//---------------------------------------------- // 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; } }