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MLEM/MLEM.Extended/Font/GenericStashFont.cs

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using FontStashSharp;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
namespace MLEM.Extended.Font {
/// <inheritdoc/>
public class GenericStashFont : GenericFont {
/// <summary>
/// The <see cref="SpriteFontBase"/> that is being wrapped by this generic font
/// </summary>
public readonly SpriteFontBase Font;
/// <inheritdoc />
public override GenericFont Bold { get; }
/// <inheritdoc />
public override GenericFont Italic { get; }
/// <inheritdoc />
public override float LineHeight => this.Font.LineHeight;
/// <summary>
/// Creates a new generic font using <see cref="SpriteFontBase"/>.
/// 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 GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) {
this.Font = font;
this.Bold = bold != null ? new GenericStashFont(bold) : this;
this.Italic = italic != null ? new GenericStashFont(italic) : this;
}
/// <inheritdoc />
protected override float MeasureCharacter(int codePoint) {
return this.Font.MeasureString(CodePointSource.ToString(codePoint)).X;
}
/// <inheritdoc />
protected override void DrawCharacter(SpriteBatch batch, int codePoint, string character, Vector2 position, Color color, float rotation, Vector2 scale, SpriteEffects effects, float layerDepth) {
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this.Font.DrawText(batch, character, position, color, rotation, Vector2.Zero, scale, layerDepth);
}
}
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}