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