using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extended.Extensions;
using MLEM.Font;
using MonoGame.Extended.BitmapFonts;
namespace MLEM.Extended.Font {
///
public class GenericBitmapFont : GenericFont {
///
/// The that is being wrapped by this generic font
///
public readonly BitmapFont Font;
///
public override GenericFont Bold { get; }
///
public override GenericFont Italic { get; }
///
public override float LineHeight => this.Font.LineHeight;
///
/// Creates a new generic font using .
/// Optionally, a bold and italic version of the font can be supplied.
///
/// The font to wrap
/// A bold version of the font
/// An italic version of the font
public GenericBitmapFont(BitmapFont font, BitmapFont bold = null, BitmapFont italic = null) {
this.Font = font;
this.Bold = bold != null ? new GenericBitmapFont(bold) : this;
this.Italic = italic != null ? new GenericBitmapFont(italic) : this;
}
///
public override Vector2 MeasureString(string text) {
if (text.Length == 1 && this.SingleCharacterWidthFix(text, out var size))
return size;
return this.Font.MeasureString(text);
}
///
public override Vector2 MeasureString(StringBuilder text) {
if (text.Length == 1 && this.SingleCharacterWidthFix(text.ToString(), out var size))
return size;
return this.Font.MeasureString(text);
}
///
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) {
batch.DrawString(this.Font, text, position, color);
}
///
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
///
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
///
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color) {
batch.DrawString(this.Font, text, position, color);
}
///
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
///
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
batch.DrawString(this.Font, text, position, color, rotation, origin, scale, effects, layerDepth);
}
///
public override bool HasCharacter(char c) {
return this.Font.GetCharacterRegion(c) != null;
}
// this fixes an issue with BitmapFonts where, if only given a single character,
// only the width of the character itself (disregarding spacing) is returned
private bool SingleCharacterWidthFix(string text, out Vector2 size) {
var codePoint = char.ConvertToUtf32(text, 0);
var region = this.Font.GetCharacterRegion(codePoint);
if (region != null) {
size = new Vector2(region.XAdvance, region.Height);
return true;
}
size = default;
return false;
}
}
}