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MLEM/MLEM.Ui/Elements/Paragraph.cs

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using System;
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
public class Paragraph : Element {
private string text;
private string splitText;
private Dictionary<int, FormattingCode> codeLocations;
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private IGenericFont regularFont;
private IGenericFont boldFont;
private IGenericFont italicFont;
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public NinePatch Background;
public Color BackgroundColor;
public Color TextColor = Color.White;
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public float TextScale;
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public string Text {
get => this.text;
set {
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if (this.text != value) {
this.text = value;
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this.IsHidden = string.IsNullOrWhiteSpace(this.text);
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this.SetAreaDirty();
}
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}
}
public bool AutoAdjustWidth;
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public TextCallback GetTextCallback;
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public TimeSpan TimeIntoAnimation;
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public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false)
: this(anchor, width, "", centerText) {
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this.GetTextCallback = textCallback;
this.Text = textCallback(this);
}
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public Paragraph(Anchor anchor, float width, string text, bool centerText = false) : base(anchor, new Vector2(width, 0)) {
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this.text = text;
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this.AutoAdjustWidth = centerText;
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this.CanBeSelected = false;
this.CanBeMoused = false;
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}
protected override Point CalcActualSize(Rectangle parentArea) {
var size = base.CalcActualSize(parentArea);
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var sc = this.TextScale * this.Scale;
this.splitText = this.regularFont.SplitString(this.text.RemoveFormatting(), size.X - this.ScaledPadding.X * 2, sc);
this.codeLocations = this.text.GetFormattingCodes();
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var textDims = this.regularFont.MeasureString(this.splitText) * sc;
return new Point(this.AutoAdjustWidth ? textDims.X.Ceil() + this.ScaledPadding.X * 2 : size.X, textDims.Y.Ceil() + this.ScaledPadding.Y * 2);
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}
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public override void Update(GameTime time) {
base.Update(time);
if (this.GetTextCallback != null)
this.Text = this.GetTextCallback(this);
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this.TimeIntoAnimation += time.ElapsedGameTime;
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}
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
if (this.Background != null)
batch.Draw(this.Background, this.Area, this.BackgroundColor * alpha);
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var pos = this.DisplayArea.Location.ToVector2();
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var sc = this.TextScale * this.Scale;
// if we don't have any formatting codes, then we don't need to do complex drawing
if (this.codeLocations.Count <= 0) {
this.regularFont.DrawString(batch, this.splitText, pos, this.TextColor * alpha, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
} else {
// if we have formatting codes, we should do it
this.regularFont.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, this.TextColor * alpha, sc, this.boldFont, this.italicFont, 0, this.TimeIntoAnimation);
}
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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protected override void InitStyle(UiStyle style) {
base.InitStyle(style);
this.TextScale = style.TextScale;
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this.regularFont = style.Font;
this.boldFont = style.BoldFont ?? style.Font;
this.italicFont = style.ItalicFont ?? style.Font;
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}
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public delegate string TextCallback(Paragraph paragraph);
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}
}