mirror of
https://github.com/Ellpeck/MLEM.git
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53 lines
2.3 KiB
C#
53 lines
2.3 KiB
C#
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Font;
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using MonoGame.Extended.BitmapFonts;
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namespace MLEM.Extended.Font {
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public class GenericBitmapFont : IGenericFont {
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public readonly BitmapFont Font;
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public GenericBitmapFont(BitmapFont font) {
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this.Font = font;
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}
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public static implicit operator GenericBitmapFont(BitmapFont font) {
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return new GenericBitmapFont(font);
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}
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public Vector2 MeasureString(string text) {
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return this.Font.MeasureString(text);
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}
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public Vector2 MeasureString(StringBuilder text) {
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return this.Font.MeasureString(text);
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}
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public 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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}
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public 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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}
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public 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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}
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public 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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}
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public 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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}
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public 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);
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}
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}
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}
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