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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 {
/// <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/>
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public override Vector2 MeasureString(string text) {
if (text.Length == 1 && this.SingleCharacterWidthFix(text, out var size))
return size;
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return this.Font.MeasureString(text);
}
/// <inheritdoc/>
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public override Vector2 MeasureString(StringBuilder text) {
if (text.Length == 1 && this.SingleCharacterWidthFix(text.ToString(), out var size))
return size;
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return this.Font.MeasureString(text);
}
/// <inheritdoc/>
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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);
}
/// <inheritdoc/>
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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);
}
/// <inheritdoc/>
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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);
}
/// <inheritdoc/>
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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);
}
/// <inheritdoc/>
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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);
}
/// <inheritdoc/>
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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);
}
// this fixes an issue with BitmapFonts where, if only given a single character,
// only the width of the character itself (disregarding spacing) is returned
private bool SingleCharacterWidthFix(string text, out Vector2 size) {
var codePoint = char.ConvertToUtf32(text, 0);
var region = this.Font.GetCharacterRegion(codePoint);
if (region != null) {
size = new Vector2(region.XAdvance, region.Height);
return true;
}
size = default;
return false;
}
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}
}