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MLEM/MLEM.Extended/Font/GenericBitmapFont.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MonoGame.Extended.BitmapFonts;
namespace MLEM.Extended.Font {
/// <inheritdoc/>
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public class GenericBitmapFont : GenericFont {
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/// <summary>
/// The <see cref="BitmapFont"/> that is being wrapped by this generic font
/// </summary>
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public readonly BitmapFont Font;
/// <inheritdoc/>
public override GenericFont Bold { get; }
/// <inheritdoc/>
public override GenericFont Italic { get; }
/// <inheritdoc/>
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public override float LineHeight => this.Font.LineHeight;
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/// <summary>
/// Creates a new generic font using <see cref="BitmapFont"/>.
/// 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 GenericBitmapFont(BitmapFont font, BitmapFont bold = null, BitmapFont italic = null) {
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this.Font = font;
this.Bold = bold != null ? new GenericBitmapFont(bold) : this;
this.Italic = italic != null ? new GenericBitmapFont(italic) : this;
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}
/// <inheritdoc />
protected override float MeasureChar(char c) {
var region = this.Font.GetCharacterRegion(c);
return region != null ? new Vector2(region.XAdvance, region.Height).X : 0;
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}
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/// <inheritdoc />
protected override void DrawChar(SpriteBatch batch, string cString, Vector2 position, Color color, float rotation, Vector2 scale, SpriteEffects effects, float layerDepth) {
batch.DrawString(this.Font, cString, position, color, rotation, Vector2.Zero, scale, effects, layerDepth);
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}
}
}