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