using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Formatting;
using MLEM.Formatting.Codes;
using MLEM.Startup;
using MLEM.Textures;
namespace Demos {
public class TextFormattingDemo : Demo {
private const string Text =
"MLEM's text formatting system allows for various formatting codes to be applied in the middle of a string. Here's a demonstration of some of them.\n\n" +
"You can write in bold, italics, with an underline, strikethrough, with a drop shadow whose color and offset you can modify in each application of the code, or with various types of combined formatting codes.\n\n" +
"You can apply custom colors to text, including all default MonoGame colors and inline custom colors.\n\n" +
"You can also use animations like a wobbly one, as well as create custom ones using the Code class.\n\n" +
"You can also display icons in your text!\n\n" +
"Additionally, the text formatter has various methods for interacting with the text, like custom behaviors when hovering over certain parts, and more.";
private const float Scale = 0.5F;
private const float Width = 0.9F;
private TextFormatter formatter;
private TokenizedString tokenizedText;
private GenericFont font;
public TextFormattingDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
this.Game.Window.ClientSizeChanged += this.OnResize;
// creating a new text formatter as well as a generic font to draw with
this.formatter = new TextFormatter();
// GenericFont and its subtypes are wrappers around various font classes, including SpriteFont, MonoGame.Extended's BitmapFont and FontStashSharp
// supplying a bold and italic version of the font here allows for the bold and italic formatting codes to be used
this.font = new GenericSpriteFont(
Demo.LoadContent("Fonts/TestFont"),
Demo.LoadContent("Fonts/TestFontBold"),
Demo.LoadContent("Fonts/TestFontItalic"));
// adding the image code used in the example to it
var testTexture = Demo.LoadContent("Textures/Test");
this.formatter.AddImage("grass", new TextureRegion(testTexture, 0, 0, 8, 8));
// tokenizing our text and splitting it to fit the screen
// we specify our text alignment here too, so that all data is cached correctly for display
this.tokenizedText = this.formatter.Tokenize(this.font, TextFormattingDemo.Text, TextAlignment.Center);
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
}
public override void DoDraw(GameTime time) {
this.GraphicsDevice.Clear(Color.DarkSlateGray);
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
// we draw the tokenized text in the center of the screen
// since the text is already center-aligned, we only need to align it on the y axis here
var size = this.tokenizedText.Measure(this.font) * TextFormattingDemo.Scale;
var pos = new Vector2(this.GraphicsDevice.Viewport.Width / 2, (this.GraphicsDevice.Viewport.Height - size.Y) / 2);
this.tokenizedText.Draw(time, this.SpriteBatch, pos, this.font, Color.White, TextFormattingDemo.Scale, 0);
this.SpriteBatch.End();
}
public override void Update(GameTime time) {
// update our tokenized string to animate the animation codes
this.tokenizedText.Update(time);
}
public override void Clear() {
base.Clear();
this.Game.Window.ClientSizeChanged -= this.OnResize;
}
private void OnResize(object sender, EventArgs e) {
// re-split our text if the window resizes, since it depends on the window size
// this doesn't require re-tokenization of the text, since TokenizedString also stores the un-split version
this.tokenizedText.Split(this.font, this.GraphicsDevice.Viewport.Width * TextFormattingDemo.Width, TextFormattingDemo.Scale, TextAlignment.Center);
}
}
}