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formatting code redesign, part 1: Regex!
This commit is contained in:
parent
69fdd784a7
commit
b480026b7e
8 changed files with 111 additions and 75 deletions
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Coroutine;
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using Coroutine;
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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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@ -95,18 +96,17 @@ namespace Demos {
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// adding some custom image formatting codes
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// adding some custom image formatting codes
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// note that all added formatting codes need to be lowercase, while their casing doesn't matter when used
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// note that all added formatting codes need to be lowercase, while their casing doesn't matter when used
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TextFormatting.FormattingCodes["grass"] = new FormattingCode(image.Texture);
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TextFormatting.FormattingCodes[new Regex("grass")] = m => new FormattingCode(image.Texture);
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TextFormatting.FormattingCodes["tree"] = new FormattingCode(tree);
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TextFormatting.FormattingCodes[new Regex("tree")] = m => new FormattingCode(tree);
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// formatting codes can also be sprite animations!
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// formatting codes can also be sprite animations!
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var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
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var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
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TextFormatting.FormattingCodes["walk"] = new FormattingCode(new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]));
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TextFormatting.FormattingCodes[new Regex("walk")] = m => new FormattingCode(new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]));
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Additionally, you can create custom formatting codes that contain [Grass] images or [Walk] sprite animations! Note that these images have to be square, or [Tree] bad things happen."));
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Additionally, you can create custom formatting codes that contain [Grass] images or [Walk] sprite animations! Note that these images have to be square, or [Tree] bad things happen."));
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var animatedPar = root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Defining text animations as formatting codes is also possible, including [Wobbly]wobbly text[Unanimated] as well as a [Typing]dialogue-esc typing effect by default. Of course, more animations can be added though."));
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var animatedPar = root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Defining text animations as formatting codes is also possible, including [Wobbly]wobbly text[Unanimated] as well as a [Typing]dialogue-esc typing effect by default. Of course, more animations can be added though."));
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root.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), "Reset Typing Animation") {
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root.AddChild(new Button(Anchor.AutoCenter, new Vector2(1, 10), "Reset Typing Animation") {
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// to reset any animation, simply change the paragraph's TimeIntoAnimation
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OnPressed = e => animatedPar.FormattingCodes.Reset()
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OnPressed = e => animatedPar.TimeIntoAnimation = TimeSpan.Zero
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});
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});
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root.AddChild(new VerticalSpace(3));
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root.AddChild(new VerticalSpace(3));
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@ -16,7 +16,7 @@ namespace MLEM.Ui.Elements {
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private string text;
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private string text;
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private string splitText;
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private string splitText;
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private Dictionary<int, FormattingCode> codeLocations;
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public FormattingCodeCollection FormattingCodes { get; private set; }
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public StyleProp<IGenericFont> RegularFont;
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public StyleProp<IGenericFont> RegularFont;
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public StyleProp<IGenericFont> BoldFont;
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public StyleProp<IGenericFont> BoldFont;
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public StyleProp<IGenericFont> ItalicFont;
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public StyleProp<IGenericFont> ItalicFont;
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@ -36,7 +36,6 @@ namespace MLEM.Ui.Elements {
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}
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}
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public bool AutoAdjustWidth;
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public bool AutoAdjustWidth;
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public TextCallback GetTextCallback;
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public TextCallback GetTextCallback;
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public TimeSpan TimeIntoAnimation;
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public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false)
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public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false)
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: this(anchor, width, "", centerText) {
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: this(anchor, width, "", centerText) {
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@ -60,7 +59,7 @@ namespace MLEM.Ui.Elements {
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var sc = this.TextScale * this.Scale;
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var sc = this.TextScale * this.Scale;
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this.splitText = this.RegularFont.Value.SplitString(this.text.RemoveFormatting(this.RegularFont.Value), size.X - this.ScaledPadding.Width, sc);
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this.splitText = this.RegularFont.Value.SplitString(this.text.RemoveFormatting(this.RegularFont.Value), size.X - this.ScaledPadding.Width, sc);
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this.codeLocations = this.text.GetFormattingCodes(this.RegularFont.Value);
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this.FormattingCodes = this.text.GetFormattingCodes(this.RegularFont.Value);
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var textDims = this.RegularFont.Value.MeasureString(this.splitText) * sc;
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var textDims = this.RegularFont.Value.MeasureString(this.splitText) * sc;
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return new Vector2(this.AutoAdjustWidth ? textDims.X + this.ScaledPadding.Width : size.X, textDims.Y + this.ScaledPadding.Height);
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return new Vector2(this.AutoAdjustWidth ? textDims.X + this.ScaledPadding.Width : size.X, textDims.Y + this.ScaledPadding.Height);
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@ -76,7 +75,8 @@ namespace MLEM.Ui.Elements {
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base.Update(time);
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base.Update(time);
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if (this.GetTextCallback != null)
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if (this.GetTextCallback != null)
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this.Text = this.GetTextCallback(this);
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this.Text = this.GetTextCallback(this);
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this.TimeIntoAnimation += time.ElapsedGameTime;
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if (this.FormattingCodes != null)
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this.FormattingCodes.Update(time);
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}
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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@ -85,11 +85,11 @@ namespace MLEM.Ui.Elements {
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var color = this.TextColor.OrDefault(Color.White) * alpha;
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var color = this.TextColor.OrDefault(Color.White) * alpha;
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// if we don't have any formatting codes, then we don't need to do complex drawing
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// if we don't have any formatting codes, then we don't need to do complex drawing
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if (this.codeLocations.Count <= 0) {
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if (this.FormattingCodes.Count <= 0) {
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this.RegularFont.Value.DrawString(batch, this.splitText, pos, color, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
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this.RegularFont.Value.DrawString(batch, this.splitText, pos, color, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
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} else {
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} else {
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// if we have formatting codes, we should do it
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// if we have formatting codes, we should do it
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this.RegularFont.Value.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, color, sc, this.BoldFont.Value, this.ItalicFont.Value, 0, this.TimeIntoAnimation, this.FormatSettings);
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this.RegularFont.Value.DrawFormattedString(batch, pos, this.splitText, this.FormattingCodes, color, sc, this.BoldFont.Value, this.ItalicFont.Value, 0, this.FormatSettings);
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}
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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}
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@ -49,13 +49,9 @@ namespace MLEM.Animations {
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}
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}
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public void Update(GameTime time) {
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public void Update(GameTime time) {
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this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds * this.SpeedMultiplier);
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}
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internal void SetTime(double totalTime) {
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if (this.IsFinished || this.IsPaused)
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if (this.IsFinished || this.IsPaused)
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return;
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return;
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this.TimeIntoAnimation = totalTime;
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this.TimeIntoAnimation += time.ElapsedGameTime.TotalSeconds * this.SpeedMultiplier;
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if (this.TimeIntoAnimation >= this.TotalTime) {
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if (this.TimeIntoAnimation >= this.TotalTime) {
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if (!this.IsLooping) {
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if (!this.IsLooping) {
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this.IsFinished = true;
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this.IsFinished = true;
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40
MLEM/Formatting/AnimationCode.cs
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40
MLEM/Formatting/AnimationCode.cs
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@ -0,0 +1,40 @@
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using System;
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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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namespace MLEM.Formatting {
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public class AnimationCode : FormattingCode {
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public static readonly DrawCharacter Default = (code, settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth) => {
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font.DrawString(batch, charSt, position, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public static readonly DrawCharacter Wobbly = (code, settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth) => {
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var offset = new Vector2(0, (float) Math.Sin(index + code.Time.TotalSeconds * settings.WobbleModifier) * font.LineHeight * settings.WobbleHeightModifier * scale);
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font.DrawString(batch, charSt, position + offset, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public static readonly DrawCharacter Typing = (code, settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth) => {
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if (code.Time.TotalSeconds * settings.TypingSpeed > index - effectStartIndex + 1)
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font.DrawString(batch, charSt, position, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public static readonly AnimationCode DefaultCode = new AnimationCode(Default);
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public readonly DrawCharacter Draw;
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public TimeSpan Time;
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public AnimationCode(DrawCharacter draw) : base(Type.Animation) {
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this.Draw = draw;
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}
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public override void Update(GameTime time) {
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this.Time += time.ElapsedGameTime;
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}
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public override void Reset() {
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this.Time = TimeSpan.Zero;
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}
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public delegate void DrawCharacter(AnimationCode code, FormatSettings settings, IGenericFont font, SpriteBatch batch, string totalText, int index, int effectStartIndex, string charSt, Vector2 position, Color color, float scale, float layerDepth);
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}
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}
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public readonly Color Color;
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public readonly Color Color;
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public readonly TextStyle Style;
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public readonly TextStyle Style;
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public readonly SpriteAnimation Icon;
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public readonly SpriteAnimation Icon;
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public readonly TextAnimation.DrawCharacter Animation;
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public FormattingCode(Color color) {
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protected FormattingCode(Type type) {
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this.Color = color;
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this.CodeType = type;
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this.CodeType = Type.Color;
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}
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}
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public FormattingCode(TextStyle style) {
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public FormattingCode(Color color) : this(Type.Color) {
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this.Color = color;
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}
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public FormattingCode(TextStyle style) : this(Type.Style) {
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this.Style = style;
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this.Style = style;
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this.CodeType = Type.Style;
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}
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}
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public FormattingCode(TextureRegion icon) :
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public FormattingCode(TextureRegion icon) :
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this(new SpriteAnimation(0, icon)) {
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this(new SpriteAnimation(0, icon)) {
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}
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}
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public FormattingCode(SpriteAnimation icon) {
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public FormattingCode(SpriteAnimation icon) : this(Type.Icon) {
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this.Icon = icon;
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this.Icon = icon;
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this.CodeType = Type.Icon;
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}
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public FormattingCode(TextAnimation.DrawCharacter animation) {
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this.Animation = animation;
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this.CodeType = Type.Animation;
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}
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}
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public virtual string GetReplacementString(IGenericFont font) {
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public virtual string GetReplacementString(IGenericFont font) {
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return this.CodeType == Type.Icon ? TextFormatting.GetOneEmString(font) : string.Empty;
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return this.CodeType == Type.Icon ? TextFormatting.GetOneEmString(font) : string.Empty;
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}
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}
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public virtual void Update(GameTime time) {
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if (this.CodeType == Type.Icon)
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this.Icon.Update(time);
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}
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public virtual void Reset() {
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if (this.CodeType == Type.Icon)
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this.Icon.Restart();
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}
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public enum Type {
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public enum Type {
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Color,
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Color,
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18
MLEM/Formatting/FormattingCodeCollection.cs
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18
MLEM/Formatting/FormattingCodeCollection.cs
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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namespace MLEM.Formatting {
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public class FormattingCodeCollection : Dictionary<int, FormattingCode> {
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public void Update(GameTime time) {
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foreach (var code in this.Values)
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code.Update(time);
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}
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public void Reset() {
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foreach (var code in this.Values)
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code.Reset();
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}
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}
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}
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using System;
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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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namespace MLEM.Formatting {
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public static class TextAnimation {
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public static readonly DrawCharacter Default = (settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth, timeIntoAnimation) => {
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font.DrawString(batch, charSt, position, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public static readonly DrawCharacter Wobbly = (settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth, timeIntoAnimation) => {
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var offset = new Vector2(0, (float) Math.Sin(index + timeIntoAnimation.TotalSeconds * settings.WobbleModifier) * font.LineHeight * settings.WobbleHeightModifier * scale);
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font.DrawString(batch, charSt, position + offset, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public static readonly DrawCharacter Typing = (settings, font, batch, totalText, index, effectStartIndex, charSt, position, color, scale, layerDepth, timeIntoAnimation) => {
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if (timeIntoAnimation.TotalSeconds * settings.TypingSpeed > index - effectStartIndex + 1)
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font.DrawString(batch, charSt, position, color, 0, Vector2.Zero, scale, SpriteEffects.None, layerDepth);
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};
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public delegate void DrawCharacter(FormatSettings settings, IGenericFont font, SpriteBatch batch, string totalText, int index, int effectStartIndex, string charSt, Vector2 position, Color color, float scale, float layerDepth, TimeSpan timeIntoAnimation);
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}
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}
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namespace MLEM.Formatting {
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namespace MLEM.Formatting {
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public static class TextFormatting {
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public static class TextFormatting {
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public static readonly Dictionary<string, FormattingCode> FormattingCodes = new Dictionary<string, FormattingCode>();
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public static readonly Dictionary<Regex, Func<Match, FormattingCode>> FormattingCodes = new Dictionary<Regex, Func<Match, FormattingCode>>();
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private static readonly Dictionary<IGenericFont, string> OneEmStrings = new Dictionary<IGenericFont, string>();
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private static readonly Dictionary<IGenericFont, string> OneEmStrings = new Dictionary<IGenericFont, string>();
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private static Regex formatRegex;
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private static Regex formatRegex;
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SetFormatIndicators('[', ']');
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SetFormatIndicators('[', ']');
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// style codes
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// style codes
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FormattingCodes["regular"] = new FormattingCode(TextStyle.Regular);
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FormattingCodes[new Regex("regular")] = m => new FormattingCode(TextStyle.Regular);
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FormattingCodes["italic"] = new FormattingCode(TextStyle.Italic);
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FormattingCodes[new Regex("italic")] = m => new FormattingCode(TextStyle.Italic);
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FormattingCodes["bold"] = new FormattingCode(TextStyle.Bold);
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FormattingCodes[new Regex("bold")] = m => new FormattingCode(TextStyle.Bold);
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FormattingCodes["shadow"] = new FormattingCode(TextStyle.Shadow);
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FormattingCodes[new Regex("shadow")] = m => new FormattingCode(TextStyle.Shadow);
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// color codes
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// color codes
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var colors = typeof(Color).GetProperties();
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var colors = typeof(Color).GetProperties();
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foreach (var color in colors) {
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foreach (var color in colors) {
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if (color.GetGetMethod().IsStatic)
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if (color.GetGetMethod().IsStatic)
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FormattingCodes[color.Name.ToLowerInvariant()] = new FormattingCode((Color) color.GetValue(null));
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FormattingCodes[new Regex(color.Name.ToLowerInvariant())] = m => new FormattingCode((Color) color.GetValue(null));
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}
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}
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// animations
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// animations
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FormattingCodes["unanimated"] = new FormattingCode(TextAnimation.Default);
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FormattingCodes[new Regex("unanimated")] = m => new AnimationCode(AnimationCode.Default);
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FormattingCodes["wobbly"] = new FormattingCode(TextAnimation.Wobbly);
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FormattingCodes[new Regex("wobbly")] = m => new AnimationCode(AnimationCode.Wobbly);
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FormattingCodes["typing"] = new FormattingCode(TextAnimation.Typing);
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FormattingCodes[new Regex("typing")] = m => new AnimationCode(AnimationCode.Typing);
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}
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}
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public static void SetFormatIndicators(char opener, char closer) {
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public static void SetFormatIndicators(char opener, char closer) {
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@ -62,8 +62,8 @@ namespace MLEM.Formatting {
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});
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});
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}
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}
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public static Dictionary<int, FormattingCode> GetFormattingCodes(this string s, IGenericFont font) {
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public static FormattingCodeCollection GetFormattingCodes(this string s, IGenericFont font) {
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var codes = new Dictionary<int, FormattingCode>();
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var codes = new FormattingCodeCollection();
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var codeLengths = 0;
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var codeLengths = 0;
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foreach (Match match in formatRegex.Matches(s)) {
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foreach (Match match in formatRegex.Matches(s)) {
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||||||
var code = FromMatch(match);
|
var code = FromMatch(match);
|
||||||
|
@ -75,18 +75,18 @@ namespace MLEM.Formatting {
|
||||||
return codes;
|
return codes;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void DrawFormattedString(this IGenericFont regularFont, SpriteBatch batch, Vector2 pos, string text, Dictionary<int, FormattingCode> codeLocations, Color color, float scale, IGenericFont boldFont = null, IGenericFont italicFont = null, float depth = 0, TimeSpan timeIntoAnimation = default, FormatSettings formatSettings = null) {
|
public static void DrawFormattedString(this IGenericFont regularFont, SpriteBatch batch, Vector2 pos, string text, FormattingCodeCollection codes, Color color, float scale, IGenericFont boldFont = null, IGenericFont italicFont = null, float depth = 0, FormatSettings formatSettings = null) {
|
||||||
var settings = formatSettings ?? FormatSettings.Default;
|
var settings = formatSettings ?? FormatSettings.Default;
|
||||||
var currColor = color;
|
var currColor = color;
|
||||||
var currFont = regularFont;
|
var currFont = regularFont;
|
||||||
var currStyle = TextStyle.Regular;
|
var currStyle = TextStyle.Regular;
|
||||||
var currAnim = TextAnimation.Default;
|
var currAnim = AnimationCode.DefaultCode;
|
||||||
var animStart = 0;
|
var animStart = 0;
|
||||||
|
|
||||||
var innerOffset = new Vector2();
|
var innerOffset = new Vector2();
|
||||||
for (var i = 0; i < text.Length; i++) {
|
for (var i = 0; i < text.Length; i++) {
|
||||||
// check if the current character's index has a formatting code
|
// check if the current character's index has a formatting code
|
||||||
codeLocations.TryGetValue(i, out var code);
|
codes.TryGetValue(i, out var code);
|
||||||
if (code != null) {
|
if (code != null) {
|
||||||
// if so, apply it
|
// if so, apply it
|
||||||
switch (code.CodeType) {
|
switch (code.CodeType) {
|
||||||
|
@ -108,11 +108,10 @@ namespace MLEM.Formatting {
|
||||||
currStyle = code.Style;
|
currStyle = code.Style;
|
||||||
break;
|
break;
|
||||||
case FormattingCode.Type.Icon:
|
case FormattingCode.Type.Icon:
|
||||||
code.Icon.SetTime(timeIntoAnimation.TotalSeconds * code.Icon.SpeedMultiplier % code.Icon.TotalTime);
|
|
||||||
batch.Draw(code.Icon.CurrentRegion, new RectangleF(pos + innerOffset, new Vector2(regularFont.LineHeight * scale)), color, 0, Vector2.Zero, SpriteEffects.None, depth);
|
batch.Draw(code.Icon.CurrentRegion, new RectangleF(pos + innerOffset, new Vector2(regularFont.LineHeight * scale)), color, 0, Vector2.Zero, SpriteEffects.None, depth);
|
||||||
break;
|
break;
|
||||||
case FormattingCode.Type.Animation:
|
case FormattingCode.Type.Animation:
|
||||||
currAnim = code.Animation;
|
currAnim = (AnimationCode) code;
|
||||||
animStart = i;
|
animStart = i;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -125,8 +124,8 @@ namespace MLEM.Formatting {
|
||||||
innerOffset.Y += regularFont.LineHeight * scale;
|
innerOffset.Y += regularFont.LineHeight * scale;
|
||||||
} else {
|
} else {
|
||||||
if (currStyle == TextStyle.Shadow)
|
if (currStyle == TextStyle.Shadow)
|
||||||
currAnim(settings, currFont, batch, text, i, animStart, cSt, pos + innerOffset + settings.DropShadowOffset * scale, settings.DropShadowColor, scale, depth, timeIntoAnimation);
|
currAnim.Draw(currAnim, settings, currFont, batch, text, i, animStart, cSt, pos + innerOffset + settings.DropShadowOffset * scale, settings.DropShadowColor, scale, depth);
|
||||||
currAnim(settings, currFont, batch, text, i, animStart, cSt, pos + innerOffset, currColor, scale, depth, timeIntoAnimation);
|
currAnim.Draw(currAnim, settings, currFont, batch, text, i, animStart, cSt, pos + innerOffset, currColor, scale, depth);
|
||||||
innerOffset.X += regularFont.MeasureString(cSt).X * scale;
|
innerOffset.X += regularFont.MeasureString(cSt).X * scale;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -134,8 +133,12 @@ namespace MLEM.Formatting {
|
||||||
|
|
||||||
private static FormattingCode FromMatch(Capture match) {
|
private static FormattingCode FromMatch(Capture match) {
|
||||||
var rawCode = match.Value.Substring(1, match.Value.Length - 2).ToLowerInvariant();
|
var rawCode = match.Value.Substring(1, match.Value.Length - 2).ToLowerInvariant();
|
||||||
FormattingCodes.TryGetValue(rawCode, out var val);
|
foreach (var code in FormattingCodes) {
|
||||||
return val;
|
var m = code.Key.Match(rawCode);
|
||||||
|
if (m.Success)
|
||||||
|
return code.Value(m);
|
||||||
|
}
|
||||||
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue