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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:
Ell 2022-02-13 22:43:51 +01:00
parent 3a275a1820
commit 856d69b7db
9 changed files with 28 additions and 18 deletions

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@ -20,6 +20,7 @@ Improvements
- Added InputHandler mouse and touch position querying that preserves the game's viewport
Fixes
- **Fixed a formatting Code only knowing about the last Token that it is applied in**
- Fixed StaticSpriteBatch handling rotated sprites incorrectly
Removals

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@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@ -20,9 +21,10 @@ namespace MLEM.Formatting.Codes {
/// </summary>
public readonly Match Match;
/// <summary>
/// The token that this formatting code is a part of
/// The tokens that this formatting code is a part of.
/// Note that this array only has multiple entries if additional tokens have to be started while this code is still applied.
/// </summary>
public Token Token { get; internal set; }
public IList<Token> Tokens { get; internal set; }
/// <summary>
/// Creates a new formatting code based on a formatting code regex and its match.
@ -71,12 +73,12 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc cref="Formatting.Token.DrawCharacter"/>
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) {
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) {
return false;
}
/// <inheritdoc cref="Formatting.Token.DrawSelf"/>
public virtual void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {}
public virtual void DrawSelf(GameTime time, SpriteBatch batch, Token token, Vector2 pos, GenericFont font, Color color, float scale, float depth) {}
/// <summary>
/// Creates a new formatting code from the given regex and regex match.

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@ -36,7 +36,7 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc />
public override void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
public override void DrawSelf(GameTime time, SpriteBatch batch, Token token, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
var actualColor = this.copyTextColor ? color : Color.White.CopyAlpha(color);
batch.Draw(this.image.CurrentRegion, new RectangleF(pos, new Vector2(font.LineHeight * scale)), actualColor);
}

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@ -20,13 +20,17 @@ namespace MLEM.Formatting.Codes {
/// </summary>
/// <returns>True if this code is currently selected</returns>
public virtual bool IsSelected() {
return this.isSelected(this.Token);
foreach (var token in this.Tokens) {
if (this.isSelected(token))
return true;
}
return false;
}
/// <inheritdoc />
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) {
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) {
// since we inherit from UnderlineCode, we can just call base if selected
return this.IsSelected() && base.DrawCharacter(time, batch, c, cString, indexInToken, ref pos, font, ref color, ref scale, depth);
return this.IsSelected() && base.DrawCharacter(time, batch, c, cString, token, indexInToken, ref pos, font, ref color, ref scale, depth);
}
}

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@ -18,7 +18,7 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc />
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) {
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) {
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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@ -19,9 +19,9 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc />
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) {
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) {
// don't underline spaces at the end of lines
if (c == ' ' && this.Token.DisplayString.Length > indexInToken + 1 && this.Token.DisplayString[indexInToken + 1] == '\n')
if (c == ' ' && token.DisplayString.Length > indexInToken + 1 && token.DisplayString[indexInToken + 1] == '\n')
return false;
var (w, h) = font.MeasureString(cString) * scale;
var t = h * this.thickness;

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@ -28,8 +28,8 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc />
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);
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) {
var offset = new Vector2(0, (float) Math.Sin(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;

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@ -50,9 +50,6 @@ namespace MLEM.Formatting {
this.RawIndex = rawIndex;
this.Substring = substring;
this.RawSubstring = rawSubstring;
foreach (var code in appliedCodes)
code.Token = this;
}
/// <summary>
@ -96,7 +93,7 @@ namespace MLEM.Formatting {
/// <param name="depth">The depth to draw at</param>
public void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
foreach (var code in this.AppliedCodes)
code.DrawSelf(time, batch, pos, font, color, scale, depth);
code.DrawSelf(time, batch, this, pos, font, color, scale, depth);
}
/// <summary>
@ -114,7 +111,7 @@ namespace MLEM.Formatting {
/// <param name="depth">The depth to draw at</param>
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, indexInToken, ref pos, font, ref color, ref scale, depth))
if (code.DrawCharacter(time, batch, c, cString, this, indexInToken, ref pos, font, ref color, ref scale, depth))
return;
}

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
@ -44,8 +45,13 @@ namespace MLEM.Formatting {
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();
// TODO this can probably be optimized by keeping track of a code's tokens while tokenizing
foreach (var code in this.AllCodes)
code.Tokens = new ReadOnlyCollection<Token>(this.Tokens.Where(t => t.AppliedCodes.Contains(code)).ToList());
this.RecalculateTokenData(font, alignment);
}