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https://github.com/Ellpeck/MLEM.git
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Fixed a formatting Code only knowing about the last Token that it is applied in
Closes #3
This commit is contained in:
parent
3a275a1820
commit
856d69b7db
9 changed files with 28 additions and 18 deletions
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@ -20,6 +20,7 @@ Improvements
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- Added InputHandler mouse and touch position querying that preserves the game's viewport
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- Added InputHandler mouse and touch position querying that preserves the game's viewport
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Fixes
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Fixes
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- **Fixed a formatting Code only knowing about the last Token that it is applied in**
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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- Fixed StaticSpriteBatch handling rotated sprites incorrectly
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Removals
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Removals
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@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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@ -20,9 +21,10 @@ namespace MLEM.Formatting.Codes {
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/// </summary>
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/// </summary>
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public readonly Match Match;
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public readonly Match Match;
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/// <summary>
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/// <summary>
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/// The token that this formatting code is a part of
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/// The tokens that this formatting code is a part of.
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/// Note that this array only has multiple entries if additional tokens have to be started while this code is still applied.
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/// </summary>
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/// </summary>
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public Token Token { get; internal set; }
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public IList<Token> Tokens { get; internal set; }
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/// <summary>
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/// <summary>
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/// Creates a new formatting code based on a formatting code regex and its match.
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/// Creates a new formatting code based on a formatting code regex and its match.
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@ -71,12 +73,12 @@ namespace MLEM.Formatting.Codes {
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}
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}
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/// <inheritdoc cref="Formatting.Token.DrawCharacter"/>
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/// <inheritdoc cref="Formatting.Token.DrawCharacter"/>
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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) {
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public virtual bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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return false;
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return false;
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}
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}
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/// <inheritdoc cref="Formatting.Token.DrawSelf"/>
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/// <inheritdoc cref="Formatting.Token.DrawSelf"/>
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public virtual void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {}
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public virtual void DrawSelf(GameTime time, SpriteBatch batch, Token token, Vector2 pos, GenericFont font, Color color, float scale, float depth) {}
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/// <summary>
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/// <summary>
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/// Creates a new formatting code from the given regex and regex match.
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/// Creates a new formatting code from the given regex and regex match.
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@ -36,7 +36,7 @@ namespace MLEM.Formatting.Codes {
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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public override void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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public override void DrawSelf(GameTime time, SpriteBatch batch, Token token, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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var actualColor = this.copyTextColor ? color : Color.White.CopyAlpha(color);
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var actualColor = this.copyTextColor ? color : Color.White.CopyAlpha(color);
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batch.Draw(this.image.CurrentRegion, new RectangleF(pos, new Vector2(font.LineHeight * scale)), actualColor);
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batch.Draw(this.image.CurrentRegion, new RectangleF(pos, new Vector2(font.LineHeight * scale)), actualColor);
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}
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}
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@ -20,13 +20,17 @@ namespace MLEM.Formatting.Codes {
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/// </summary>
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/// </summary>
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/// <returns>True if this code is currently selected</returns>
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/// <returns>True if this code is currently selected</returns>
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public virtual bool IsSelected() {
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public virtual bool IsSelected() {
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return this.isSelected(this.Token);
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foreach (var token in this.Tokens) {
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if (this.isSelected(token))
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return true;
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}
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return false;
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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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) {
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public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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// since we inherit from UnderlineCode, we can just call base if selected
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// since we inherit from UnderlineCode, we can just call base if selected
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return this.IsSelected() && base.DrawCharacter(time, batch, c, cString, indexInToken, ref pos, font, ref color, ref scale, depth);
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return this.IsSelected() && base.DrawCharacter(time, batch, c, cString, token, indexInToken, ref pos, font, ref color, ref scale, depth);
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}
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}
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}
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}
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@ -18,7 +18,7 @@ namespace MLEM.Formatting.Codes {
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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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) {
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public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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font.DrawString(batch, cString, pos + this.offset * scale, this.color.CopyAlpha(color), 0, Vector2.Zero, scale, SpriteEffects.None, depth);
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font.DrawString(batch, cString, pos + this.offset * scale, this.color.CopyAlpha(color), 0, Vector2.Zero, scale, SpriteEffects.None, depth);
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// we return false since we still want regular drawing to occur
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// we return false since we still want regular drawing to occur
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return false;
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return false;
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@ -19,9 +19,9 @@ namespace MLEM.Formatting.Codes {
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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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) {
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public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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// don't underline spaces at the end of lines
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// don't underline spaces at the end of lines
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if (c == ' ' && this.Token.DisplayString.Length > indexInToken + 1 && this.Token.DisplayString[indexInToken + 1] == '\n')
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if (c == ' ' && token.DisplayString.Length > indexInToken + 1 && token.DisplayString[indexInToken + 1] == '\n')
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return false;
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return false;
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var (w, h) = font.MeasureString(cString) * scale;
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var (w, h) = font.MeasureString(cString) * scale;
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var t = h * this.thickness;
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var t = h * this.thickness;
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@ -28,8 +28,8 @@ namespace MLEM.Formatting.Codes {
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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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) {
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public override bool DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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var offset = new Vector2(0, (float) Math.Sin(this.Token.Index + indexInToken + this.TimeIntoAnimation.TotalSeconds * this.modifier) * font.LineHeight * this.heightModifier * scale);
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var offset = new Vector2(0, (float) Math.Sin(token.Index + indexInToken + this.TimeIntoAnimation.TotalSeconds * this.modifier) * font.LineHeight * this.heightModifier * scale);
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pos += offset;
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pos += offset;
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// we return false since we still want regular drawing to occur, we just changed the position
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// we return false since we still want regular drawing to occur, we just changed the position
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return false;
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return false;
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@ -50,9 +50,6 @@ namespace MLEM.Formatting {
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this.RawIndex = rawIndex;
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this.RawIndex = rawIndex;
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this.Substring = substring;
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this.Substring = substring;
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this.RawSubstring = rawSubstring;
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this.RawSubstring = rawSubstring;
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foreach (var code in appliedCodes)
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code.Token = this;
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}
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}
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/// <summary>
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/// <summary>
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@ -96,7 +93,7 @@ namespace MLEM.Formatting {
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/// <param name="depth">The depth to draw at</param>
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/// <param name="depth">The depth to draw at</param>
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public void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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public void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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foreach (var code in this.AppliedCodes)
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foreach (var code in this.AppliedCodes)
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code.DrawSelf(time, batch, pos, font, color, scale, depth);
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code.DrawSelf(time, batch, this, pos, font, color, scale, depth);
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}
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}
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/// <summary>
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/// <summary>
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@ -114,7 +111,7 @@ namespace MLEM.Formatting {
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/// <param name="depth">The depth to draw at</param>
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/// <param name="depth">The depth to draw at</param>
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public void DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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public void DrawCharacter(GameTime time, SpriteBatch batch, char c, string cString, int indexInToken, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
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foreach (var code in this.AppliedCodes) {
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foreach (var code in this.AppliedCodes) {
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if (code.DrawCharacter(time, batch, c, cString, indexInToken, ref pos, font, ref color, ref scale, depth))
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if (code.DrawCharacter(time, batch, c, cString, this, indexInToken, ref pos, font, ref color, ref scale, depth))
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return;
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return;
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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@ -44,8 +45,13 @@ namespace MLEM.Formatting {
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this.RawString = rawString;
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this.RawString = rawString;
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this.String = strg;
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this.String = strg;
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this.Tokens = tokens;
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this.Tokens = tokens;
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// since a code can be present in multiple tokens, we use Distinct here
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// since a code can be present in multiple tokens, we use Distinct here
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this.AllCodes = tokens.SelectMany(t => t.AppliedCodes).Distinct().ToArray();
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this.AllCodes = tokens.SelectMany(t => t.AppliedCodes).Distinct().ToArray();
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// TODO this can probably be optimized by keeping track of a code's tokens while tokenizing
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foreach (var code in this.AllCodes)
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code.Tokens = new ReadOnlyCollection<Token>(this.Tokens.Where(t => t.AppliedCodes.Contains(code)).ToList());
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this.RecalculateTokenData(font, alignment);
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this.RecalculateTokenData(font, alignment);
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}
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}
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