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Adjusted GenericStashFont line height calculations to result in the same values as GenericSpriteFont
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4 changed files with 44 additions and 7 deletions
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@ -30,6 +30,10 @@ Improvements
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Fixes
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Fixes
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- Fixed a crash if a paragraph has a link formatting code, but no font
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- Fixed a crash if a paragraph has a link formatting code, but no font
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### MLEM.Extended
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Improvements
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- Adjusted GenericStashFont line height calculations to result in the same values as GenericSpriteFont
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### MLEM.Data
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### MLEM.Data
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Additions
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Additions
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- Added the ability to specify a coordinate offset in data texture atlases
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- Added the ability to specify a coordinate offset in data texture atlases
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@ -29,9 +29,7 @@ namespace MLEM.Extended.Font {
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/// <param name="italic">An italic version of the font</param>
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/// <param name="italic">An italic version of the font</param>
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public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) {
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public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) {
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this.Font = font;
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this.Font = font;
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// SpriteFontBase provides no line height, so we measure the height of a new line for most fonts
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this.LineHeight = CalculateLineHeight(font);
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// This doesn't work with static sprite fonts, but their size is always the one we calculate here
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this.LineHeight = font is StaticSpriteFont s ? s.FontSize + s.LineSpacing : font.MeasureString("\n").Y;
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this.Bold = bold != null ? new GenericStashFont(bold) : this;
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this.Bold = bold != null ? new GenericStashFont(bold) : this;
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this.Italic = italic != null ? new GenericStashFont(italic) : this;
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this.Italic = italic != null ? new GenericStashFont(italic) : this;
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}
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}
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@ -51,5 +49,18 @@ namespace MLEM.Extended.Font {
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return this.Font.MeasureString(c.ToCachedString());
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return this.Font.MeasureString(c.ToCachedString());
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}
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}
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private static float CalculateLineHeight(SpriteFontBase font) {
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if (font is StaticSpriteFont s) {
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// this is the same calculation used internally by StaticSpriteFont
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return s.FontSize + s.LineSpacing;
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} else {
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// Y (min y) just stores the glyph's Y offset, whereas Y2 (max y) stores the glyph's height
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// since we technically want line spacing rather than line height, we calculate it like this
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var bounds = new Bounds();
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font.TextBounds(" ", Vector2.Zero, ref bounds);
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return bounds.Y2 + (bounds.Y2 - bounds.Y);
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}
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}
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}
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}
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}
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}
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@ -11,7 +11,7 @@ with.
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<!--
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<!--
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Modify this string to change the font that will be imported.
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Modify this string to change the font that will be imported.
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-->
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-->
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<FontName>Arial</FontName>
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<FontName>Cadman_Roman.otf</FontName>
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<!--
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<!--
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Size is a float value, measured in points. Modify this value to change
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Size is a float value, measured in points. Modify this value to change
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@ -8,9 +8,11 @@ using Microsoft.Xna.Framework.Input;
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using MLEM.Cameras;
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using MLEM.Cameras;
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using MLEM.Data;
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using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Data.Content;
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using MLEM.Extended.Extensions;
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using MLEM.Extended.Font;
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using MLEM.Extended.Font;
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using MLEM.Extended.Tiled;
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using MLEM.Extended.Tiled;
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using MLEM.Extensions;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Formatting.Codes;
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using MLEM.Input;
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using MLEM.Input;
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@ -20,6 +22,7 @@ using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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using MLEM.Ui.Style;
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using MonoGame.Extended;
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using MonoGame.Extended.Tiled;
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using MonoGame.Extended.Tiled;
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using Group = MLEM.Ui.Elements.Group;
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using Group = MLEM.Ui.Elements.Group;
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@ -74,9 +77,10 @@ namespace Sandbox {
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//var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
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//var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
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//var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular"));
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//var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular"));
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var font = new GenericStashFont(system.GetFont(32));
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var font = new GenericStashFont(system.GetFont(32));
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var spriteFont = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
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this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
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this.UiSystem.Style = new UntexturedStyle(this.SpriteBatch) {
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Font = font,
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Font = font,
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TextScale = 0.1F,
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TextScale = 0.5F,
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PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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PanelTexture = new NinePatch(new TextureRegion(tex, 0, 8, 24, 24), 8),
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ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4)
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ButtonTexture = new NinePatch(new TextureRegion(tex, 24, 8, 16, 16), 4)
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};
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};
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@ -84,6 +88,14 @@ namespace Sandbox {
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this.UiSystem.AutoScaleWithScreen = true;
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this.UiSystem.AutoScaleWithScreen = true;
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this.UiSystem.GlobalScale = 5;
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this.UiSystem.GlobalScale = 5;
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/*this.OnDraw += (g, time) => {
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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";
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this.SpriteBatch.Begin();
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spriteFont.DrawString(this.SpriteBatch, strg, new Vector2(600, 100), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
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font.DrawString(this.SpriteBatch, strg, new Vector2(600, 100), Color.White, 0, Vector2.Zero, 2, SpriteEffects.None, 0);
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this.SpriteBatch.End();
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};*/
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var panel = new Panel(Anchor.Center, new Vector2(0, 100), Vector2.Zero) {SetWidthBasedOnChildren = true};
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var panel = new Panel(Anchor.Center, new Vector2(0, 100), Vector2.Zero) {SetWidthBasedOnChildren = true};
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panel.AddChild(new Button(Anchor.AutoLeft, new Vector2(100, 10)));
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panel.AddChild(new Button(Anchor.AutoLeft, new Vector2(100, 10)));
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panel.AddChild(new Button(Anchor.AutoCenter, new Vector2(80, 10)));
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panel.AddChild(new Button(Anchor.AutoCenter, new Vector2(80, 10)));
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@ -129,7 +141,7 @@ namespace Sandbox {
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Console.WriteLine("The res is " + res);
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Console.WriteLine("The res is " + res);
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var gradient = this.SpriteBatch.GenerateGradientTexture(Color.Green, Color.Red, Color.Blue, Color.Yellow);
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var gradient = this.SpriteBatch.GenerateGradientTexture(Color.Green, Color.Red, Color.Blue, Color.Yellow);
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this.OnDraw += (game, time) => {
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/*this.OnDraw += (game, time) => {
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this.SpriteBatch.Begin();
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this.SpriteBatch.Begin();
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this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Rectangle(640 - 4, 360 - 4, 8, 8), Color.Green);
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this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Rectangle(640 - 4, 360 - 4, 8, 8), Color.Green);
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@ -141,7 +153,7 @@ namespace Sandbox {
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this.SpriteBatch.Draw(gradient, new Rectangle(300, 100, 200, 200), Color.White);
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this.SpriteBatch.Draw(gradient, new Rectangle(300, 100, 200, 200), Color.White);
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this.SpriteBatch.End();
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this.SpriteBatch.End();
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};
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};*/
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var sc = 4;
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var sc = 4;
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var formatter = new TextFormatter();
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var formatter = new TextFormatter();
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@ -218,6 +230,16 @@ namespace Sandbox {
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CanBeMoused = false
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CanBeMoused = false
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});
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});
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}
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}
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var par = loadPanel.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is another\ntest string\n\nwith many lines\nand many more!"));
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par.OnUpdated = (e, time) => {
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GenericFont newFont = Input.IsModifierKeyDown(ModifierKey.Shift) ? spriteFont : font;
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if (newFont != par.RegularFont.Value) {
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par.TextScaleMultiplier = newFont == font ? 1 : 0.5F;
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par.RegularFont = newFont;
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par.ForceUpdateArea();
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}
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};
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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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this.UiSystem.Add("Load", loadGroup);
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}
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}
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