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MLEM/MLEM.Ui/Elements/Paragraph.cs

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using System;
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
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using MLEM.Formatting;
using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
public class Paragraph : Element {
private string text;
private string splitText;
private Dictionary<int, FormattingCode> codeLocations;
public StyleProp<IGenericFont> RegularFont;
public StyleProp<IGenericFont> BoldFont;
public StyleProp<IGenericFont> ItalicFont;
public StyleProp<FormatSettings> FormatSettings;
public StyleProp<Color> TextColor;
public StyleProp<float> TextScale;
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public string Text {
get => this.text;
set {
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if (this.text != value) {
this.text = value;
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this.IsHidden = string.IsNullOrWhiteSpace(this.text);
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this.SetAreaDirty();
}
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}
}
public bool AutoAdjustWidth;
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public TextCallback GetTextCallback;
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public TimeSpan TimeIntoAnimation;
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public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false)
: this(anchor, width, "", centerText) {
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this.GetTextCallback = textCallback;
this.Text = textCallback(this);
if (this.Text == null)
this.IsHidden = true;
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}
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public Paragraph(Anchor anchor, float width, string text, bool centerText = false) : base(anchor, new Vector2(width, 0)) {
this.Text = text;
if (this.Text == null)
this.IsHidden = true;
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this.AutoAdjustWidth = centerText;
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this.CanBeSelected = false;
this.CanBeMoused = false;
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}
protected override Vector2 CalcActualSize(RectangleF parentArea) {
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var size = base.CalcActualSize(parentArea);
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var sc = this.TextScale * this.Scale;
this.splitText = this.RegularFont.Value.SplitString(this.text.RemoveFormatting(this.RegularFont.Value), size.X - this.ScaledPadding.Width, sc);
this.codeLocations = this.text.GetFormattingCodes(this.RegularFont.Value);
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var textDims = this.RegularFont.Value.MeasureString(this.splitText) * sc;
return new Vector2(this.AutoAdjustWidth ? textDims.X + this.ScaledPadding.Width : size.X, textDims.Y + this.ScaledPadding.Height);
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}
public override void ForceUpdateArea() {
if (this.GetTextCallback != null)
this.Text = this.GetTextCallback(this);
base.ForceUpdateArea();
}
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public override void Update(GameTime time) {
base.Update(time);
if (this.GetTextCallback != null)
this.Text = this.GetTextCallback(this);
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this.TimeIntoAnimation += time.ElapsedGameTime;
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}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
var pos = this.DisplayArea.Location;
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var sc = this.TextScale * this.Scale;
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var color = this.TextColor.OrDefault(Color.White) * alpha;
// if we don't have any formatting codes, then we don't need to do complex drawing
if (this.codeLocations.Count <= 0) {
this.RegularFont.Value.DrawString(batch, this.splitText, pos, color, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
} else {
// if we have formatting codes, we should do it
this.RegularFont.Value.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, color, sc, this.BoldFont.Value, this.ItalicFont.Value, 0, this.TimeIntoAnimation, this.FormatSettings);
}
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.TextScale.SetFromStyle(style.TextScale);
this.RegularFont.SetFromStyle(style.Font);
this.BoldFont.SetFromStyle(style.BoldFont ?? style.Font);
this.ItalicFont.SetFromStyle(style.ItalicFont ?? style.Font);
this.FormatSettings.SetFromStyle(style.FormatSettings);
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}
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public delegate string TextCallback(Paragraph paragraph);
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}
}