//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2014 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/
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/// </summary>
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[System.Serializable]
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public class BMFont
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{
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[HideInInspector][SerializeField] int mSize = 16; // How much to move the cursor when moving to the next line
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[HideInInspector][SerializeField] int mBase = 0; // Offset from the top of the line to the base of each character
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[HideInInspector][SerializeField] int mWidth = 0; // Original width of the texture
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[HideInInspector][SerializeField] int mHeight = 0; // Original height of the texture
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[HideInInspector][SerializeField] string mSpriteName;
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// List of serialized glyphs
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[HideInInspector][SerializeField] List<BMGlyph> mSaved = new List<BMGlyph>();
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// Actual glyphs that we'll be working with are stored in a dictionary, making the lookup faster
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Dictionary<int, BMGlyph> mDict = new Dictionary<int, BMGlyph>();
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/// <summary>
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/// Whether the font can be used.
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/// </summary>
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public bool isValid { get { return (mSaved.Count > 0); } }
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/// <summary>
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/// Size of this font (for example 32 means 32 pixels).
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/// </summary>
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public int charSize { get { return mSize; } set { mSize = value; } }
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/// <summary>
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/// Base offset applied to characters.
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/// </summary>
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public int baseOffset { get { return mBase; } set { mBase = value; } }
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/// <summary>
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/// Original width of the texture.
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/// </summary>
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public int texWidth { get { return mWidth; } set { mWidth = value; } }
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/// <summary>
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/// Original height of the texture.
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/// </summary>
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public int texHeight { get { return mHeight; } set { mHeight = value; } }
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/// <summary>
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/// Number of valid glyphs.
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/// </summary>
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public int glyphCount { get { return isValid ? mSaved.Count : 0; } }
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/// <summary>
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/// Original name of the sprite that the font is expecting to find (usually the name of the texture).
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/// </summary>
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public string spriteName { get { return mSpriteName; } set { mSpriteName = value; } }
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/// <summary>
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/// Access to BMFont's entire set of glyphs.
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/// </summary>
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public List<BMGlyph> glyphs { get { return mSaved; } }
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/// <summary>
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/// Helper function that retrieves the specified glyph, creating it if necessary.
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/// </summary>
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public BMGlyph GetGlyph (int index, bool createIfMissing)
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{
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// Get the requested glyph
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BMGlyph glyph = null;
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if (mDict.Count == 0)
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{
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// Populate the dictionary for faster access
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for (int i = 0, imax = mSaved.Count; i < imax; ++i)
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{
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BMGlyph bmg = mSaved[i];
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mDict.Add(bmg.index, bmg);
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}
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}
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// Saved check is here so that the function call is not needed if it's true
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if (!mDict.TryGetValue(index, out glyph) && createIfMissing)
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{
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glyph = new BMGlyph();
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glyph.index = index;
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mSaved.Add(glyph);
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mDict.Add(index, glyph);
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}
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return glyph;
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}
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/// <summary>
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/// Retrieve the specified glyph, if it's present.
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/// </summary>
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public BMGlyph GetGlyph (int index) { return GetGlyph(index, false); }
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/// <summary>
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/// Clear the glyphs.
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/// </summary>
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public void Clear ()
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{
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mDict.Clear();
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mSaved.Clear();
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}
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/// <summary>
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/// Trim the glyphs, ensuring that they will never go past the specified bounds.
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/// </summary>
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public void Trim (int xMin, int yMin, int xMax, int yMax)
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{
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if (isValid)
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{
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for (int i = 0, imax = mSaved.Count; i < imax; ++i)
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{
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BMGlyph glyph = mSaved[i];
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if (glyph != null) glyph.Trim(xMin, yMin, xMax, yMax);
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}
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}
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}
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}
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