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MLEM/MLEM/Font/GenericSpriteFont.cs
2020-06-20 12:12:34 +02:00

76 lines
3.5 KiB
C#

using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Font {
/// <inheritdoc/>
public class GenericSpriteFont : GenericFont {
/// <summary>
/// The <see cref="SpriteFont"/> that is being wrapped by this generic font
/// </summary>
public readonly SpriteFont Font;
/// <inheritdoc/>
public override GenericFont Bold { get; }
/// <inheritdoc/>
public override GenericFont Italic { get; }
/// <inheritdoc/>
public override float LineHeight => this.Font.LineSpacing;
/// <summary>
/// Creates a new generic font using <see cref="SpriteFont"/>.
/// Optionally, a bold and italic version of the font can be supplied.
/// </summary>
/// <param name="font">The font to wrap</param>
/// <param name="bold">A bold version of the font</param>
/// <param name="italic">An italic version of the font</param>
public GenericSpriteFont(SpriteFont font, SpriteFont bold = null, SpriteFont italic = null) {
this.Font = SetDefaults(font);
this.Bold = bold != null ? new GenericSpriteFont(SetDefaults(bold)) : this;
this.Italic = italic != null ? new GenericSpriteFont(SetDefaults(italic)) : this;
}
/// <inheritdoc />
protected override Vector2 MeasureChar(char c) {
return this.Font.MeasureString(c.ToString());
}
/// <inheritdoc/>
public override void DrawString(SpriteBatch batch, string text, Vector2 position, Color color) {
batch.DrawString(this.Font, text, position, color);
}
/// <inheritdoc/>
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);
}
/// <inheritdoc/>
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);
}
/// <inheritdoc/>
public override void DrawString(SpriteBatch batch, StringBuilder text, Vector2 position, Color color) {
batch.DrawString(this.Font, text, position, color);
}
/// <inheritdoc/>
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);
}
/// <inheritdoc/>
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);
}
private static SpriteFont SetDefaults(SpriteFont font) {
// so that missing character behavior is in line with MG.Extended's
// bitmap fonts, we draw nothing as the default character
font.DefaultCharacter = ' ';
return font;
}
}
}