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b69a2c4755
11 changed files with 12 additions and 279 deletions
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@ -13,9 +13,6 @@ Jump to version:
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## 6.2.0 (In Development)
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### MLEM
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Additions
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- Added a simple outline formatting code
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Fixes
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- Fixed control characters being included in TextInput
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- Fixed TextInputs behaving incorrectly when switching between multiline and single-line modes
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@ -41,27 +41,6 @@
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/processorParam:TextureFormat=Compressed
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/build:Fonts/TestFontItalic.spritefont
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#begin Fonts/Roboto.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Fonts/Roboto.spritefont
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#begin Fonts/RobotoBold.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Fonts/RobotoBold.spritefont
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#begin Fonts/RobotoItalic.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Fonts/RobotoItalic.spritefont
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#begin Markdown.md
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/copy:Markdown.md
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@ -1,60 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>RobotoRegular.ttf</FontName>
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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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the size of the font.
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-->
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<Size>32</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<DefaultCharacter>*</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>ɏ</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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@ -1,60 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>RobotoBold.ttf</FontName>
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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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the size of the font.
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-->
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<Size>32</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<DefaultCharacter>*</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>ɏ</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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Binary file not shown.
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@ -1,60 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>RobotoItalic.ttf</FontName>
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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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the size of the font.
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-->
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<Size>32</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<DefaultCharacter>*</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>ɏ</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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Binary file not shown.
Binary file not shown.
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@ -15,25 +15,18 @@ namespace Demos {
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private const string Text =
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"MLEM's text formatting system allows for various <b>formatting codes</b> to be applied in the middle of a string. Here's a demonstration of some of them.\n\n" +
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"You can write in <b>bold</i>, <i>italics</i>, <u>with an underline</u>, <st>strikethrough</st>, with a <s>drop shadow</s> whose <s #ff0000 4>color</s> and <s #000000 10>offset</s> you can modify in each application of the code, with an <o>outline</o> that you can also <o #ff0000 4>modify</o> <o #ff00ff 2>dynamically</o>, or with various types of <b>combined <c Pink>formatting</c> codes</b>.\n\n" +
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"You can write in <b>bold</i>, <i>italics</i>, <u>with an underline</u>, <st>strikethrough</st>, with a <s #000000 4>drop shadow</s> whose <s #ff0000 4>color</s> and <s #000000 10>offset</s> you can modify in each application of the code, or with various types of <b>combined <c Pink>formatting</c> codes</b>.\n\n" +
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"You can apply <c CornflowerBlue>custom</c> <c Yellow>colors</c> to text, including all default <c Orange>MonoGame colors</c> and <c #aabb00>inline custom colors</c>.\n\n" +
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"You can also use animations like <a wobbly>a wobbly one</a>, as well as create custom ones using the <a wobbly>Code class</a>.\n\n" +
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"You can also display <i grass> icons in your text, and use super<sup>script</sup> or sub<sub>script</sub> formatting!\n\n" +
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"Additionally, the text formatter has various methods for interacting with the text, like custom behaviors when hovering over certain parts, and more.";
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private const float DefaultScale = 0.5F;
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private const float WidthMultiplier = 0.9F;
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private const float Scale = 0.5F;
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private const float Width = 0.9F;
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private TextFormatter formatter;
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private TokenizedString tokenizedText;
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private GenericFont font;
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private bool drawBounds;
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private float Scale {
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get {
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// calculate our scale based on how much larger the window is, so that the text scales with the window
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var viewport = new Rectangle(0, 0, this.Game.Window.ClientBounds.Width, this.Game.Window.ClientBounds.Height);
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return TextFormattingDemo.DefaultScale * Math.Min(viewport.Width / 1280F, viewport.Height / 720F);
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}
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}
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public TextFormattingDemo(MlemGame game) : base(game) {}
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this.Game.Window.ClientSizeChanged += this.OnResize;
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// creating a new text formatter as well as a generic font to draw with
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this.formatter = new TextFormatter {
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DefaultShadowOffset = new Vector2(4),
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DefaultOutlineThickness = 4
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};
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this.formatter = new TextFormatter();
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// GenericFont and its subtypes are wrappers around various font classes, including SpriteFont, MonoGame.Extended's BitmapFont and FontStashSharp
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// supplying a bold and italic version of the font here allows for the bold and italic formatting codes to be used
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this.font = new GenericSpriteFont(
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Demo.LoadContent<SpriteFont>("Fonts/Roboto"),
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Demo.LoadContent<SpriteFont>("Fonts/RobotoBold"),
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Demo.LoadContent<SpriteFont>("Fonts/RobotoItalic"));
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Demo.LoadContent<SpriteFont>("Fonts/TestFont"),
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Demo.LoadContent<SpriteFont>("Fonts/TestFontBold"),
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Demo.LoadContent<SpriteFont>("Fonts/TestFontItalic"));
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// adding the image code used in the example to it
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var testTexture = Demo.LoadContent<Texture2D>("Textures/Test");
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@ -59,7 +49,7 @@ namespace Demos {
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// tokenizing our text and splitting it to fit the screen
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// we specify our text alignment here too, so that all data is cached correctly for display
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this.tokenizedText = this.formatter.Tokenize(this.font, TextFormattingDemo.Text, TextAlignment.Center);
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
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}
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public override void DoDraw(GameTime time) {
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@ -68,7 +58,7 @@ namespace Demos {
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// we draw the tokenized text in the center of the screen
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// since the text is already center-aligned, we only need to align it on the y axis here
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var size = this.tokenizedText.GetArea(Vector2.Zero, this.Scale).Size;
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var size = this.tokenizedText.GetArea(Vector2.Zero, TextFormattingDemo.Scale).Size;
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var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
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// draw bounds, which can be toggled with B in this demo
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@ -76,13 +66,13 @@ namespace Demos {
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var blank = this.SpriteBatch.GetBlankTexture();
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this.SpriteBatch.Draw(blank, new RectangleF(pos - new Vector2(size.X / 2, 0), size), Color.Red * 0.25F);
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foreach (var token in this.tokenizedText.Tokens) {
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foreach (var area in token.GetArea(pos, this.Scale))
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foreach (var area in token.GetArea(pos, TextFormattingDemo.Scale))
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this.SpriteBatch.Draw(blank, area, Color.Black * 0.25F);
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}
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}
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// draw the text itself
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this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, this.Scale, 0);
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this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, TextFormattingDemo.Scale, 0);
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this.SpriteBatch.End();
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}
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@ -102,7 +92,7 @@ namespace Demos {
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private void OnResize(object sender, EventArgs e) {
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// re-split our text if the window resizes, since it depends on the window size
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// this doesn't require re-tokenization of the text, since TokenizedString also stores the un-split version
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
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this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
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}
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}
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@ -1,34 +0,0 @@
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using System;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Misc;
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namespace MLEM.Formatting.Codes {
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/// <inheritdoc />
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public class OutlineCode : Code {
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private readonly Color color;
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private readonly float thickness;
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private readonly bool diagonals;
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/// <inheritdoc />
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public OutlineCode(Match match, Regex regex, Color color, float thickness, bool diagonals) : base(match, regex) {
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this.color = color;
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this.thickness = thickness;
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this.diagonals = diagonals;
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}
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/// <inheritdoc />
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public override bool DrawCharacter(GameTime time, SpriteBatch batch, int codePoint, string character, Token token, int indexInToken, ref Vector2 pos, GenericFont font, ref Color color, ref float scale, float depth) {
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foreach (var dir in this.diagonals ? Direction2Helper.AllExceptNone : Direction2Helper.Adjacent) {
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var offset = Vector2.Normalize(dir.Offset().ToVector2()) * (this.thickness * scale);
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font.DrawString(batch, character, pos + offset, this.color.CopyAlpha(color), 0, Vector2.Zero, scale, SpriteEffects.None, depth);
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}
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return false;
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}
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}
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}
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@ -73,21 +73,6 @@ namespace MLEM.Formatting {
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/// Note that this value only has an effect on the default formatting codes created through the <see cref="TextFormatter(bool, bool, bool, bool)"/> constructor.
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/// </summary>
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public float DefaultWobblyHeight = 1 / 8F;
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/// <summary>
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||||
/// The default outline thickness used by this text formatter, which determines how the default <see cref="OutlineCode"/> is drawn if no custom value is used.
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/// Note that this value only has an effect on the default formatting codes created through the <see cref="TextFormatter(bool, bool, bool, bool)"/> constructor.
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/// </summary>
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||||
public float DefaultOutlineThickness = 2;
|
||||
/// <summary>
|
||||
/// The default outline color used by this text formatter, which determines how the default <see cref="OutlineCode"/> is drawn if no custom value is used.
|
||||
/// Note that this value only has an effect on the default formatting codes created through the <see cref="TextFormatter(bool, bool, bool, bool)"/> constructor.
|
||||
/// </summary>
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public Color DefaultOutlineColor = Color.Black;
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/// <summary>
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/// Whether the default outline used by this text formatter should also draw outlines diagonally, which determines how the default <see cref="OutlineCode"/> is drawn if no custom value is used. Non-diagonally drawn outlines might generally look better when using a pixelart font.
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/// Note that this value only has an effect on the default formatting codes created through the <see cref="TextFormatter(bool, bool, bool, bool)"/> constructor.
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/// </summary>
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public bool OutlineDiagonals = true;
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|
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/// <summary>
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||||
/// Creates a new text formatter with an optional set of default formatting codes.
|
||||
|
@ -110,10 +95,6 @@ namespace MLEM.Formatting {
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|||
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? off : this.DefaultSubOffset));
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||||
this.Codes.Add(new Regex(@"<sup(?: ([+-.0-9]+))?>"), (f, m, r) => new SubSupCode(m, r,
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float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? -off : this.DefaultSupOffset));
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this.Codes.Add(new Regex(@"<o(?: #([0-9\w]{6,8}) (([+-.0-9]*)))?>"), (f, m, r) => new OutlineCode(m, r,
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||||
m.Groups[1].Success ? ColorHelper.FromHexString(m.Groups[1].Value) : this.DefaultOutlineColor,
|
||||
float.TryParse(m.Groups[2].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var thickness) ? thickness : this.DefaultOutlineThickness,
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||||
this.OutlineDiagonals));
|
||||
}
|
||||
|
||||
// color codes
|
||||
|
|
Loading…
Reference in a new issue