Aetheria/Assets/Scripts/Editor/EmojiFont.cs
Meta Vens aebf12e195 Emoji routes: Emoji.asset named in TMP's emoji fallback list as well as the global list (ruling emoji-fallback-route); EmojiCheck asserts both routes and prints the font serving each piece of a failing sequence
Keycaps and the other body-font-based sequences now collapse: 25 failures become 13. The 13 FE0F+ZWJ sequences still show three pieces. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:50:31 +02:00

167 lines
8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
// The one writer of the emoji font asset and of TMP Settings' emoji routing. The font file is the
// output of tools/emoji/fetch_emoji_font.py; the asset is a dynamic COLOR font asset whose atlas pages
// are cache, filled on first use at runtime and cleared here. Every TMP text reaches emoji through TMP
// Settings alone (no component names an emoji font), by two routes that both name only Emoji.asset (operator ruling
// emoji-fallback-route): the global fallback serves every code point, including the 200 text-presentation emoji the
// emoji list alone leaves unresolved; the emoji fallback list is what TMP tries first when FE0F follows, so a keycap
// or FE0F/ZWJ sequence whose first code point the body font also draws reaches Twemoji, whose ligatures collapse it.
// Sequences (ZWJ, skin tone, flag, keycap) resolve only through the emoji font's GSUB ligatures, and TMP applies
// them per component, gated by that component's font features: EnableLigatures writes `liga` into every
// serialized TMP text and into TMP Settings (so a text created later inherits it); there is no global switch.
public static class EmojiFont
{
public const string FontPath = "Assets/Fonts/Emoji/Twemoji.ttf";
public const string AssetPath = "Assets/Fonts/Emoji/Emoji.asset";
// Colour outlines (COLRv0) are rasterised at one size; 109 is the strike size a CBDT set needs.
const int SamplingPointSize = 64;
const int AtlasPadding = 4;
const int AtlasSize = 2048;
// Menu entry for interactive use; -executeMethod EmojiFont.Build for batchmode, exit 1 on failure.
[MenuItem("Aetheria/Text/Build Emoji Font")]
public static void Build()
{
var ok = TryBuild(out var message);
if (ok) Debug.Log(message); else Debug.LogError(message);
if (Application.isBatchMode) EditorApplication.Exit(ok ? 0 : 1);
}
static bool TryBuild(out string message)
{
var font = AssetDatabase.LoadAssetAtPath<Font>(FontPath);
if (font == null)
{
message = $"EmojiFont: {FontPath} is missing; run tools/emoji/fetch_emoji_font.py.";
return false;
}
// An existing asset keeps its GUID, so a second Build changes nothing the settings point at.
var asset = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(AssetPath);
if (asset == null)
{
asset = TMP_FontAsset.CreateFontAsset(font, SamplingPointSize, AtlasPadding, GlyphRenderMode.COLOR,
AtlasSize, AtlasSize, AtlasPopulationMode.Dynamic, enableMultiAtlasSupport: true);
if (asset == null)
{
message = $"EmojiFont: TMP could not create a font asset from {FontPath}.";
return false;
}
asset.name = "Emoji";
AssetDatabase.CreateAsset(asset, AssetPath);
foreach (var page in asset.atlasTextures)
{
page.name = "Emoji Atlas";
AssetDatabase.AddObjectToAsset(page, asset);
}
asset.material.name = "Emoji Atlas Material";
AssetDatabase.AddObjectToAsset(asset.material, asset);
}
// The atlas pages are cache: Build leaves them empty, the same state EmojiCheck restores.
asset.ClearFontAssetData(true);
// Two routes: the global fallback serves every code point (text-presentation emoji too, U+263A without FE0F);
// the emoji list is tried first when FE0F follows.
TMP_Settings.emojiFallbackTextAssets = new List<TMP_Asset> { asset };
TMP_Settings.fallbackFontAssets = new List<TMP_FontAsset> { asset };
TMP_Settings.defaultSpriteAsset = null;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(TMP_Settings.instance);
AssetDatabase.SaveAssets();
message = "EmojiFont: built " + AssetPath + " and named it in both of TMP Settings' emoji routes (the global fallback and the emoji fallback list).";
return true;
}
// Menu entry for interactive use; -executeMethod EmojiFont.EnableLigatures for batchmode, exit 1 on failure.
// Idempotent: a second run changes nothing and saves nothing.
[MenuItem("Aetheria/Text/Enable Ligatures")]
public static void EnableLigatures()
{
try
{
var settings = TMP_Settings.fontFeatures;
var settingsChanged = Enable(settings);
if (settingsChanged) EditorUtility.SetDirty(TMP_Settings.instance);
var (files, components) = VisitSerializedTexts(text =>
{
var features = text.fontFeatures.ToList();
if (!Enable(features, new SerializedObject(text).FindProperty("m_enableKerning").boolValue)) return false;
text.fontFeatures = features;
EditorUtility.SetDirty(text);
return true;
});
AssetDatabase.SaveAssets();
Debug.Log($"EmojiFont: liga added to {components} TMP component(s) in {files} file(s)" +
(settingsChanged ? " and to TMP Settings." : "; TMP Settings already had it."));
if (Application.isBatchMode) EditorApplication.Exit(0);
}
catch (Exception e)
{
Debug.LogError("EmojiFont.EnableLigatures failed: " + e);
if (Application.isBatchMode) EditorApplication.Exit(1);
}
}
// A legacy list ([0], no feature serialized) is first converted to [kern] when kerning is on, as TMP does on load.
static bool Enable(List<OTL_FeatureTag> features, bool kerning = true)
{
if (features.Contains(OTL_FeatureTag.liga)) return false;
features.RemoveAll(tag => tag == 0);
if (kerning && !features.Contains(OTL_FeatureTag.kern)) features.Add(OTL_FeatureTag.kern);
features.Add(OTL_FeatureTag.liga);
return true;
}
// The one walk over every TMP text a serialized asset owns: each prefab and each scene under Assets/, skipping a
// component that belongs to a prefab instance unless that instance overrides its font features (otherwise it
// inherits from its source prefab, which is walked itself). `visit` returns whether it changed the component;
// an asset that changed is saved. Returns the files and components changed.
public static (int files, int components) VisitSerializedTexts(Func<TMP_Text, bool> visit)
{
int files = 0, components = 0;
bool Owns(TMP_Text text) =>
!PrefabUtility.IsPartOfPrefabInstance(text) ||
new SerializedObject(text).FindProperty("m_ActiveFontFeatures")?.prefabOverride == true;
int Visit(IEnumerable<TMP_Text> texts) => texts.Where(Owns).Count(visit);
foreach (var path in AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }).Select(AssetDatabase.GUIDToAssetPath))
{
var root = PrefabUtility.LoadPrefabContents(path);
try
{
var changed = Visit(root.GetComponentsInChildren<TMP_Text>(true));
if (changed == 0) continue;
PrefabUtility.SaveAsPrefabAsset(root, path);
files++;
components += changed;
}
finally { PrefabUtility.UnloadPrefabContents(root); }
}
foreach (var path in AssetDatabase.FindAssets("t:Scene", new[] { "Assets" }).Select(AssetDatabase.GUIDToAssetPath))
{
var scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
try
{
var changed = Visit(scene.GetRootGameObjects().SelectMany(root => root.GetComponentsInChildren<TMP_Text>(true)));
if (changed == 0) continue;
EditorSceneManager.SaveScene(scene);
files++;
components += changed;
}
finally { EditorSceneManager.CloseScene(scene, true); }
}
return (files, components);
}
}