using System.Linq;
using System.Text;
using FontStashSharp;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Font;
namespace MLEM.Extended.Font {
///
public class GenericStashFont : GenericFont {
///
/// The that is being wrapped by this generic font
///
public readonly SpriteFontBase Font;
///
public override GenericFont Bold { get; }
///
public override GenericFont Italic { get; }
///
public override float LineHeight { get; }
///
/// Creates a new generic font using .
/// Optionally, a bold and italic version of the font can be supplied.
///
///
/// doesn't expose a text-independent line height (https://github.com/rds1983/FontStashSharp/blob/main/src/FontStashSharp/DynamicSpriteFont.cs#L130).
/// Since exposes , there is somewhat of an incompatibility between the two.
/// Because of this, uses a heuristic to determine a text-independent line height based on the tallest character out of a set of predetermined characters (spaces, numbers and uppercase and lowercase A through Z).
/// Because this heuristic is just that, and because it excludes non-latin characters, the desired line height can be specified using , overriding the default heuristic.
///
/// The font to wrap
/// A bold version of the font
/// An italic version of the font
/// The line height that should be used for instead of the heuristic described in the remarks
public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null, float? lineHeight = null) {
this.Font = font;
this.LineHeight = lineHeight ?? CalculateLineHeight(font);
this.Bold = bold != null ? new GenericStashFont(bold, null, null, lineHeight) : this;
this.Italic = italic != null ? new GenericStashFont(italic, null, null, lineHeight) : this;
}
///
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
this.Font.DrawText(batch, text, position, color, scale, rotation, origin, layerDepth);
}
///
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
this.Font.DrawText(batch, text, position, color, scale, rotation, origin, layerDepth);
}
///
protected override float MeasureChar(char c) {
return this.Font.MeasureString(c.ToCachedString()).X;
}
private static float CalculateLineHeight(SpriteFontBase font) {
if (font is StaticSpriteFont s) {
// this is the same calculation used internally by StaticSpriteFont
return s.FontSize + s.LineSpacing;
} else {
// use a heuristic to determine the text-independent line heights as described in the constructor remarks
return new[] {' ', '\n', OneEmSpace, Zwsp, Nbsp}
.Concat(Enumerable.Range('a', 'z' - 'a' + 1).SelectMany(c => new[] {(char) c, char.ToUpper((char) c)}))
.Concat(Enumerable.Range('0', '9' - '0' + 1).Select(c => (char) c))
.Select(c => font.MeasureString(c.ToString()).Y).Max();
}
}
}
}