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added old formatting codes to the new system

This commit is contained in:
Ellpeck 2020-05-15 14:22:33 +02:00
parent d28239291c
commit 011f9dd4f1
9 changed files with 109 additions and 12 deletions

View file

@ -0,0 +1,14 @@
using System.Text.RegularExpressions;
namespace MLEM.Formatting.Codes {
public class AnimatedCode : Code {
public AnimatedCode(Match match) : base(match) {
}
public override bool EndsHere(Code other) {
return other is AnimatedCode;
}
}
}

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@ -2,9 +2,10 @@ using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Misc;
namespace MLEM.Formatting.Codes {
public class Code {
public class Code : GenericDataHolder {
public readonly Match Match;
public Token Token { get; internal set; }
@ -25,7 +26,10 @@ namespace MLEM.Formatting.Codes {
return null;
}
public virtual bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
public virtual void Update(GameTime time) {
}
public virtual bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
return false;
}

View file

@ -14,5 +14,9 @@ namespace MLEM.Formatting.Codes {
return this.font;
}
public override bool EndsHere(Code other) {
return other is FontCode;
}
}
}

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@ -0,0 +1,25 @@
using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
namespace MLEM.Formatting.Codes {
public class ShadowCode : FontCode {
private readonly Color color;
private readonly Vector2 offset;
public ShadowCode(Match match, Color color, Vector2 offset) : base(match, null) {
this.color = color;
this.offset = offset;
}
public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
font.DrawString(batch, cString, pos + this.offset * scale, this.color.CopyAlpha(color), 0, Vector2.Zero, scale, SpriteEffects.None, depth);
// we return false since we still want regular drawing to occur
return false;
}
}
}

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@ -0,0 +1,31 @@
using System;
using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
namespace MLEM.Formatting.Codes {
public class WobblyCode : AnimatedCode {
private readonly float modifier;
private readonly float heightModifier;
public TimeSpan TimeIntoAnimation;
public WobblyCode(Match match, float modifier, float heightModifier) : base(match) {
this.modifier = modifier;
this.heightModifier = heightModifier;
}
public override void Update(GameTime time) {
this.TimeIntoAnimation += time.ElapsedGameTime;
}
public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
var offset = new Vector2(0, (float) Math.Sin(this.Token.Index + indexInToken + this.TimeIntoAnimation.TotalSeconds * this.modifier) * font.LineHeight * this.heightModifier * scale);
pos += offset;
// we return false since we still want regular drawing to occur, we just changed the position
return false;
}
}
}

View file

@ -7,9 +7,10 @@ using Microsoft.Xna.Framework;
using MLEM.Extensions;
using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
namespace MLEM.Formatting {
public class TextFormatter {
public class TextFormatter : GenericDataHolder {
public readonly Dictionary<Regex, Code.Constructor> Codes = new Dictionary<Regex, Code.Constructor>();
@ -17,7 +18,8 @@ namespace MLEM.Formatting {
// font codes
this.Codes.Add(new Regex("<b>"), (f, m) => new FontCode(m, boldFont?.Invoke()));
this.Codes.Add(new Regex("<i>"), (f, m) => new FontCode(m, italicFont?.Invoke()));
this.Codes.Add(new Regex("</(b|i)>"), (f, m) => new FontCode(m, null));
this.Codes.Add(new Regex(@"<s(?: #([0-9\w]{6,8}) (([+-.0-9]*)))?>"), (f, m) => new ShadowCode(m, m.Groups[1].Success ? ColorExtensions.FromHex(m.Groups[1].Value) : Color.Black, new Vector2(float.TryParse(m.Groups[2].Value, out var offset) ? offset : 2)));
this.Codes.Add(new Regex("</(b|i|s)>"), (f, m) => new FontCode(m, null));
// color codes
foreach (var c in typeof(Color).GetProperties()) {
@ -28,6 +30,10 @@ namespace MLEM.Formatting {
}
this.Codes.Add(new Regex(@"<c #([0-9\w]{6,8})>"), (f, m) => new ColorCode(m, ColorExtensions.FromHex(m.Groups[1].Value)));
this.Codes.Add(new Regex("</c>"), (f, m) => new ColorCode(m, null));
// animation codes
this.Codes.Add(new Regex(@"<a wobbly(?: ([+-.0-9]*) ([+-.0-9]*))?>"), (f, m) => new WobblyCode(m, float.TryParse(m.Groups[1].Value, out var mod) ? mod : 5, float.TryParse(m.Groups[2].Value, out var heightMod) ? heightMod : 1 / 8F));
this.Codes.Add(new Regex("</a>"), (f, m) => new AnimatedCode(m));
}
public TokenizedString Tokenize(string s) {

View file

@ -4,9 +4,10 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
namespace MLEM.Formatting {
public class Token {
public class Token : GenericDataHolder {
public readonly Code[] AppliedCodes;
public readonly int Index;
@ -33,9 +34,9 @@ namespace MLEM.Formatting {
return this.AppliedCodes.Select(c => c.GetFont()).FirstOrDefault();
}
public void DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
public void DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
foreach (var code in this.AppliedCodes) {
if (code.DrawCharacter(time, batch, c, cString, pos, font, color, scale, depth))
if (code.DrawCharacter(time, batch, c, cString, indexInToken, ref pos, font, ref color, ref scale, depth))
return;
}

View file

@ -4,18 +4,23 @@ using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
namespace MLEM.Formatting {
public struct TokenizedString {
public class TokenizedString : GenericDataHolder {
public readonly string RawString;
public readonly string String;
public readonly Token[] Tokens;
public readonly Code[] AllCodes;
public TokenizedString(string rawString, string strg, Token[] tokens) {
this.RawString = rawString;
this.String = strg;
this.Tokens = tokens;
// since a code can be present in multiple tokens, we use Distinct here
this.AllCodes = tokens.SelectMany(t => t.AppliedCodes).Distinct().ToArray();
}
public void Split(GenericFont font, float width, float scale) {
@ -42,12 +47,18 @@ namespace MLEM.Formatting {
}
}
public void Update(GameTime time) {
foreach (var code in this.AllCodes)
code.Update(time);
}
public void Draw(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
var innerOffset = new Vector2();
foreach (var token in this.Tokens) {
var drawFont = token.GetFont() ?? font;
var drawColor = token.GetColor() ?? color;
foreach (var c in token.Substring) {
for (var i = 0; i < token.Substring.Length; i++) {
var c = token.Substring[i];
if (c == '\n') {
innerOffset.X = 0;
innerOffset.Y += font.LineHeight * scale;
@ -55,7 +66,7 @@ namespace MLEM.Formatting {
}
var cString = c.ToString();
token.DrawCharacter(time, batch, c, cString, pos + innerOffset, drawFont, drawColor, scale, depth);
token.DrawCharacter(time, batch, c, cString, i, pos + innerOffset, drawFont, drawColor, scale, depth);
innerOffset.X += font.MeasureString(cString).X * scale;
}
}

View file

@ -113,15 +113,16 @@ namespace Sandbox {
};*/
var formatter = new TextFormatter();
var strg = "This <c CornflowerBlue>is a formatted string</c> with <c #ff0000>two bits of formatting</c>! It also includesavery<c Pink>long</c>wordthatis<c Blue>formatted</c>aswell.";
var strg = "This <c CornflowerBlue>is a formatted string</c> with <c #ff0000>two bits of formatting</c>! It also includesavery<c Pink>long</c>wordthatis<c Blue>formatted</c>aswell. Additionally, it <a wobbly>wobbles</a> and has a <s>shadow</s> or a <s #ff0000 4>weird shadow</s>";
this.tokenized = formatter.Tokenize(strg);
this.tokenized.Split(font, 400, 1);
this.OnDraw += (g, time) => {
this.SpriteBatch.Begin();
this.tokenized.Draw(time, this.SpriteBatch, new Vector2(100, 20), font, Color.White, 1, 0);
this.tokenized.Draw(time, this.SpriteBatch, new Vector2(400, 20), font, Color.White, 1, 0);
this.SpriteBatch.End();
};
this.OnUpdate += (g, time) => this.tokenized.Update(time);
}
protected override void DoUpdate(GameTime gameTime) {