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Adjusted GenericStashFont line height calculations to result in the same values as GenericSpriteFont

This commit is contained in:
Ell 2021-07-19 23:10:27 +02:00
parent abac738123
commit a76c14b243
4 changed files with 44 additions and 7 deletions

View file

@ -30,6 +30,10 @@ Improvements
Fixes Fixes
- Fixed a crash if a paragraph has a link formatting code, but no font - Fixed a crash if a paragraph has a link formatting code, but no font
### MLEM.Extended
Improvements
- Adjusted GenericStashFont line height calculations to result in the same values as GenericSpriteFont
### MLEM.Data ### MLEM.Data
Additions Additions
- Added the ability to specify a coordinate offset in data texture atlases - Added the ability to specify a coordinate offset in data texture atlases

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@ -29,9 +29,7 @@ namespace MLEM.Extended.Font {
/// <param name="italic">An italic version of the font</param> /// <param name="italic">An italic version of the font</param>
public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) { public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) {
this.Font = font; this.Font = font;
// SpriteFontBase provides no line height, so we measure the height of a new line for most fonts this.LineHeight = CalculateLineHeight(font);
// This doesn't work with static sprite fonts, but their size is always the one we calculate here
this.LineHeight = font is StaticSpriteFont s ? s.FontSize + s.LineSpacing : font.MeasureString("\n").Y;
this.Bold = bold != null ? new GenericStashFont(bold) : this; this.Bold = bold != null ? new GenericStashFont(bold) : this;
this.Italic = italic != null ? new GenericStashFont(italic) : this; this.Italic = italic != null ? new GenericStashFont(italic) : this;
} }
@ -51,5 +49,18 @@ namespace MLEM.Extended.Font {
return this.Font.MeasureString(c.ToCachedString()); return this.Font.MeasureString(c.ToCachedString());
} }
private static float CalculateLineHeight(SpriteFontBase font) {
if (font is StaticSpriteFont s) {
// this is the same calculation used internally by StaticSpriteFont
return s.FontSize + s.LineSpacing;
} else {
// Y (min y) just stores the glyph's Y offset, whereas Y2 (max y) stores the glyph's height
// since we technically want line spacing rather than line height, we calculate it like this
var bounds = new Bounds();
font.TextBounds(" ", Vector2.Zero, ref bounds);
return bounds.Y2 + (bounds.Y2 - bounds.Y);
}
}
} }
} }

View file

@ -11,7 +11,7 @@ with.
<!-- <!--
Modify this string to change the font that will be imported. Modify this string to change the font that will be imported.
--> -->
<FontName>Arial</FontName> <FontName>Cadman_Roman.otf</FontName>
<!-- <!--
Size is a float value, measured in points. Modify this value to change Size is a float value, measured in points. Modify this value to change

View file

@ -8,9 +8,11 @@ using Microsoft.Xna.Framework.Input;
using MLEM.Cameras; using MLEM.Cameras;
using MLEM.Data; using MLEM.Data;
using MLEM.Data.Content; using MLEM.Data.Content;
using MLEM.Extended.Extensions;
using MLEM.Extended.Font; using MLEM.Extended.Font;
using MLEM.Extended.Tiled; using MLEM.Extended.Tiled;
using MLEM.Extensions; using MLEM.Extensions;
using MLEM.Font;
using MLEM.Formatting; using MLEM.Formatting;
using MLEM.Formatting.Codes; using MLEM.Formatting.Codes;
using MLEM.Input; using MLEM.Input;
@ -20,6 +22,7 @@ using MLEM.Textures;
using MLEM.Ui; using MLEM.Ui;
using MLEM.Ui.Elements; using MLEM.Ui.Elements;
using MLEM.Ui.Style; using MLEM.Ui.Style;
using MonoGame.Extended;
using MonoGame.Extended.Tiled; using MonoGame.Extended.Tiled;
using Group = MLEM.Ui.Elements.Group; using Group = MLEM.Ui.Elements.Group;
@ -74,9 +77,10 @@ namespace Sandbox {
//var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont")); //var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
//var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular")); //var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular"));
var font = new GenericStashFont(system.GetFont(32)); var font = new GenericStashFont(system.GetFont(32));
var spriteFont = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) { this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
Font = font, Font = font,
TextScale = 0.1F, TextScale = 0.5F,
PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8), PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4) ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4)
}; };
@ -84,6 +88,14 @@ namespace Sandbox {
this.UiSystem.AutoScaleWithScreen = true; this.UiSystem.AutoScaleWithScreen = true;
this.UiSystem.GlobalScale = 5; this.UiSystem.GlobalScale = 5;
/*this.OnDraw += (g, time) => {
const string strg = "This is a test string\nto test things\n\nMany things are being tested, like the ability\nfor this font to agree\n\nwith newlines";
this.SpriteBatch.Begin();
spriteFont.DrawString(this.SpriteBatch, strg, new Vector2(600, 100), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
font.DrawString(this.SpriteBatch, strg, new Vector2(600, 100), Color.White, 0, Vector2.Zero, 2, SpriteEffects.None, 0);
this.SpriteBatch.End();
};*/
var panel = new Panel(Anchor.Center, new Vector2(0, 100), Vector2.Zero) {SetWidthBasedOnChildren = true}; var panel = new Panel(Anchor.Center, new Vector2(0, 100), Vector2.Zero) {SetWidthBasedOnChildren = true};
panel.AddChild(new Button(Anchor.AutoLeft, new Vector2(100, 10))); panel.AddChild(new Button(Anchor.AutoLeft, new Vector2(100, 10)));
panel.AddChild(new Button(Anchor.AutoCenter, new Vector2(80, 10))); panel.AddChild(new Button(Anchor.AutoCenter, new Vector2(80, 10)));
@ -129,7 +141,7 @@ namespace Sandbox {
Console.WriteLine("The res is " + res); Console.WriteLine("The res is " + res);
var gradient = this.SpriteBatch.GenerateGradientTexture(Color.Green, Color.Red, Color.Blue, Color.Yellow); var gradient = this.SpriteBatch.GenerateGradientTexture(Color.Green, Color.Red, Color.Blue, Color.Yellow);
this.OnDraw += (game, time) => { /*this.OnDraw += (game, time) => {
this.SpriteBatch.Begin(); this.SpriteBatch.Begin();
this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Rectangle(640 - 4, 360 - 4, 8, 8), Color.Green); this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Rectangle(640 - 4, 360 - 4, 8, 8), Color.Green);
@ -141,7 +153,7 @@ namespace Sandbox {
this.SpriteBatch.Draw(gradient, new Rectangle(300, 100, 200, 200), Color.White); this.SpriteBatch.Draw(gradient, new Rectangle(300, 100, 200, 200), Color.White);
this.SpriteBatch.End(); this.SpriteBatch.End();
}; };*/
var sc = 4; var sc = 4;
var formatter = new TextFormatter(); var formatter = new TextFormatter();
@ -218,6 +230,16 @@ namespace Sandbox {
CanBeMoused = false CanBeMoused = false
}); });
} }
var par = loadPanel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is another\ntest string\n\nwith many lines\nand many more!"));
par.OnUpdated = (e, time) => {
GenericFont newFont = Input.IsModifierKeyDown(ModifierKey.Shift) ? spriteFont : font;
if (newFont != par.RegularFont.Value) {
par.TextScaleMultiplier = newFont == font ? 1 : 0.5F;
par.RegularFont = newFont;
par.ForceUpdateArea();
}
};
par.OnDrawn = (e, time, batch, a) => batch.DrawRectangle(e.DisplayArea.ToExtended(), Color.Red);
this.UiSystem.Add("Load", loadGroup); this.UiSystem.Add("Load", loadGroup);
} }