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. /// /// The font to wrap /// A bold version of the font /// An italic version of the font public GenericStashFont(SpriteFontBase font, SpriteFontBase bold = null, SpriteFontBase italic = null) { this.Font = font; // SpriteFontBase provides no line height, so we measure the height of a new line for most fonts // This doesn't work with static sprite fonts, but their size is always the one we calculate here this.LineHeight = font is StaticSpriteFont s ? s.FontSize + s.LineSpacing : font.MeasureString("\n").Y; this.Bold = bold != null ? new GenericStashFont(bold) : this; this.Italic = italic != null ? new GenericStashFont(italic) : this; } /// public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) { this.Font.DrawText(batch, 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) { this.Font.DrawText(batch, text, position, color, new Vector2(scale), rotation, origin, layerDepth); } /// 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) { this.Font.DrawText(batch, 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) { this.Font.DrawText(batch, text, position, color, new Vector2(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 Vector2 MeasureChar(char c) { return this.Font.MeasureString(c.ToCachedString()); } } }