mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-05 06:49:09 +01:00
53 lines
No EOL
3 KiB
Markdown
53 lines
No EOL
3 KiB
Markdown
# 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).
|
|
|
|
It should also be noted that [MLEM.Ui](https://github.com/Ellpeck/MLEM/wiki/MLEM.Ui)'s `Paragraph`s support text formatting out of the box.
|
|
|
|
*This documentation is about the new text formatting that was introduced in MLEM 3.3.1. You can see the documentation for the legacy text formatting system [here](text_formatting_legacy.md).*
|
|
|
|
## 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 `<c ColorName>`. All default MonoGame colors are supported, for example `<c CornflowerBlue>`. Reset using `</c>`.
|
|
- Bold and italic text using `<b>` and `<i>`, respectively. Reset using `</b>` and `</i>`.
|
|
- Drop shadows using `<s>`. Optional parameters for the shadow's color and positional offset are accepted: `<s #AARRGGBB 2.5>`. Reset using `</c>`.
|
|
- Underlined text using `<u>`. Reset using `</u>`.
|
|
- A wobbly sine wave animation using `<a wobbly>`. Optional parameters for the wobble's intensity and height are accepted: `<a wobbly 10 0.25>`. Reset using `</a>`.
|
|
|
|
## 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<SpriteFont>("Fonts/ExampleFont"));
|
|
var formatter = new TextFormatter();
|
|
```
|
|
You can then tokenize your string like so:
|
|
```cs
|
|
var tokenizedString = formatter.Tokenize(font, "This is a <c Green>formatted</c> 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 updated the tokenized string every `Update` call like so:
|
|
```cs
|
|
tokenizedString.Update(gameTime);
|
|
```
|
|
## 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("<matchme>"), (form, match, regex) => new MyCustomCode(match, regex));
|
|
``` |