//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2016 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
///
/// Glyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/
///
[System.Serializable]
public class BMGlyph
{
public int index; // Index of this glyph (used by BMFont)
public int x; // Offset from the left side of the texture to the left side of the glyph
public int y; // Offset from the top of the texture to the top of the glyph
public int width; // Glyph's width in pixels
public int height; // Glyph's height in pixels
public int offsetX; // Offset to apply to the cursor's left position before drawing this glyph
public int offsetY; // Offset to apply to the cursor's top position before drawing this glyph
public int advance; // How much to move the cursor after printing this character
public int channel; // Channel mask (in most cases this will be 15 (RGBA, 1+2+4+8)
public List kerning;
///
/// Retrieves the special amount by which to adjust the cursor position, given the specified previous character.
///
public int GetKerning (int previousChar)
{
if (kerning != null && previousChar != 0)
{
for (int i = 0, imax = kerning.Count; i < imax; i += 2)
if (kerning[i] == previousChar)
return kerning[i + 1];
}
return 0;
}
///
/// Add a new kerning entry to the character (or adjust an existing one).
///
public void SetKerning (int previousChar, int amount)
{
if (kerning == null) kerning = new List();
for (int i = 0; i < kerning.Count; i += 2)
{
if (kerning[i] == previousChar)
{
kerning[i + 1] = amount;
return;
}
}
kerning.Add(previousChar);
kerning.Add(amount);
}
///
/// Trim the glyph, given the specified minimum and maximum dimensions in pixels.
///
public void Trim (int xMin, int yMin, int xMax, int yMax)
{
int x1 = x + width;
int y1 = y + height;
if (x < xMin)
{
int offset = xMin - x;
x += offset;
width -= offset;
offsetX += offset;
}
if (y < yMin)
{
int offset = yMin - y;
y += offset;
height -= offset;
offsetY += offset;
}
if (x1 > xMax) width -= x1 - xMax;
if (y1 > yMax) height -= y1 - yMax;
}
}