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>
76 lines
3.3 KiB
C#
76 lines
3.3 KiB
C#
using System.Collections.Generic;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.TextCore.LowLevel;
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// The one writer of the emoji font asset and of TMP Settings' emoji routing. The font file is the
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// output of tools/emoji/fetch_emoji_font.py; the asset is a dynamic COLOR font asset whose atlas pages
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// are cache, filled on first use at runtime and cleared here. Every TMP text reaches emoji through
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// TMP Settings' emoji fallback and global fallback list; no component names an emoji font.
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public static class EmojiFont
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{
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public const string FontPath = "Assets/Fonts/Emoji/Twemoji.ttf";
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public const string AssetPath = "Assets/Fonts/Emoji/Emoji.asset";
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// Colour outlines (COLRv0) are rasterised at one size; 109 is the strike size a CBDT set needs.
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const int SamplingPointSize = 64;
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const int AtlasPadding = 4;
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const int AtlasSize = 2048;
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// Menu entry for interactive use; -executeMethod EmojiFont.Build for batchmode, exit 1 on failure.
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[MenuItem("Aetheria/Text/Build Emoji Font")]
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public static void Build()
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{
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var ok = TryBuild(out var message);
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if (ok) Debug.Log(message); else Debug.LogError(message);
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if (Application.isBatchMode) EditorApplication.Exit(ok ? 0 : 1);
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}
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static bool TryBuild(out string message)
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{
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var font = AssetDatabase.LoadAssetAtPath<Font>(FontPath);
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if (font == null)
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{
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message = $"EmojiFont: {FontPath} is missing; run tools/emoji/fetch_emoji_font.py.";
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return false;
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}
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// An existing asset keeps its GUID, so a second Build changes nothing the settings point at.
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var asset = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(AssetPath);
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if (asset == null)
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{
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asset = TMP_FontAsset.CreateFontAsset(font, SamplingPointSize, AtlasPadding, GlyphRenderMode.COLOR,
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AtlasSize, AtlasSize, AtlasPopulationMode.Dynamic, enableMultiAtlasSupport: true);
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if (asset == null)
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{
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message = $"EmojiFont: TMP could not create a font asset from {FontPath}.";
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return false;
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}
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asset.name = "Emoji";
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AssetDatabase.CreateAsset(asset, AssetPath);
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foreach (var page in asset.atlasTextures)
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{
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page.name = "Emoji Atlas";
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AssetDatabase.AddObjectToAsset(page, asset);
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}
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asset.material.name = "Emoji Atlas Material";
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AssetDatabase.AddObjectToAsset(asset.material, asset);
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}
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// The atlas pages are cache: Build leaves them empty, the same state EmojiCheck restores.
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asset.ClearFontAssetData(true);
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// Text-presentation emoji (U+263A without FE0F) are not routed through the emoji list, so the
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// asset is also the global fallback.
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TMP_Settings.emojiFallbackTextAssets = new List<TMP_Asset> { asset };
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TMP_Settings.fallbackFontAssets = new List<TMP_FontAsset> { asset };
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TMP_Settings.defaultSpriteAsset = null;
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EditorUtility.SetDirty(asset);
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EditorUtility.SetDirty(TMP_Settings.instance);
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AssetDatabase.SaveAssets();
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message = "EmojiFont: built " + AssetPath + " and routed TMP Settings' emoji fallback to it.";
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return true;
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}
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}
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