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