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MLEM/MLEM/Font/GenericSpriteFont.cs

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using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
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namespace MLEM.Font {
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/// <inheritdoc/>
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public class GenericSpriteFont : GenericFont {
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/// <summary>
/// The <see cref="SpriteFont"/> that is being wrapped by this generic font
/// </summary>
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public readonly SpriteFont Font;
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/// <inheritdoc/>
public override GenericFont Bold { get; }
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/// <inheritdoc/>
public override GenericFont Italic { get; }
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/// <inheritdoc/>
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public override float LineHeight => this.Font.LineSpacing;
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/// <summary>
/// Creates a new generic font using <see cref="SpriteFont"/>.
/// Optionally, a bold and italic version of the font can be supplied.
/// </summary>
/// <param name="font">The font to wrap</param>
/// <param name="bold">A bold version of the font</param>
/// <param name="italic">An italic version of the font</param>
public GenericSpriteFont(SpriteFont font, SpriteFont bold = null, SpriteFont italic = null) {
this.Font = SetDefaults(font);
this.Bold = bold != null ? new GenericSpriteFont(SetDefaults(bold)) : this;
this.Italic = italic != null ? new GenericSpriteFont(SetDefaults(italic)) : this;
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}
/// <inheritdoc />
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protected override Vector2 MeasureChar(char c) {
return this.Font.MeasureString(c.ToCachedString());
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}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) {
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batch.DrawString(this.Font, text, position, color);
}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color) {
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batch.DrawString(this.Font, text, position, color);
}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
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/// <inheritdoc/>
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public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
private static SpriteFont SetDefaults(SpriteFont font) {
// so that missing character behavior is in line with MG.Extended's
// bitmap fonts, we draw nothing as the default character
font.DefaultCharacter = ' ';
return font;
}
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}
}