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MLEM/MLEM.Extended/Font/GenericBitmapFont.cs

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using System.Collections.Generic;
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using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extended.Extensions;
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using MLEM.Font;
using MonoGame.Extended.BitmapFonts;
namespace MLEM.Extended.Font {
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public class GenericBitmapFont : GenericFont {
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public readonly BitmapFont Font;
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public override float LineHeight => this.Font.LineHeight;
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public GenericBitmapFont(BitmapFont font) {
this.Font = font;
}
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public override Vector2 MeasureString(string text) {
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return this.Font.MeasureString(text);
}
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public override Vector2 MeasureString(StringBuilder text) {
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return this.Font.MeasureString(text);
}
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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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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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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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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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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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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);
}
}
}