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11 changed files with 279 additions and 12 deletions
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@ -13,6 +13,9 @@ Jump to version:
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## 6.2.0 (In Development)
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## 6.2.0 (In Development)
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### MLEM
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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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Fixes
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- Fixed control characters being included in TextInput
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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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- Fixed TextInputs behaving incorrectly when switching between multiline and single-line modes
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@ -41,6 +41,27 @@
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/processorParam:TextureFormat=Compressed
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/processorParam:TextureFormat=Compressed
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/build:Fonts/TestFontItalic.spritefont
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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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#begin Markdown.md
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/copy:Markdown.md
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/copy:Markdown.md
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60
Demos/Content/Fonts/Roboto.spritefont
Normal file
60
Demos/Content/Fonts/Roboto.spritefont
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@ -0,0 +1,60 @@
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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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60
Demos/Content/Fonts/RobotoBold.spritefont
Normal file
60
Demos/Content/Fonts/RobotoBold.spritefont
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@ -0,0 +1,60 @@
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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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|
<!--
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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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|
<!--
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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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<!--
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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>
|
||||||
|
</Asset>
|
||||||
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</XnaContent>
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BIN
Demos/Content/Fonts/RobotoBold.ttf
Normal file
BIN
Demos/Content/Fonts/RobotoBold.ttf
Normal file
Binary file not shown.
60
Demos/Content/Fonts/RobotoItalic.spritefont
Normal file
60
Demos/Content/Fonts/RobotoItalic.spritefont
Normal file
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@ -0,0 +1,60 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<!--
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||||||
|
This file contains an xml description of a font, and will be read by the XNA
|
||||||
|
Framework Content Pipeline. Follow the comments to customize the appearance
|
||||||
|
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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||||||
|
<!--
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|
Modify this string to change the font that will be imported.
|
||||||
|
-->
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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
|
||||||
|
the size of the font.
|
||||||
|
-->
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||||||
|
<Size>32</Size>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
Spacing is a float value, measured in pixels. Modify this value to change
|
||||||
|
the amount of spacing in between characters.
|
||||||
|
-->
|
||||||
|
<Spacing>0</Spacing>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
UseKerning controls the layout of the font. If this value is true, kerning information
|
||||||
|
will be used when placing characters.
|
||||||
|
-->
|
||||||
|
<UseKerning>true</UseKerning>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
|
||||||
|
and "Bold, Italic", and are case sensitive.
|
||||||
|
-->
|
||||||
|
<Style>Regular</Style>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
If you uncomment this line, the default character will be substituted if you draw
|
||||||
|
or measure text that contains characters which were not included in the font.
|
||||||
|
-->
|
||||||
|
<DefaultCharacter>*</DefaultCharacter>
|
||||||
|
|
||||||
|
<!--
|
||||||
|
CharacterRegions control what letters are available in the font. Every
|
||||||
|
character from Start to End will be built and made available for drawing. The
|
||||||
|
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
|
||||||
|
character set. The characters are ordered according to the Unicode standard.
|
||||||
|
See the documentation for more information.
|
||||||
|
-->
|
||||||
|
<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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BIN
Demos/Content/Fonts/RobotoItalic.ttf
Normal file
BIN
Demos/Content/Fonts/RobotoItalic.ttf
Normal file
Binary file not shown.
BIN
Demos/Content/Fonts/RobotoRegular.ttf
Normal file
BIN
Demos/Content/Fonts/RobotoRegular.ttf
Normal file
Binary file not shown.
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@ -15,18 +15,25 @@ namespace Demos {
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private const string Text =
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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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"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 #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 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 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 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" +
|
"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" +
|
"You can also display <i grass> icons in your text, and use super<sup>script</sup> or sub<sub>script</sub> formatting!\n\n" +
|
||||||
"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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"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 DefaultScale = 0.5F;
|
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private const float Width = 0.9F;
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private const float WidthMultiplier = 0.9F;
|
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|
|
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private TextFormatter formatter;
|
private TextFormatter formatter;
|
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private TokenizedString tokenizedText;
|
private TokenizedString tokenizedText;
|
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private GenericFont font;
|
private GenericFont font;
|
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private bool drawBounds;
|
private bool drawBounds;
|
||||||
|
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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public TextFormattingDemo(MlemGame game) : base(game) {}
|
public TextFormattingDemo(MlemGame game) : base(game) {}
|
||||||
|
|
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|
@ -34,13 +41,16 @@ namespace Demos {
|
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this.Game.Window.ClientSizeChanged += this.OnResize;
|
this.Game.Window.ClientSizeChanged += this.OnResize;
|
||||||
|
|
||||||
// creating a new text formatter as well as a generic font to draw with
|
// creating a new text formatter as well as a generic font to draw with
|
||||||
this.formatter = new TextFormatter();
|
this.formatter = new TextFormatter {
|
||||||
|
DefaultShadowOffset = new Vector2(4),
|
||||||
|
DefaultOutlineThickness = 4
|
||||||
|
};
|
||||||
// GenericFont and its subtypes are wrappers around various font classes, including SpriteFont, MonoGame.Extended's BitmapFont and FontStashSharp
|
// GenericFont and its subtypes are wrappers around various font classes, including SpriteFont, MonoGame.Extended's BitmapFont and FontStashSharp
|
||||||
// supplying a bold and italic version of the font here allows for the bold and italic formatting codes to be used
|
// supplying a bold and italic version of the font here allows for the bold and italic formatting codes to be used
|
||||||
this.font = new GenericSpriteFont(
|
this.font = new GenericSpriteFont(
|
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Demo.LoadContent<SpriteFont>("Fonts/TestFont"),
|
Demo.LoadContent<SpriteFont>("Fonts/Roboto"),
|
||||||
Demo.LoadContent<SpriteFont>("Fonts/TestFontBold"),
|
Demo.LoadContent<SpriteFont>("Fonts/RobotoBold"),
|
||||||
Demo.LoadContent<SpriteFont>("Fonts/TestFontItalic"));
|
Demo.LoadContent<SpriteFont>("Fonts/RobotoItalic"));
|
||||||
|
|
||||||
// adding the image code used in the example to it
|
// adding the image code used in the example to it
|
||||||
var testTexture = Demo.LoadContent<Texture2D>("Textures/Test");
|
var testTexture = Demo.LoadContent<Texture2D>("Textures/Test");
|
||||||
|
@ -49,7 +59,7 @@ namespace Demos {
|
||||||
// tokenizing our text and splitting it to fit the screen
|
// tokenizing our text and splitting it to fit the screen
|
||||||
// we specify our text alignment here too, so that all data is cached correctly for display
|
// we specify our text alignment here too, so that all data is cached correctly for display
|
||||||
this.tokenizedText = this.formatter.Tokenize(this.font, TextFormattingDemo.Text, TextAlignment.Center);
|
this.tokenizedText = this.formatter.Tokenize(this.font, TextFormattingDemo.Text, TextAlignment.Center);
|
||||||
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
|
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void DoDraw(GameTime time) {
|
public override void DoDraw(GameTime time) {
|
||||||
|
@ -58,7 +68,7 @@ namespace Demos {
|
||||||
|
|
||||||
// we draw the tokenized text in the center of the screen
|
// we draw the tokenized text in the center of the screen
|
||||||
// since the text is already center-aligned, we only need to align it on the y axis here
|
// since the text is already center-aligned, we only need to align it on the y axis here
|
||||||
var size = this.tokenizedText.GetArea(Vector2.Zero, TextFormattingDemo.Scale).Size;
|
var size = this.tokenizedText.GetArea(Vector2.Zero, this.Scale).Size;
|
||||||
var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
|
var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
|
||||||
|
|
||||||
// draw bounds, which can be toggled with B in this demo
|
// draw bounds, which can be toggled with B in this demo
|
||||||
|
@ -66,13 +76,13 @@ namespace Demos {
|
||||||
var blank = this.SpriteBatch.GetBlankTexture();
|
var blank = this.SpriteBatch.GetBlankTexture();
|
||||||
this.SpriteBatch.Draw(blank, new RectangleF(pos - new Vector2(size.X / 2, 0), size), Color.Red * 0.25F);
|
this.SpriteBatch.Draw(blank, new RectangleF(pos - new Vector2(size.X / 2, 0), size), Color.Red * 0.25F);
|
||||||
foreach (var token in this.tokenizedText.Tokens) {
|
foreach (var token in this.tokenizedText.Tokens) {
|
||||||
foreach (var area in token.GetArea(pos, TextFormattingDemo.Scale))
|
foreach (var area in token.GetArea(pos, this.Scale))
|
||||||
this.SpriteBatch.Draw(blank, area, Color.Black * 0.25F);
|
this.SpriteBatch.Draw(blank, area, Color.Black * 0.25F);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw the text itself
|
// draw the text itself
|
||||||
this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, TextFormattingDemo.Scale, 0);
|
this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, this.Scale, 0);
|
||||||
|
|
||||||
this.SpriteBatch.End();
|
this.SpriteBatch.End();
|
||||||
}
|
}
|
||||||
|
@ -92,7 +102,7 @@ namespace Demos {
|
||||||
private void OnResize(object sender, EventArgs e) {
|
private void OnResize(object sender, EventArgs e) {
|
||||||
// re-split our text if the window resizes, since it depends on the window size
|
// re-split our text if the window resizes, since it depends on the window size
|
||||||
// this doesn't require re-tokenization of the text, since TokenizedString also stores the un-split version
|
// this doesn't require re-tokenization of the text, since TokenizedString also stores the un-split version
|
||||||
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
|
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.WidthMultiplier, this.Scale, TextAlignment.Center);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
34
MLEM/Formatting/Codes/OutlineCode.cs
Normal file
34
MLEM/Formatting/Codes/OutlineCode.cs
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
using System;
|
||||||
|
using System.Text.RegularExpressions;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
using MLEM.Extensions;
|
||||||
|
using MLEM.Font;
|
||||||
|
using MLEM.Misc;
|
||||||
|
|
||||||
|
namespace MLEM.Formatting.Codes {
|
||||||
|
/// <inheritdoc />
|
||||||
|
public class OutlineCode : Code {
|
||||||
|
|
||||||
|
private readonly Color color;
|
||||||
|
private readonly float thickness;
|
||||||
|
private readonly bool diagonals;
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
public OutlineCode(Match match, Regex regex, Color color, float thickness, bool diagonals) : base(match, regex) {
|
||||||
|
this.color = color;
|
||||||
|
this.thickness = thickness;
|
||||||
|
this.diagonals = diagonals;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
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) {
|
||||||
|
foreach (var dir in this.diagonals ? Direction2Helper.AllExceptNone : Direction2Helper.Adjacent) {
|
||||||
|
var offset = Vector2.Normalize(dir.Offset().ToVector2()) * (this.thickness * scale);
|
||||||
|
font.DrawString(batch, character, pos + offset, this.color.CopyAlpha(color), 0, Vector2.Zero, scale, SpriteEffects.None, depth);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -73,6 +73,21 @@ namespace MLEM.Formatting {
|
||||||
/// Note that this value only has an effect on the default formatting codes created through the <see cref="TextFormatter(bool, bool, bool, bool)"/> constructor.
|
/// 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>
|
/// </summary>
|
||||||
public float DefaultWobblyHeight = 1 / 8F;
|
public float DefaultWobblyHeight = 1 / 8F;
|
||||||
|
/// <summary>
|
||||||
|
/// 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.
|
||||||
|
/// 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>
|
||||||
|
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>
|
||||||
|
public Color DefaultOutlineColor = Color.Black;
|
||||||
|
/// <summary>
|
||||||
|
/// 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.
|
||||||
|
/// 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>
|
||||||
|
public bool OutlineDiagonals = true;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a new text formatter with an optional set of default formatting codes.
|
/// Creates a new text formatter with an optional set of default formatting codes.
|
||||||
|
@ -95,6 +110,10 @@ namespace MLEM.Formatting {
|
||||||
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? off : this.DefaultSubOffset));
|
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? off : this.DefaultSubOffset));
|
||||||
this.Codes.Add(new Regex(@"<sup(?: ([+-.0-9]+))?>"), (f, m, r) => new SubSupCode(m, r,
|
this.Codes.Add(new Regex(@"<sup(?: ([+-.0-9]+))?>"), (f, m, r) => new SubSupCode(m, r,
|
||||||
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? -off : this.DefaultSupOffset));
|
float.TryParse(m.Groups[1].Value, NumberStyles.Number, CultureInfo.InvariantCulture, out var off) ? -off : this.DefaultSupOffset));
|
||||||
|
this.Codes.Add(new Regex(@"<o(?: #([0-9\w]{6,8}) (([+-.0-9]*)))?>"), (f, m, r) => new OutlineCode(m, r,
|
||||||
|
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,
|
||||||
|
this.OutlineDiagonals));
|
||||||
}
|
}
|
||||||
|
|
||||||
// color codes
|
// color codes
|
||||||
|
|
Loading…
Reference in a new issue