# Text Formatting The **MLEM** package contains a simple text formatting system that supports coloring, bold and italic font modifiers, in-text icons and text animations. Text formatting makes use of [generic fonts](font_extensions.md), and [MLEM.Ui](ui.md)'s `Paragraph` supports text formatting out of the box, but using it for your own text rendering is very simple. [The demo](https://github.com/Ellpeck/MLEM/blob/main/Demos/TextFormattingDemo.cs) features plenty of examples of the formatting codes that are available by default, as well as examples of the ability to add custom codes and interact with formatted text. ## Formatting codes To format your text, you can insert *formatting codes* into it. Almost all of these codes are single letters surrounded by `<>`, and some formatting codes can accept additional parameters after their letter representation. By default, the following formatting options are available: - **Colors** using ``. All default MonoGame colors are supported, for example ``. Reset using ``. - **Bold** and *italic* text using `` and ``, respectively. Reset using `` and ``. - **Drop shadows** using ``. Optional parameters for the shadow's color and positional offset are accepted: ``. Reset using ``. - **Underlined** and **strikethrough** text using `` and ``, respectively. Reset using `` and ``. - **Subscript** and **superscript** text using `` and ``, respectively. Reset using `` and ``. - **Text outlines** using ``. Optional parameters for the outlines' color and thickness are accepted as well: ``. Reset using ``. - A wobbly sine wave **animation** using ``. Optional parameters for the wobble's intensity and height are accepted: ``. Reset using ``. When using [MLEM.Ui](ui.md)'s `Paragraph`, these additional formatting options are available by default: - Hoverable and clickable links using ``. Reset using ``. - Inline font changes using ``, with custom fonts gathered from `UiStyle.AdditionalFonts`. Reset using ``. If you only want to use your own formatting codes in your text formatter, the constructor allows disabling some or all of the default ones. ## Getting your text ready To get your text ready for rendering with formatting codes, it has to be tokenized. For that, you need to create a new text formatter first. Additionally, you need to have a [generic font](font_extensions.md) ready: ```cs var font = new GenericSpriteFont(this.Content.Load("Fonts/ExampleFont")); var formatter = new TextFormatter(); ``` You can then tokenize your string like so: ```cs var tokenizedString = formatter.Tokenize(font, "This is a formatted string!"); ``` Additionally, if you want your tokenized string to be split based on a certain maximum width automatically, you can split it like so: ```cs tokenizedString.Split(font, maxWidth, scale); ``` ## Drawing the formatted text To draw your tokenized text, all you have to do is call its `Draw` method like so: ```cs tokenizedString.Draw(gameTime, spriteBatch, position, font, color, scale, depth); ``` Note that, if your tokenized text contains any animations, you have to update the tokenized string every `Update` call like so: ```cs tokenizedString.Update(gameTime); ``` ## Interacting with formatted text The `TokenizedString` class also features several methods for querying and interacting with the drawing of formatted text: ```cs // the token that is under queryPosition if the string is drawn at position var tokenUnderPos = tokenizedString.GetTokenUnderPos(position, queryPosition, scale); foreach (var token in tokenizedString.Tokens) { // the area that the given token takes up var area = token.GetArea(position, scale); } ``` ## Adding custom codes Adding custom formatting codes is easy! There are two things that a custom formatting code requires: - A class that extends `Code` that does what your formatting code should do (we'll use `MyCustomCode` in this case) - A regex that determines what strings your formatting code matches - A formatting code constructor that creates a new instance of your code's class You can then register your formatting code like this: ```cs formatter.Codes.Add(new Regex(""), (form, match, regex) => new MyCustomCode(match, regex)); ``` To add an in-text image formatting code, you can use the `ImageCodeExtensions.AddImage` extension. All you have to do is supply the texture region and a name: ```cs formatter.AddImage("ImageName", new TextureRegion(texture, 0, 0, 8, 8)); ``` After doing so, the image can be displayed using the code ``. ## Macros The text formatting system additionally supports macros: Regular expressions that cause the matched text to expand into a different string. Macros are resolved recursively (up to 64 times), meaning that you can have macros that resolve into other macros as well. By default, the following macros are available: - `~` expands into a non-breaking space, much like in LaTeX. - `` expands into a newline character, if you like visual consistency with the other codes. Adding custom macros is very similar to adding custom formatting codes: ```cs formatter.Macros.Add(new Regex("matchme"), (form, match, regex) => "replacement string"); ```