize(ref materialReferences, Mathf.NextPowerOfTwo(index + 1));
materialReferences[index].index = index;
materialReferences[index].fontAsset = materialReferences[0].fontAsset;
materialReferences[index].spriteAsset = spriteAsset;
materialReferences[index].material = material;
materialReferences[index].isDefaultMaterial = true;
//materialReferences[index].padding = 0;
materialReferences[index].referenceCount = 0;
return index;
}
}
}

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using System;
using UnityEngine;
namespace TMPro
{
// Base class inherited by the various TextMeshPro Assets.
[Serializable]
public abstract class TMP_Asset : ScriptableObject
{
/// <summary>
/// Instance ID of the TMP Asset
/// </summary>
public int instanceID
{
get
{
if (m_InstanceID == 0)
m_InstanceID = GetInstanceID();
return m_InstanceID;
}
}
private int m_InstanceID;
/// <summary>
/// HashCode based on the name of the asset.
/// </summary>
public int hashCode;
/// <summary>
/// The material used by this asset.
/// </summary>
public Material material;
/// <summary>
/// HashCode based on the name of the material assigned to this asset.
/// </summary>
public int materialHashCode;
}
}

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using System;
using UnityEngine.TextCore;
namespace TMPro
{
/// <summary>
/// A basic element of text.
/// </summary>
[Serializable]
public class TMP_Character : TMP_TextElement
{
/// <summary>
/// Default constructor.
/// </summary>
public TMP_Character()
{
m_ElementType = TextElementType.Character;
this.scale = 1.0f;
}
/// <summary>
/// Constructor for new character
/// </summary>
/// <param name="unicode">Unicode value.</param>
/// <param name="glyph">Glyph</param>
public TMP_Character(uint unicode, Glyph glyph)
{
m_ElementType = TextElementType.Character;
this.unicode = unicode;
this.textAsset = null;
this.glyph = glyph;
this.glyphIndex = glyph.index;
this.scale = 1.0f;
}
/// <summary>
/// Constructor for new character
/// </summary>
/// <param name="unicode">Unicode value.</param>
/// <param name="fontAsset">The font asset to which this character belongs.</param>
/// <param name="glyph">Glyph</param>
public TMP_Character(uint unicode, TMP_FontAsset fontAsset, Glyph glyph)
{
m_ElementType = TextElementType.Character;
this.unicode = unicode;
this.textAsset = fontAsset;
this.glyph = glyph;
this.glyphIndex = glyph.index;
this.scale = 1.0f;
}
/// <summary>
/// Constructor for new character
/// </summary>
/// <param name="unicode">Unicode value.</param>
/// <param name="glyphIndex">Glyph index.</param>
internal TMP_Character(uint unicode, uint glyphIndex)
{
m_ElementType = TextElementType.Character;
this.unicode = unicode;
this.textAsset = null;
this.glyph = null;
this.glyphIndex = glyphIndex;
this.scale = 1.0f;
}
}
}

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using System.Diagnostics;
using UnityEngine;
namespace TMPro
{
public struct TMP_Vertex
{
public Vector3 position;
public Vector2 uv;
public Vector2 uv2;
public Vector2 uv4;
public Color32 color;
public static TMP_Vertex zero { get { return k_Zero; } }
//public Vector3 normal;
//public Vector4 tangent;
static readonly TMP_Vertex k_Zero = new TMP_Vertex();
}
/// <summary>
///
/// </summary>
public struct TMP_Offset
{
public float left { get { return m_Left; } set { m_Left = value; } }
public float right { get { return m_Right; } set { m_Right = value; } }
public float top { get { return m_Top; } set { m_Top = value; } }
public float bottom { get { return m_Bottom; } set { m_Bottom = value; } }
public float horizontal { get { return m_Left; } set { m_Left = value; m_Right = value; } }
public float vertical { get { return m_Top; } set { m_Top = value; m_Bottom = value; } }
/// <summary>
///
/// </summary>
public static TMP_Offset zero { get { return k_ZeroOffset; } }
// =============================================
// Private backing fields for public properties.
// =============================================
float m_Left;
float m_Right;
float m_Top;
float m_Bottom;
static readonly TMP_Offset k_ZeroOffset = new TMP_Offset(0F, 0F, 0F, 0F);
/// <summary>
///
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <param name="top"></param>
/// <param name="bottom"></param>
public TMP_Offset(float left, float right, float top, float bottom)
{
m_Left = left;
m_Right = right;
m_Top = top;
m_Bottom = bottom;
}
/// <summary>
///
/// </summary>
/// <param name="horizontal"></param>
/// <param name="vertical"></param>
public TMP_Offset(float horizontal, float vertical)
{
m_Left = horizontal;
m_Right = horizontal;
m_Top = vertical;
m_Bottom = vertical;
}
public static bool operator ==(TMP_Offset lhs, TMP_Offset rhs)
{
return lhs.m_Left == rhs.m_Left &&
lhs.m_Right == rhs.m_Right &&
lhs.m_Top == rhs.m_Top &&
lhs.m_Bottom == rhs.m_Bottom;
}
public static bool operator !=(TMP_Offset lhs, TMP_Offset rhs)
{
return !(lhs == rhs);
}
public static TMP_Offset operator *(TMP_Offset a, float b)
{
return new TMP_Offset(a.m_Left * b, a.m_Right * b, a.m_Top * b, a.m_Bottom * b);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public bool Equals(TMP_Offset other)
{
return base.Equals(other);
}
}
/// <summary>
///
/// </summary>
public struct HighlightState
{
public Color32 color;
public TMP_Offset padding;
public HighlightState(Color32 color, TMP_Offset padding)
{
this.color = color;
this.padding = padding;
}
public static bool operator ==(HighlightState lhs, HighlightState rhs)
{
return lhs.color.Compare(rhs.color) && lhs.padding == rhs.padding;
}
public static bool operator !=(HighlightState lhs, HighlightState rhs)
{
return !(lhs == rhs);
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override bool Equals(object obj)
{
return base.Equals(obj);
}
public bool Equals(HighlightState other)
{
return base.Equals(other);
}
}
/// <summary>
/// Structure containing information about individual text elements (character or sprites).
/// </summary>
[DebuggerDisplay("Unicode '{character}' ({((uint)character).ToString(\"X\")})")]
public struct TMP_CharacterInfo
{
public char character; // Should be changed to an uint to handle UTF32
/// <summary>
/// Index of the character in the raw string.
/// </summary>
public int index; // Index of the character in the input string.
public int stringLength;
public TMP_TextElementType elementType;
public TMP_TextElement textElement;
public TMP_FontAsset fontAsset;
public TMP_SpriteAsset spriteAsset;
public int spriteIndex;
public Material material;
public int materialReferenceIndex;
public bool isUsingAlternateTypeface;
public float pointSize;
//public short wordNumber;
public int lineNumber;
//public short charNumber;
public int pageNumber;
public int vertexIndex;
public TMP_Vertex vertex_BL;
public TMP_Vertex vertex_TL;
public TMP_Vertex vertex_TR;
public TMP_Vertex vertex_BR;
public Vector3 topLeft;
public Vector3 bottomLeft;
public Vector3 topRight;
public Vector3 bottomRight;
public float origin;
public float xAdvance;
public float ascender;
public float baseLine;
public float descender;
internal float adjustedAscender;
internal float adjustedDescender;
public float aspectRatio;
public float scale;
public Color32 color;
public Color32 underlineColor;
public int underlineVertexIndex;
public Color32 strikethroughColor;
public int strikethroughVertexIndex;
public Color32 highlightColor;
public HighlightState highlightState;
public FontStyles style;
public bool isVisible;
//public bool isIgnoringAlignment;
}
}

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using UnityEngine;
using System.Collections;
namespace TMPro
{
public enum ColorMode
{
Single,
HorizontalGradient,
VerticalGradient,
FourCornersGradient
}
[System.Serializable][ExcludeFromPresetAttribute]
public class TMP_ColorGradient : ScriptableObject
{
public ColorMode colorMode = ColorMode.FourCornersGradient;
public Color topLeft;
public Color topRight;
public Color bottomLeft;
public Color bottomRight;
const ColorMode k_DefaultColorMode = ColorMode.FourCornersGradient;
static readonly Color k_DefaultColor = Color.white;
/// <summary>
/// Default Constructor which sets each of the colors as white.
/// </summary>
public TMP_ColorGradient()
{
colorMode = k_DefaultColorMode;
topLeft = k_DefaultColor;
topRight = k_DefaultColor;
bottomLeft = k_DefaultColor;
bottomRight = k_DefaultColor;
}
/// <summary>
/// Constructor allowing to set the default color of the Color Gradient.
/// </summary>
/// <param name="color"></param>
public TMP_ColorGradient(Color color)
{
colorMode = k_DefaultColorMode;
topLeft = color;
topRight = color;
bottomLeft = color;
bottomRight = color;
}
/// <summary>
/// The vertex colors at the corners of the characters.
/// </summary>
/// <param name="color0">Top left color.</param>
/// <param name="color1">Top right color.</param>
/// <param name="color2">Bottom left color.</param>
/// <param name="color3">Bottom right color.</param>
public TMP_ColorGradient(Color color0, Color color1, Color color2, Color color3)
{
colorMode = k_DefaultColorMode;
this.topLeft = color0;
this.topRight = color1;
this.bottomLeft = color2;
this.bottomRight = color3;
}
}
}

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using UnityEngine;
using System.Collections;
namespace TMPro
{
// Class used to convert scenes and objects saved in version 0.1.44 to the new Text Container
public static class TMP_Compatibility
{
public enum AnchorPositions { TopLeft, Top, TopRight, Left, Center, Right, BottomLeft, Bottom, BottomRight, BaseLine, None };
/// <summary>
/// Function used to convert text alignment option enumeration format.
/// </summary>
/// <param name="oldValue"></param>
/// <returns></returns>
public static TextAlignmentOptions ConvertTextAlignmentEnumValues(TextAlignmentOptions oldValue)
{
switch ((int)oldValue)
{
case 0:
return TextAlignmentOptions.TopLeft;
case 1:
return TextAlignmentOptions.Top;
case 2:
return TextAlignmentOptions.TopRight;
case 3:
return TextAlignmentOptions.TopJustified;
case 4:
return TextAlignmentOptions.Left;
case 5:
return TextAlignmentOptions.Center;
case 6:
return TextAlignmentOptions.Right;
case 7:
return TextAlignmentOptions.Justified;
case 8:
return TextAlignmentOptions.BottomLeft;
case 9:
return TextAlignmentOptions.Bottom;
case 10:
return TextAlignmentOptions.BottomRight;
case 11:
return TextAlignmentOptions.BottomJustified;
case 12:
return TextAlignmentOptions.BaselineLeft;
case 13:
return TextAlignmentOptions.Baseline;
case 14:
return TextAlignmentOptions.BaselineRight;
case 15:
return TextAlignmentOptions.BaselineJustified;
case 16:
return TextAlignmentOptions.MidlineLeft;
case 17:
return TextAlignmentOptions.Midline;
case 18:
return TextAlignmentOptions.MidlineRight;
case 19:
return TextAlignmentOptions.MidlineJustified;
case 20:
return TextAlignmentOptions.CaplineLeft;
case 21:
return TextAlignmentOptions.Capline;
case 22:
return TextAlignmentOptions.CaplineRight;
case 23:
return TextAlignmentOptions.CaplineJustified;
}
return TextAlignmentOptions.TopLeft;
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace TMPro
{
// Base interface for tweeners,
// using an interface instead of
// an abstract class as we want the
// tweens to be structs.
internal interface ITweenValue
{
void TweenValue(float floatPercentage);
bool ignoreTimeScale { get; }
float duration { get; }
bool ValidTarget();
}
// Color tween class, receives the
// TweenValue callback and then sets
// the value on the target.
internal struct ColorTween : ITweenValue
{
public enum ColorTweenMode
{
All,
RGB,
Alpha
}
public class ColorTweenCallback : UnityEvent<Color> { }
private ColorTweenCallback m_Target;
private Color m_StartColor;
private Color m_TargetColor;
private ColorTweenMode m_TweenMode;
private float m_Duration;
private bool m_IgnoreTimeScale;
public Color startColor
{
get { return m_StartColor; }
set { m_StartColor = value; }
}
public Color targetColor
{
get { return m_TargetColor; }
set { m_TargetColor = value; }
}
public ColorTweenMode tweenMode
{
get { return m_TweenMode; }
set { m_TweenMode = value; }
}
public float duration
{
get { return m_Duration; }
set { m_Duration = value; }
}
public bool ignoreTimeScale
{
get { return m_IgnoreTimeScale; }
set { m_IgnoreTimeScale = value; }
}
public void TweenValue(float floatPercentage)
{
if (!ValidTarget())
return;
var newColor = Color.Lerp(m_StartColor, m_TargetColor, floatPercentage);
if (m_TweenMode == ColorTweenMode.Alpha)
{
newColor.r = m_StartColor.r;
newColor.g = m_StartColor.g;
newColor.b = m_StartColor.b;
}
else if (m_TweenMode == ColorTweenMode.RGB)
{
newColor.a = m_StartColor.a;
}
m_Target.Invoke(newColor);
}
public void AddOnChangedCallback(UnityAction<Color> callback)
{
if (m_Target == null)
m_Target = new ColorTweenCallback();
m_Target.AddListener(callback);
}
public bool GetIgnoreTimescale()
{
return m_IgnoreTimeScale;
}
public float GetDuration()
{
return m_Duration;
}
public bool ValidTarget()
{
return m_Target != null;
}
}
// Float tween class, receives the
// TweenValue callback and then sets
// the value on the target.
internal struct FloatTween : ITweenValue
{
public class FloatTweenCallback : UnityEvent<float> { }
private FloatTweenCallback m_Target;
private float m_StartValue;
private float m_TargetValue;
private float m_Duration;
private bool m_IgnoreTimeScale;
public float startValue
{
get { return m_StartValue; }
set { m_StartValue = value; }
}
public float targetValue
{
get { return m_TargetValue; }
set { m_TargetValue = value; }
}
public float duration
{
get { return m_Duration; }
set { m_Duration = value; }
}
public bool ignoreTimeScale
{
get { return m_IgnoreTimeScale; }
set { m_IgnoreTimeScale = value; }
}
public void TweenValue(float floatPercentage)
{
if (!ValidTarget())
return;
var newValue = Mathf.Lerp(m_StartValue, m_TargetValue, floatPercentage);
m_Target.Invoke(newValue);
}
public void AddOnChangedCallback(UnityAction<float> callback)
{
if (m_Target == null)
m_Target = new FloatTweenCallback();
m_Target.AddListener(callback);
}
public bool GetIgnoreTimescale()
{
return m_IgnoreTimeScale;
}
public float GetDuration()
{
return m_Duration;
}
public bool ValidTarget()
{
return m_Target != null;
}
}
// Tween runner, executes the given tween.
// The coroutine will live within the given
// behaviour container.
internal class TweenRunner<T> where T : struct, ITweenValue
{
protected MonoBehaviour m_CoroutineContainer;
protected IEnumerator m_Tween;
// utility function for starting the tween
private static IEnumerator Start(T tweenInfo)
{
if (!tweenInfo.ValidTarget())
yield break;
var elapsedTime = 0.0f;
while (elapsedTime < tweenInfo.duration)
{
elapsedTime += tweenInfo.ignoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime;
var percentage = Mathf.Clamp01(elapsedTime / tweenInfo.duration);
tweenInfo.TweenValue(percentage);
yield return null;
}
tweenInfo.TweenValue(1.0f);
}
public void Init(MonoBehaviour coroutineContainer)
{
m_CoroutineContainer = coroutineContainer;
}
public void StartTween(T info)
{
if (m_CoroutineContainer == null)
{
Debug.LogWarning("Coroutine container not configured... did you forget to call Init?");
return;
}
StopTween();
if (!m_CoroutineContainer.gameObject.activeInHierarchy)
{
info.TweenValue(1.0f);
return;
}
m_Tween = Start(info);
m_CoroutineContainer.StartCoroutine(m_Tween);
}
public void StopTween()
{
if (m_Tween != null)
{
m_CoroutineContainer.StopCoroutine(m_Tween);
m_Tween = null;
}
}
}
}

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TMPro
{
public static class TMP_DefaultControls
{
public struct Resources
{
public Sprite standard;
public Sprite background;
public Sprite inputField;
public Sprite knob;
public Sprite checkmark;
public Sprite dropdown;
public Sprite mask;
}
private const float kWidth = 160f;
private const float kThickHeight = 30f;
private const float kThinHeight = 20f;
private static Vector2 s_TextElementSize = new Vector2(100f, 100f);
private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight);
private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight);
//private static Vector2 s_ImageElementSize = new Vector2(100f, 100f);
private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
//private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
private static GameObject CreateUIElementRoot(string name, Vector2 size)
{
GameObject child = new GameObject(name);
RectTransform rectTransform = child.AddComponent<RectTransform>();
rectTransform.sizeDelta = size;
return child;
}
static GameObject CreateUIObject(string name, GameObject parent)
{
GameObject go = new GameObject(name);
go.AddComponent<RectTransform>();
SetParentAndAlign(go, parent);
return go;
}
private static void SetDefaultTextValues(TMP_Text lbl)
{
// Set text values we want across UI elements in default controls.
// Don't set values which are the same as the default values for the Text component,
// since there's no point in that, and it's good to keep them as consistent as possible.
lbl.color = s_TextColor;
lbl.fontSize = 14;
}
private static void SetDefaultColorTransitionValues(Selectable slider)
{
ColorBlock colors = slider.colors;
colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
child.transform.SetParent(parent.transform, false);
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
// Actual controls
public static GameObject CreateScrollbar(Resources resources)
{
// Create GOs Hierarchy
GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize);
GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot);
GameObject handle = CreateUIObject("Handle", sliderArea);
Image bgImage = scrollbarRoot.AddComponent<Image>();
bgImage.sprite = resources.background;
bgImage.type = Image.Type.Sliced;
bgImage.color = s_DefaultSelectableColor;
Image handleImage = handle.AddComponent<Image>();
handleImage.sprite = resources.standard;
handleImage.type = Image.Type.Sliced;
handleImage.color = s_DefaultSelectableColor;
RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>();
sliderAreaRect.sizeDelta = new Vector2(-20, -20);
sliderAreaRect.anchorMin = Vector2.zero;
sliderAreaRect.anchorMax = Vector2.one;
RectTransform handleRect = handle.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(20, 20);
Scrollbar scrollbar = scrollbarRoot.AddComponent<Scrollbar>();
scrollbar.handleRect = handleRect;
scrollbar.targetGraphic = handleImage;
SetDefaultColorTransitionValues(scrollbar);
return scrollbarRoot;
}
public static GameObject CreateButton(Resources resources)
{
GameObject buttonRoot = CreateUIElementRoot("Button", s_ThickElementSize);
GameObject childText = new GameObject("Text (TMP)");
childText.AddComponent<RectTransform>();
SetParentAndAlign(childText, buttonRoot);
Image image = buttonRoot.AddComponent<Image>();
image.sprite = resources.standard;
image.type = Image.Type.Sliced;
image.color = s_DefaultSelectableColor;
Button bt = buttonRoot.AddComponent<Button>();
SetDefaultColorTransitionValues(bt);
TextMeshProUGUI text = childText.AddComponent<TextMeshProUGUI>();
text.text = "Button";
text.alignment = TextAlignmentOptions.Center;
SetDefaultTextValues(text);
RectTransform textRectTransform = childText.GetComponent<RectTransform>();
textRectTransform.anchorMin = Vector2.zero;
textRectTransform.anchorMax = Vector2.one;
textRectTransform.sizeDelta = Vector2.zero;
return buttonRoot;
}
public static GameObject CreateText(Resources resources)
{
GameObject go = null;
#if UNITY_EDITOR
go = ObjectFactory.CreateGameObject("Text (TMP)");
ObjectFactory.AddComponent<TextMeshProUGUI>(go);
#else
go = CreateUIElementRoot("Text (TMP)", s_TextElementSize);
go.AddComponent<TextMeshProUGUI>();
#endif
return go;
}
public static GameObject CreateInputField(Resources resources)
{
GameObject root = CreateUIElementRoot("InputField (TMP)", s_ThickElementSize);
GameObject textArea = CreateUIObject("Text Area", root);
GameObject childPlaceholder = CreateUIObject("Placeholder", textArea);
GameObject childText = CreateUIObject("Text", textArea);
Image image = root.AddComponent<Image>();
image.sprite = resources.inputField;
image.type = Image.Type.Sliced;
image.color = s_DefaultSelectableColor;
TMP_InputField inputField = root.AddComponent<TMP_InputField>();
SetDefaultColorTransitionValues(inputField);
// Use UI.Mask for Unity 5.0 - 5.1 and 2D RectMask for Unity 5.2 and up
RectMask2D rectMask = textArea.AddComponent<RectMask2D>();
#if UNITY_2019_4_OR_NEWER
rectMask.padding = new Vector4(-8, -5, -8, -5);
#endif
RectTransform textAreaRectTransform = textArea.GetComponent<RectTransform>();
textAreaRectTransform.anchorMin = Vector2.zero;
textAreaRectTransform.anchorMax = Vector2.one;
textAreaRectTransform.sizeDelta = Vector2.zero;
textAreaRectTransform.offsetMin = new Vector2(10, 6);
textAreaRectTransform.offsetMax = new Vector2(-10, -7);
TextMeshProUGUI text = childText.AddComponent<TextMeshProUGUI>();
text.text = "";
text.enableWordWrapping = false;
text.extraPadding = true;
text.richText = true;
SetDefaultTextValues(text);
TextMeshProUGUI placeholder = childPlaceholder.AddComponent<TextMeshProUGUI>();
placeholder.text = "Enter text...";
placeholder.fontSize = 14;
placeholder.fontStyle = FontStyles.Italic;
placeholder.enableWordWrapping = false;
placeholder.extraPadding = true;
// Make placeholder color half as opaque as normal text color.
Color placeholderColor = text.color;
placeholderColor.a *= 0.5f;
placeholder.color = placeholderColor;
// Add Layout component to placeholder.
placeholder.gameObject.AddComponent<LayoutElement>().ignoreLayout = true;
RectTransform textRectTransform = childText.GetComponent<RectTransform>();
textRectTransform.anchorMin = Vector2.zero;
textRectTransform.anchorMax = Vector2.one;
textRectTransform.sizeDelta = Vector2.zero;
textRectTransform.offsetMin = new Vector2(0, 0);
textRectTransform.offsetMax = new Vector2(0, 0);
RectTransform placeholderRectTransform = childPlaceholder.GetComponent<RectTransform>();
placeholderRectTransform.anchorMin = Vector2.zero;
placeholderRectTransform.anchorMax = Vector2.one;
placeholderRectTransform.sizeDelta = Vector2.zero;
placeholderRectTransform.offsetMin = new Vector2(0, 0);
placeholderRectTransform.offsetMax = new Vector2(0, 0);
inputField.textViewport = textAreaRectTransform;
inputField.textComponent = text;
inputField.placeholder = placeholder;
inputField.fontAsset = text.font;
return root;
}
public static GameObject CreateDropdown(Resources resources)
{
GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize);
GameObject label = CreateUIObject("Label", root);
GameObject arrow = CreateUIObject("Arrow", root);
GameObject template = CreateUIObject("Template", root);
GameObject viewport = CreateUIObject("Viewport", template);
GameObject content = CreateUIObject("Content", viewport);
GameObject item = CreateUIObject("Item", content);
GameObject itemBackground = CreateUIObject("Item Background", item);
GameObject itemCheckmark = CreateUIObject("Item Checkmark", item);
GameObject itemLabel = CreateUIObject("Item Label", item);
// Sub controls.
GameObject scrollbar = CreateScrollbar(resources);
scrollbar.name = "Scrollbar";
SetParentAndAlign(scrollbar, template);
Scrollbar scrollbarScrollbar = scrollbar.GetComponent<Scrollbar>();
scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true);
RectTransform vScrollbarRT = scrollbar.GetComponent<RectTransform>();
vScrollbarRT.anchorMin = Vector2.right;
vScrollbarRT.anchorMax = Vector2.one;
vScrollbarRT.pivot = Vector2.one;
vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0);
// Setup item UI components.
TextMeshProUGUI itemLabelText = itemLabel.AddComponent<TextMeshProUGUI>();
SetDefaultTextValues(itemLabelText);
itemLabelText.alignment = TextAlignmentOptions.Left;
Image itemBackgroundImage = itemBackground.AddComponent<Image>();
itemBackgroundImage.color = new Color32(245, 245, 245, 255);
Image itemCheckmarkImage = itemCheckmark.AddComponent<Image>();
itemCheckmarkImage.sprite = resources.checkmark;
Toggle itemToggle = item.AddComponent<Toggle>();
itemToggle.targetGraphic = itemBackgroundImage;
itemToggle.graphic = itemCheckmarkImage;
itemToggle.isOn = true;
// Setup template UI components.
Image templateImage = template.AddComponent<Image>();
templateImage.sprite = resources.standard;
templateImage.type = Image.Type.Sliced;
ScrollRect templateScrollRect = template.AddComponent<ScrollRect>();
templateScrollRect.content = (RectTransform)content.transform;
templateScrollRect.viewport = (RectTransform)viewport.transform;
templateScrollRect.horizontal = false;
templateScrollRect.movementType = ScrollRect.MovementType.Clamped;
templateScrollRect.verticalScrollbar = scrollbarScrollbar;
templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
templateScrollRect.verticalScrollbarSpacing = -3;
Mask scrollRectMask = viewport.AddComponent<Mask>();
scrollRectMask.showMaskGraphic = false;
Image viewportImage = viewport.AddComponent<Image>();
viewportImage.sprite = resources.mask;
viewportImage.type = Image.Type.Sliced;
// Setup dropdown UI components.
TextMeshProUGUI labelText = label.AddComponent<TextMeshProUGUI>();
SetDefaultTextValues(labelText);
labelText.alignment = TextAlignmentOptions.Left;
Image arrowImage = arrow.AddComponent<Image>();
arrowImage.sprite = resources.dropdown;
Image backgroundImage = root.AddComponent<Image>();
backgroundImage.sprite = resources.standard;
backgroundImage.color = s_DefaultSelectableColor;
backgroundImage.type = Image.Type.Sliced;
TMP_Dropdown dropdown = root.AddComponent<TMP_Dropdown>();
dropdown.targetGraphic = backgroundImage;
SetDefaultColorTransitionValues(dropdown);
dropdown.template = template.GetComponent<RectTransform>();
dropdown.captionText = labelText;
dropdown.itemText = itemLabelText;
// Setting default Item list.
itemLabelText.text = "Option A";
dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option A" });
dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option B" });
dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option C" });
dropdown.RefreshShownValue();
// Set up RectTransforms.
RectTransform labelRT = label.GetComponent<RectTransform>();
labelRT.anchorMin = Vector2.zero;
labelRT.anchorMax = Vector2.one;
labelRT.offsetMin = new Vector2(10, 6);
labelRT.offsetMax = new Vector2(-25, -7);
RectTransform arrowRT = arrow.GetComponent<RectTransform>();
arrowRT.anchorMin = new Vector2(1, 0.5f);
arrowRT.anchorMax = new Vector2(1, 0.5f);
arrowRT.sizeDelta = new Vector2(20, 20);
arrowRT.anchoredPosition = new Vector2(-15, 0);
RectTransform templateRT = template.GetComponent<RectTransform>();
templateRT.anchorMin = new Vector2(0, 0);
templateRT.anchorMax = new Vector2(1, 0);
templateRT.pivot = new Vector2(0.5f, 1);
templateRT.anchoredPosition = new Vector2(0, 2);
templateRT.sizeDelta = new Vector2(0, 150);
RectTransform viewportRT = viewport.GetComponent<RectTransform>();
viewportRT.anchorMin = new Vector2(0, 0);
viewportRT.anchorMax = new Vector2(1, 1);
viewportRT.sizeDelta = new Vector2(-18, 0);
viewportRT.pivot = new Vector2(0, 1);
RectTransform contentRT = content.GetComponent<RectTransform>();
contentRT.anchorMin = new Vector2(0f, 1);
contentRT.anchorMax = new Vector2(1f, 1);
contentRT.pivot = new Vector2(0.5f, 1);
contentRT.anchoredPosition = new Vector2(0, 0);
contentRT.sizeDelta = new Vector2(0, 28);
RectTransform itemRT = item.GetComponent<RectTransform>();
itemRT.anchorMin = new Vector2(0, 0.5f);
itemRT.anchorMax = new Vector2(1, 0.5f);
itemRT.sizeDelta = new Vector2(0, 20);
RectTransform itemBackgroundRT = itemBackground.GetComponent<RectTransform>();
itemBackgroundRT.anchorMin = Vector2.zero;
itemBackgroundRT.anchorMax = Vector2.one;
itemBackgroundRT.sizeDelta = Vector2.zero;
RectTransform itemCheckmarkRT = itemCheckmark.GetComponent<RectTransform>();
itemCheckmarkRT.anchorMin = new Vector2(0, 0.5f);
itemCheckmarkRT.anchorMax = new Vector2(0, 0.5f);
itemCheckmarkRT.sizeDelta = new Vector2(20, 20);
itemCheckmarkRT.anchoredPosition = new Vector2(10, 0);
RectTransform itemLabelRT = itemLabel.GetComponent<RectTransform>();
itemLabelRT.anchorMin = Vector2.zero;
itemLabelRT.anchorMax = Vector2.one;
itemLabelRT.offsetMin = new Vector2(20, 1);
itemLabelRT.offsetMax = new Vector2(-10, -2);
template.SetActive(false);
return root;
}
}
}

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