using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Extensions; using MLEM.Font; using MLEM.Formatting; using MLEM.Textures; using MLEM.Ui.Style; namespace MLEM.Ui.Elements { public class Paragraph : Element { private string text; private string splitText; private Dictionary codeLocations; public IGenericFont RegularFont; public IGenericFont BoldFont; public IGenericFont ItalicFont; public NinePatch Background; public Color BackgroundColor; public Color TextColor = Color.White; public float TextScale; public string Text { get => this.text; set { if (this.text != value) { this.text = value; this.IsHidden = string.IsNullOrWhiteSpace(this.text); this.SetAreaDirty(); } } } public bool AutoAdjustWidth; public TextCallback GetTextCallback; public TimeSpan TimeIntoAnimation; public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false) : this(anchor, width, "", centerText) { this.GetTextCallback = textCallback; this.Text = textCallback(this); if (this.Text == null) this.IsHidden = true; } public Paragraph(Anchor anchor, float width, string text, bool centerText = false) : base(anchor, new Vector2(width, 0)) { this.Text = text; if (this.Text == null) this.IsHidden = true; this.AutoAdjustWidth = centerText; this.CanBeSelected = false; this.CanBeMoused = false; } protected override Point CalcActualSize(Rectangle parentArea) { var size = base.CalcActualSize(parentArea); var sc = this.TextScale * this.Scale; this.splitText = this.RegularFont.SplitString(this.text.RemoveFormatting(), size.X - this.ScaledPadding.X * 2, sc); this.codeLocations = this.text.GetFormattingCodes(); var textDims = this.RegularFont.MeasureString(this.splitText) * sc; return new Point(this.AutoAdjustWidth ? textDims.X.Ceil() + this.ScaledPadding.X * 2 : size.X, textDims.Y.Ceil() + this.ScaledPadding.Y * 2); } public override void Update(GameTime time) { base.Update(time); if (this.GetTextCallback != null) this.Text = this.GetTextCallback(this); this.TimeIntoAnimation += time.ElapsedGameTime; } public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) { if (this.Background != null) batch.Draw(this.Background, this.Area, this.BackgroundColor * alpha); var pos = this.DisplayArea.Location.ToVector2(); var sc = this.TextScale * this.Scale; // if we don't have any formatting codes, then we don't need to do complex drawing if (this.codeLocations.Count <= 0) { this.RegularFont.DrawString(batch, this.splitText, pos, this.TextColor * alpha, 0, Vector2.Zero, sc, SpriteEffects.None, 0); } else { // if we have formatting codes, we should do it this.RegularFont.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, this.TextColor * alpha, sc, this.BoldFont, this.ItalicFont, 0, this.TimeIntoAnimation); } base.Draw(time, batch, alpha, blendState, samplerState, matrix); } protected override void InitStyle(UiStyle style) { base.InitStyle(style); this.TextScale = style.TextScale; this.RegularFont = style.Font; this.BoldFont = style.BoldFont ?? style.Font; this.ItalicFont = style.ItalicFont ?? style.Font; } public delegate string TextCallback(Paragraph paragraph); } }