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Generify GenericFont's string drawing
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6 changed files with 130 additions and 34 deletions
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@ -8,6 +8,9 @@ Jump to version:
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- [5.0.0](#500)
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## 5.3.0 (Unreleased)
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### MLEM
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Improvements
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- Generify GenericFont's string drawing
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## 5.2.0
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### MLEM
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@ -1,4 +1,3 @@
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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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@ -38,14 +37,9 @@ namespace MLEM.Extended.Font {
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return region != null ? new Vector2(region.XAdvance, region.Height).X : 0;
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}
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/// <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);
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}
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/// <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);
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/// <inheritdoc />
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protected override void DrawChar(SpriteBatch batch, char c, string cString, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, cString, position, color, rotation, origin, scale, effects, layerDepth);
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}
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}
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@ -1,4 +1,3 @@
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using System.Text;
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using FontStashSharp;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -33,20 +32,15 @@ namespace MLEM.Extended.Font {
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this.Italic = italic != null ? new GenericStashFont(italic) : this;
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}
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/// <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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this.Font.DrawText(batch, text, position, color, scale, rotation, origin, layerDepth);
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}
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/// <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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this.Font.DrawText(batch, text, position, color, scale, rotation, origin, layerDepth);
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}
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/// <inheritdoc />
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protected override float MeasureChar(char c) {
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return this.Font.MeasureString(c.ToCachedString()).X;
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}
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/// <inheritdoc />
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protected override void DrawChar(SpriteBatch batch, char c, string cString, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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this.Font.DrawText(batch, cString, position, color, scale, rotation, origin, layerDepth);
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}
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}
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}
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@ -54,11 +54,26 @@ namespace MLEM.Font {
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/// <returns>The width of the given character with the default scale</returns>
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protected abstract float MeasureChar(char c);
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///<inheritdoc cref="SpriteBatch.DrawString(SpriteFont,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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public abstract void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth);
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/// <summary>
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/// Draws the given character with the given data for use in <see cref="DrawString(Microsoft.Xna.Framework.Graphics.SpriteBatch,System.Text.StringBuilder,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,float,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,float)"/>.
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/// Note that this method is only called internally.
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/// </summary>
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/// <param name="batch">The sprite batch to draw with.</param>
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/// <param name="c">The character which will be drawn.</param>
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/// <param name="cString">A string representation of the character which will be drawn.</param>
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/// <param name="position">The drawing location on screen.</param>
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/// <param name="color">A color mask.</param>
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/// <param name="rotation">A rotation of this character.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this character.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this character.</param>
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protected abstract void DrawChar(SpriteBatch batch, char c, string cString, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth);
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///<inheritdoc cref="SpriteBatch.DrawString(SpriteFont,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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public abstract void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth);
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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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this.DrawString(batch, text.ToString(), position, color, rotation, origin, scale, effects, layerDepth);
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}
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///<inheritdoc cref="SpriteBatch.DrawString(SpriteFont,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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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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@ -80,6 +95,64 @@ namespace MLEM.Font {
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this.DrawString(batch, text, position, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0);
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}
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///<inheritdoc cref="SpriteBatch.DrawString(SpriteFont,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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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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var (flipX, flipY) = Vector2.Zero;
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var flippedV = (effects & SpriteEffects.FlipVertically) != 0;
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var flippedH = (effects & SpriteEffects.FlipHorizontally) != 0;
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if (flippedV || flippedH) {
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var (w, h) = this.MeasureString(text);
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if (flippedH) {
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origin.X *= -1;
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flipX = -w;
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}
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if (flippedV) {
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origin.Y *= -1;
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flipY = this.LineHeight - h;
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}
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}
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var trans = Matrix.Identity;
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if (rotation == 0) {
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trans.M11 = flippedH ? -scale.X : scale.X;
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trans.M22 = flippedV ? -scale.Y : scale.Y;
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trans.M41 = (flipX - origin.X) * trans.M11 + position.X;
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trans.M42 = (flipY - origin.Y) * trans.M22 + position.Y;
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} else {
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var sin = (float) Math.Sin(rotation);
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var cos = (float) Math.Cos(rotation);
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trans.M11 = (flippedH ? -scale.X : scale.X) * cos;
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trans.M12 = (flippedH ? -scale.X : scale.X) * sin;
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trans.M21 = (flippedV ? -scale.Y : scale.Y) * -sin;
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trans.M22 = (flippedV ? -scale.Y : scale.Y) * cos;
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trans.M41 = (flipX - origin.X) * trans.M11 + (flipY - origin.Y) * trans.M21 + position.X;
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trans.M42 = (flipX - origin.X) * trans.M12 + (flipY - origin.Y) * trans.M22 + position.Y;
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}
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var offset = Vector2.Zero;
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for (var i = 0; i < text.Length; i++) {
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var c = text[i];
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if (c == '\n') {
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offset.X = 0;
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offset.Y += this.LineHeight;
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continue;
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}
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var cString = c.ToCachedString();
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var (cW, cH) = this.MeasureString(cString);
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var charPos = offset;
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if (flippedH)
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charPos.X += cW;
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if (flippedV)
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charPos.Y += cH - this.LineHeight;
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Vector2.Transform(ref charPos, ref trans, out charPos);
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this.DrawChar(batch, c, cString, charPos, color, rotation, Vector2.Zero, scale, effects, layerDepth);
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offset.X += cW;
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}
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}
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/// <summary>
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/// Measures the width of the given string when drawn with this font's underlying font.
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/// This method uses <see cref="MeasureChar"/> internally to calculate the size of known characters and calculates additional characters like <see cref="Nbsp"/>, <see cref="Zwsp"/> and <see cref="OneEmSpace"/>.
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@ -1,5 +1,4 @@
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using System.Linq;
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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.Extensions;
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@ -37,14 +36,9 @@ namespace MLEM.Font {
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return this.Font.MeasureString(c.ToCachedString()).X;
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}
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/// <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);
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}
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/// <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);
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/// <inheritdoc />
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protected override void DrawChar(SpriteBatch batch, char c, string cString, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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batch.DrawString(this.Font, cString, position, color, rotation, origin, scale, effects, layerDepth);
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}
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private static SpriteFont SetDefaults(SpriteFont font) {
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@ -239,7 +239,7 @@ namespace Sandbox {
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par.OnDrawn = (e, time, batch, a) => batch.DrawRectangle(e.DisplayArea.ToExtended(), Color.Red);
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this.UiSystem.Add("Load", loadGroup);*/
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var spillPanel = new Panel(Anchor.Center, new Vector2(100), Vector2.Zero);
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/*var spillPanel = new Panel(Anchor.Center, new Vector2(100), Vector2.Zero);
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var squishingGroup = spillPanel.AddChild(new SquishingGroup(Anchor.TopLeft, Vector2.One));
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squishingGroup.AddChild(new Button(Anchor.TopLeft, new Vector2(30), "TL") {
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OnUpdated = (e, time) => e.IsHidden = Input.IsKeyDown(Keys.D1),
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e.SetAreaDirty();
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}
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}).SetData("Ref", "Main");
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this.UiSystem.Add("SpillTest", spillPanel);
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this.UiSystem.Add("SpillTest", spillPanel);*/
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var regularFont = spriteFont.Font;
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var genericFont = spriteFont;
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var index = 0;
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var pos = new Vector2(100, 20);
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var scale = 1F;
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var origin = Vector2.Zero;
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var rotation = 0F;
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var effects = SpriteEffects.None;
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this.OnDraw += (g, time) => {
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const string testString = "This is a\ntest string\n\twith long lines.\nLet's write some more stuff. Let's\r\nsplit lines weirdly.";
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if (Input.IsKeyPressed(Keys.I)) {
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index++;
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if (index == 1) {
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scale = 2;
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} else if (index == 2) {
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origin = new Vector2(15, 15);
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} else if (index == 3) {
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rotation = 0.25F;
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} else if (index == 4) {
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effects = SpriteEffects.FlipHorizontally;
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} else if (index == 5) {
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effects = SpriteEffects.FlipVertically;
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} else if (index == 6) {
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effects = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically;
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}
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}
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this.SpriteBatch.Begin();
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if (Input.IsKeyDown(Keys.LeftShift)) {
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this.SpriteBatch.DrawString(regularFont, testString, pos, Color.Red, rotation, origin, scale, effects, 0);
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} else {
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genericFont.DrawString(this.SpriteBatch, testString, pos, Color.Green, rotation, origin, scale, effects, 0);
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}
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this.SpriteBatch.End();
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};
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}
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protected override void DoUpdate(GameTime gameTime) {
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