Aetheria/Assets/Scripts/Editor/EmojiCheck.cs
Meta Vens 1c549325f9 Generate the Twemoji colour font, build Emoji.asset and route TMP's emoji fallback to it
Assets/Fonts/Emoji/Twemoji.ttf is fetch_emoji_font.py's output for jdecked/twemoji
v17.0.3 (nanoemoji 0.16.0, glyf_colr_0), reproduced bit-identically by two
independent runs on Yggdrasil; the lock pins source and font sha256. EmojiFont.Build
wrote Emoji.asset (dynamic, COLOR, multi-atlas) and TMP Settings' emoji fallback list,
global fallback entry and empty default sprite asset. EmojiCheck.Run: 1425 single
code points and the eight Pirates names render with no missing code point. CC BY 4.0
attribution ships in Assets/Fonts/Emoji/LICENSE.txt. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 19:34:49 +02:00

121 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEngine;
// Every single-code-point emoji the pinned font set draws, and the Pirates product names, render through an
// ordinary TMP text on the game's body font with no missing code point and with ink in the emoji atlas.
// Run as -executeMethod EmojiCheck.Run (exit 1 on failure in batchmode, as EngineAssetCheck). Corpus:
// tools/emoji/emoji-singles.txt; -emojiLimit N spreads N entries evenly across it for the spike.
public static class EmojiCheck
{
const string BodyFontPath = "Assets/Fonts/Ubuntu/Ubuntu-L Small SDF.asset";
const int Chunk = 64;
// The eight Pirates products (addenda "The Pirates record r2"), written as code points.
static readonly string[] PiratesNames =
{
"\U0001FAF3\U0001F52B", "\U0001FAA6\U0001F920", "\U0001F9FE\U0001F6AB", "\U0001F3A8\U0001F648",
"\U0001F525", "\U0001F440\U0001F3AF", "\U0001F511\U0001F3C3\U0001F4A8", "\U0001F4E6\U0001F92B",
};
[MenuItem("Aetheria/Text/Check Emoji Rendering")]
public static void Run()
{
var failures = new List<string>();
var summary = RunCheck(failures);
foreach (var failure in failures.Take(20)) Debug.LogError(failure);
Debug.Log($"EmojiCheck: {summary}; {failures.Count} failure(s).");
if (Application.isBatchMode) EditorApplication.Exit(failures.Count == 0 ? 0 : 1);
}
static string RunCheck(List<string> failures)
{
var emoji = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(EmojiFont.AssetPath);
var body = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(BodyFontPath);
if (emoji == null || body == null)
{
failures.Add("EmojiCheck: Emoji.asset or the body font is missing; run EmojiFont.Build first.");
return "nothing checked";
}
var corpus = LoadSingles();
var missing = new HashSet<int>();
TMP_Text.MissingCharacterEventCallback onMissing = (unicode, index, source, asset, component) => missing.Add(unicode);
TMP_Text.OnMissingCharacter += onMissing;
var canvas = new GameObject("EmojiCheck", typeof(Canvas));
var text = new GameObject("Text", typeof(RectTransform)).AddComponent<TextMeshProUGUI>();
text.transform.SetParent(canvas.transform, false);
text.font = body;
text.textWrappingMode = TextWrappingModes.NoWrap;
text.rectTransform.sizeDelta = new Vector2(100000, 100000);
int viaEmoji = 0, viaOther = 0, blank = 0;
try
{
void Render(string content, string label)
{
text.text = content;
text.ForceMeshUpdate();
for (var i = 0; i < text.textInfo.characterCount; i++)
{
var info = text.textInfo.characterInfo[i];
if (info.character == ' ' || info.elementType != TMP_TextElementType.Character) continue;
if (info.fontAsset == emoji) viaEmoji++; else viaOther++;
if (info.fontAsset == emoji && info.textElement.glyph.glyphRect.width <= 0)
{
blank++;
failures.Add($"blank glyph U+{(int)info.character:X4} in {label}");
}
}
}
for (var i = 0; i < corpus.Count; i += Chunk)
{
var slice = corpus.Skip(i).Take(Chunk).ToList();
Render(string.Join(" ", slice.Select(char.ConvertFromUtf32)), $"chunk {i}");
}
foreach (var name in PiratesNames) Render(name, "Pirates name");
}
finally
{
TMP_Text.OnMissingCharacter -= onMissing;
UnityEngine.Object.DestroyImmediate(canvas);
}
foreach (var cp in missing.OrderBy(c => c)) failures.Add($"missing code point U+{cp:X4}");
long ink = 0, colour = 0;
int pages = 0, nullPages = 0;
foreach (var page in emoji.atlasTextures)
{
if (page == null) { nullPages++; continue; }
pages++;
var pixels = page.GetPixels32();
ink += pixels.LongCount(p => p.a != 0);
colour += pixels.LongCount(p => p.a != 0 && (p.r != p.g || p.g != p.b));
}
if (ink == 0) failures.Add("the emoji atlas holds no ink after rendering");
else if (colour == 0) failures.Add("the emoji atlas holds no coloured pixel: the glyphs rendered monochrome");
// Dynamic atlas content is cache: drop it so this check leaves the asset as Build wrote it.
emoji.ClearFontAssetData(true);
return $"checked {corpus.Count} single code points + {PiratesNames.Length} Pirates names, {missing.Count} missing, " +
$"{viaEmoji} glyphs via the emoji asset, {viaOther} via other fonts, {blank} blank, {ink} atlas ink pixels of which {colour} coloured, {pages} atlas pages ({nullPages} null)";
}
static List<int> LoadSingles()
{
var path = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", "emoji-singles.txt");
var all = File.ReadAllLines(path).Where(l => l.Length > 0).Select(l => Convert.ToInt32(l, 16)).ToList();
var args = Environment.GetCommandLineArgs();
var at = Array.IndexOf(args, "-emojiLimit");
if (at < 0 || at + 1 >= args.Length) return all;
var limit = int.Parse(args[at + 1]);
return Enumerable.Range(0, limit).Select(i => all[i * all.Count / limit]).ToList();
}
}