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MLEM/Demos/TextFormattingDemo.cs

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Extensions;
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using MLEM.Font;
using MLEM.Formatting;
using MLEM.Formatting.Codes;
using MLEM.Misc;
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using MLEM.Startup;
using MLEM.Textures;
namespace Demos {
public class TextFormattingDemo : Demo {
private const string Text =
"MLEM's text formatting system allows for various <b>formatting codes</b> to be applied in the middle of a string. Here's a demonstration of some of them.\n\n" +
"You can write in <b>bold</b>, <i>italics</i>, <u>with an underline</u>, <st>strikethrough</st>, with a <s>drop shadow</s> whose <s #ff0000 4>color</s> and <s #000000 10>offset</s> you can modify in each application of the code, with an <o>outline</o> that you can also <o #ff0000 4>modify</o> <o #ff00ff 2>dynamically</o>, or with various types of <b>combined <c Pink>formatting</c> codes</b>.\n\n" +
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"You can apply <c CornflowerBlue>custom</c> <c Yellow>colors</c> to text, including all default <c Orange>MonoGame colors</c> and <c #aabb00>inline custom colors</c>.\n\n" +
"You can also use animations like <a wobbly>a wobbly one</a>, as well as create custom ones using the <a wobbly>Code class</a>.\n\n" +
"You can also display <i grass> icons in your text, and use super<sup>script</sup> or sub<sub>script</sub> formatting!\n\n" +
"Additionally, the text formatter has various methods for interacting with the text, like custom behaviors when hovering over certain parts, and more.";
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private const float DefaultScale = 0.5F;
private const float WidthMultiplier = 0.9F;
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private TextFormatter formatter;
private TokenizedString tokenizedText;
private GenericFont font;
private bool drawBounds;
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private float Scale {
get {
// calculate our scale based on how much larger the window is, so that the text scales with the window
var viewport = new Rectangle(0, 0, this.Game.Window.ClientBounds.Width, this.Game.Window.ClientBounds.Height);
return TextFormattingDemo.DefaultScale * Math.Min(viewport.Width / 1280F, viewport.Height / 720F);
}
}
private int startIndex;
private int endIndex;
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public TextFormattingDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
this.Game.Window.ClientSizeChanged += this.OnResize;
// creating a new text formatter as well as a generic font to draw with
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this.formatter = new TextFormatter {
DefaultShadowOffset = new Vector2(4),
DefaultOutlineThickness = 4
};
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// GenericFont and its subtypes are wrappers around various font classes, including SpriteFont, MonoGame.Extended's BitmapFont and FontStashSharp
// supplying a bold and italic version of the font here allows for the bold and italic formatting codes to be used
this.font = new GenericSpriteFont(
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Demo.LoadContent<SpriteFont>("Fonts/Roboto"),
Demo.LoadContent<SpriteFont>("Fonts/RobotoBold"),
Demo.LoadContent<SpriteFont>("Fonts/RobotoItalic"));
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// adding the image code used in the example to it
var testTexture = Demo.LoadContent<Texture2D>("Textures/Test");
this.formatter.AddImage("grass", new TextureRegion(testTexture, 0, 0, 8, 8));
// tokenizing our text and splitting it to fit the screen
// we specify our text alignment here too, so that all data is cached correctly for display
this.tokenizedText = this.formatter.Tokenize(this.font, TextFormattingDemo.Text, TextAlignment.Center);
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
this.endIndex = this.tokenizedText.String.Length;
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}
public override void DoDraw(GameTime time) {
this.GraphicsDevice.Clear(Color.DarkSlateGray);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise);
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// we draw the tokenized text in the center of the screen
// since the text is already center-aligned, we only need to align it on the y axis here
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var size = this.tokenizedText.GetArea(Vector2.Zero, this.Scale).Size;
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var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
// draw bounds, which can be toggled with B in this demo
if (this.drawBounds) {
var blank = this.SpriteBatch.GetBlankTexture();
this.SpriteBatch.Draw(blank, new RectangleF(pos - new Vector2(size.X / 2, 0), size), Color.Red * 0.25F);
foreach (var token in this.tokenizedText.Tokens) {
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foreach (var area in token.GetArea(pos, this.Scale))
this.SpriteBatch.Draw(blank, area, Color.Black * 0.25F);
}
}
// draw the text itself (start and end indices are optional)
this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, this.Scale, 0, this.startIndex, this.endIndex);
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this.SpriteBatch.End();
}
public override void Update(GameTime time) {
// update our tokenized string to animate the animation codes
this.tokenizedText.Update(time);
// change some demo showcase info based on keybinds
if (this.InputHandler.IsPressed(Keys.B))
this.drawBounds = !this.drawBounds;
if (this.startIndex > 0 && this.InputHandler.IsDown(Keys.Left))
this.startIndex--;
if (this.startIndex < this.tokenizedText.String.Length && this.InputHandler.IsDown(Keys.Right))
this.startIndex++;
if (this.endIndex > 0 && this.InputHandler.IsDown(Keys.Down))
this.endIndex--;
if (this.endIndex < this.tokenizedText.String.Length && this.InputHandler.IsDown(Keys.Up))
this.endIndex++;
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}
public override void Clear() {
base.Clear();
this.Game.Window.ClientSizeChanged -= this.OnResize;
}
private void OnResize(object sender, EventArgs e) {
// re-split our text if the window resizes, since it depends on the window size
// this doesn't require re-tokenization of the text, since TokenizedString also stores the un-split version
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
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}
}
}