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MLEM/MLEM/Formatting/TokenizedString.cs

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using System.Collections.Generic;
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using System.Linq;
using System.Text;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
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using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
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namespace MLEM.Formatting {
/// <summary>
/// A tokenized string that was created using a <see cref="TextFormatter"/>
/// </summary>
public class TokenizedString : GenericDataHolder {
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/// <summary>
/// The raw string that was used to create this tokenized string.
/// </summary>
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public readonly string RawString;
/// <summary>
/// The <see cref="RawString"/>, but with formatting codes stripped out.
/// </summary>
public readonly string String;
/// <summary>
/// The string that is actually displayed by this tokenized string.
/// If this string has been <see cref="Split"/>, this string will contain the newline characters.
/// </summary>
public string DisplayString => this.splitString ?? this.String;
/// <summary>
/// The tokens that this tokenized string contains.
/// </summary>
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public readonly Token[] Tokens;
/// <summary>
/// All of the formatting codes that are applied over this tokenized string.
/// Note that, to get a formatting code for a certain token, use <see cref="Token.AppliedCodes"/>
/// </summary>
public readonly Code[] AllCodes;
private string splitString;
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internal TokenizedString(GenericFont font, string rawString, string strg, Token[] tokens) {
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this.RawString = rawString;
this.String = strg;
this.Tokens = tokens;
// since a code can be present in multiple tokens, we use Distinct here
this.AllCodes = tokens.SelectMany(t => t.AppliedCodes).Distinct().ToArray();
this.CalculateTokenAreas(font);
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}
/// <summary>
/// Splits this tokenized string, inserting newline characters if the width of the string is bigger than the maximum width.
/// <seealso cref="GenericFont.SplitString"/>
/// </summary>
/// <param name="font">The font to use for width calculations</param>
/// <param name="width">The maximum width</param>
/// <param name="scale">The scale to use fr width calculations</param>
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public void Split(GenericFont font, float width, float scale) {
// a split string has the same character count as the input string
// but with newline characters added
this.splitString = font.SplitString(this.String, width, scale);
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// skip splitting logic for unformatted text
if (this.Tokens.Length == 1) {
this.Tokens[0].SplitSubstring = this.splitString;
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return;
}
foreach (var token in this.Tokens) {
var index = 0;
var length = 0;
var ret = new StringBuilder();
// this is basically a substring function that ignores newlines for indexing
for (var i = 0; i < this.splitString.Length; i++) {
// if we're within the bounds of the token's substring, append to the new substring
if (index >= token.Index && length < token.Substring.Length)
ret.Append(this.splitString[i]);
// if the current char is not a newline, we simulate length increase
if (this.splitString[i] != '\n') {
if (index >= token.Index)
length++;
index++;
}
}
token.SplitSubstring = ret.ToString();
}
this.CalculateTokenAreas(font);
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}
/// <inheritdoc cref="GenericFont.MeasureString(string)"/>
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public Vector2 Measure(GenericFont font) {
return font.MeasureString(this.DisplayString);
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}
/// <summary>
/// Updates the formatting codes in this formatted string, causing animations to animate etc.
/// </summary>
/// <param name="time">The game's time</param>
public void Update(GameTime time) {
foreach (var code in this.AllCodes)
code.Update(time);
}
/// <summary>
/// Returns the token under the given position.
/// This can be used for hovering effects when the mouse is over a token, etc.
/// </summary>
/// <param name="stringPos">The position that the string is drawn at</param>
/// <param name="target">The position to use for checking the token</param>
/// <param name="scale">The scale that the string is drawn at</param>
/// <returns>The token under the target position</returns>
public Token GetTokenUnderPos(Vector2 stringPos, Vector2 target, float scale) {
return this.Tokens.FirstOrDefault(t => t.GetArea(stringPos, scale).Any(r => r.Contains(target)));
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}
/// <inheritdoc cref="GenericFont.DrawString(SpriteBatch,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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public void Draw(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
var innerOffset = new Vector2();
foreach (var token in this.Tokens) {
var drawFont = token.GetFont(font) ?? font;
var drawColor = token.GetColor(color) ?? color;
for (var i = 0; i < token.DisplayString.Length; i++) {
var c = token.DisplayString[i];
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if (c == '\n') {
innerOffset.X = 0;
innerOffset.Y += font.LineHeight * scale;
}
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if (i == 0)
token.DrawSelf(time, batch, pos + innerOffset, font, color, scale, depth);
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var cString = c.ToCachedString();
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token.DrawCharacter(time, batch, c, cString, i, pos + innerOffset, drawFont, drawColor, scale, depth);
innerOffset.X += font.MeasureString(cString).X * scale;
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}
}
}
private void CalculateTokenAreas(GenericFont font) {
var innerOffset = new Vector2();
foreach (var token in this.Tokens) {
var area = new List<RectangleF>();
var split = token.DisplayString.Split('\n');
for (var i = 0; i < split.Length; i++) {
var size = font.MeasureString(split[i]);
var rect = new RectangleF(innerOffset, size);
if (!rect.IsEmpty)
area.Add(rect);
if (i < split.Length - 1) {
innerOffset.X = 0;
innerOffset.Y += font.LineHeight;
} else {
innerOffset.X += size.X;
}
}
token.Area = area.ToArray();
}
}
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}
}