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4 changed files with 83 additions and 7 deletions
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@ -24,6 +24,7 @@ namespace Demos {
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static GameImpl() {
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static GameImpl() {
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GameImpl.Demos.Add("Ui", ("An in-depth demonstration of the MLEM.Ui package and its abilities", game => new UiDemo(game)));
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GameImpl.Demos.Add("Ui", ("An in-depth demonstration of the MLEM.Ui package and its abilities", game => new UiDemo(game)));
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GameImpl.Demos.Add("Text Formatting", ("A demonstration of MLEM's text formatting system", game => new TextFormattingDemo(game)));
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GameImpl.Demos.Add("Easings", ("An example of MLEM's Easings class, an adaptation of easings.net", game => new EasingsDemo(game)));
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GameImpl.Demos.Add("Easings", ("An example of MLEM's Easings class, an adaptation of easings.net", game => new EasingsDemo(game)));
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GameImpl.Demos.Add("Pathfinding", ("An example of MLEM's A* pathfinding implementation in 2D", game => new PathfindingDemo(game)));
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GameImpl.Demos.Add("Pathfinding", ("An example of MLEM's A* pathfinding implementation in 2D", game => new PathfindingDemo(game)));
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GameImpl.Demos.Add("Animation and Texture Atlas", ("An example of UniformTextureAtlases, SpriteAnimations and SpriteAnimationGroups", game => new AnimationDemo(game)));
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GameImpl.Demos.Add("Animation and Texture Atlas", ("An example of UniformTextureAtlases, SpriteAnimations and SpriteAnimationGroups", game => new AnimationDemo(game)));
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81
Demos/TextFormattingDemo.cs
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81
Demos/TextFormattingDemo.cs
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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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using MLEM.Formatting;
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using MLEM.Formatting.Codes;
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using MLEM.Startup;
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using MLEM.Textures;
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namespace Demos {
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public class TextFormattingDemo : Demo {
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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>, or 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.\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!\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 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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public TextFormattingDemo(MlemGame game) : base(game) {}
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public override void LoadContent() {
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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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// 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/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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this.formatter.AddImage("grass", new TextureRegion(testTexture, 0, 0, 8, 8));
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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.Width, TextFormattingDemo.Scale, TextAlignment.Center);
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}
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public override void DoDraw(GameTime time) {
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this.GraphicsDevice.Clear(Color.DarkSlateGray);
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
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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.Measure(this.font) * TextFormattingDemo.Scale;
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var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
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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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public override void Update(GameTime time) {
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// update our tokenized string to animate the animation codes
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this.tokenizedText.Update(time);
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}
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public override void Clear() {
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base.Clear();
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this.Game.Window.ClientSizeChanged -= this.OnResize;
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}
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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.Width, TextFormattingDemo.Scale, TextAlignment.Center);
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}
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}
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}
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@ -8,7 +8,6 @@ using Microsoft.Xna.Framework.Graphics;
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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.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.Input;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Startup;
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@ -93,12 +92,7 @@ namespace Demos {
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this.root.AddChild(new VerticalSpace(3));
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this.root.AddChild(new VerticalSpace(3));
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// a paragraph with formatting codes. To see them all or to add more, check the TextFormatting class
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// a paragraph with formatting codes. To see them all or to add more, check the TextFormatting class
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Paragraphs can also contain <c Blue>formatting codes</c>, including colors and <i>text styles</i>. The names of all <c Orange>MonoGame Colors</c> can be used, as well as the codes <i>Italic</i>, <b>Bold</b>, <s>Drop Shadow'd</s> and <s><c Pink>mixed formatting</s></c>. You can also add additional fonts for things like\n<f Monospaced>void Code() {\n // Code\n}</f>\n<i>Even <c #ff611f82>inline custom colors</c> work!</i>"));
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Paragraphs can also contain <c Blue>formatting codes</c>, including colors and <i>text styles</i>. For more info, check out the <b>text formatting demo</b>!"));
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// adding some custom image formatting codes
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Additionally, you can create custom formatting codes that contain <i Grass> images and more!"));
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this.UiSystem.TextFormatter.AddImage("Grass", image.Texture);
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "Defining text animations as formatting codes is also possible, including <a wobbly>wobbly text</a> at <a wobbly 8 0.25>different intensities</a>. Of course, more animations can be added though."));
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this.root.AddChild(new VerticalSpace(3));
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this.root.AddChild(new VerticalSpace(3));
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this.root.AddChild(new Paragraph(Anchor.AutoCenter, 1, "Multiline text input:", true));
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this.root.AddChild(new Paragraph(Anchor.AutoCenter, 1, "Multiline text input:", true));
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