mirror of
https://github.com/Ellpeck/MLEM.git
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101 lines
No EOL
3.9 KiB
C#
101 lines
No EOL
3.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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public class Paragraph : Element {
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private string text;
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private string splitText;
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private Dictionary<int, FormattingCode> codeLocations;
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private IGenericFont regularFont;
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private IGenericFont boldFont;
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private IGenericFont italicFont;
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public NinePatch Background;
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public Color BackgroundColor;
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public Color TextColor = Color.White;
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public float TextScale;
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public string Text {
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get => this.text;
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set {
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if (this.text != value) {
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this.text = value;
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this.IsHidden = string.IsNullOrWhiteSpace(this.text);
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this.SetAreaDirty();
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}
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}
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}
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public bool AutoAdjustWidth;
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public TextCallback GetTextCallback;
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public TimeSpan TimeIntoAnimation;
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public Paragraph(Anchor anchor, float width, TextCallback textCallback, bool centerText = false)
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: this(anchor, width, "", centerText) {
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this.GetTextCallback = textCallback;
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this.Text = textCallback(this);
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}
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public Paragraph(Anchor anchor, float width, string text, bool centerText = false) : base(anchor, new Vector2(width, 0)) {
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this.text = text;
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this.AutoAdjustWidth = centerText;
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this.CanBeSelected = false;
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this.CanBeMoused = false;
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}
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protected override Point CalcActualSize(Rectangle parentArea) {
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var size = base.CalcActualSize(parentArea);
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var sc = this.TextScale * this.Scale;
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this.splitText = this.regularFont.SplitString(this.text.RemoveFormatting(), size.X - this.ScaledPadding.X * 2, sc);
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this.codeLocations = this.text.GetFormattingCodes();
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var textDims = this.regularFont.MeasureString(this.splitText) * sc;
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return new Point(this.AutoAdjustWidth ? textDims.X.Ceil() + this.ScaledPadding.X * 2 : size.X, textDims.Y.Ceil() + this.ScaledPadding.Y * 2);
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}
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public override void Update(GameTime time) {
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base.Update(time);
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if (this.GetTextCallback != null)
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this.Text = this.GetTextCallback(this);
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this.TimeIntoAnimation += time.ElapsedGameTime;
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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if (this.Background != null)
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batch.Draw(this.Background, this.Area, this.BackgroundColor * alpha);
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var pos = this.DisplayArea.Location.ToVector2();
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var sc = this.TextScale * this.Scale;
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// if we don't have any formatting codes, then we don't need to do complex drawing
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if (this.codeLocations.Count <= 0) {
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this.regularFont.DrawString(batch, this.splitText, pos, this.TextColor * alpha, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
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} else {
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// if we have formatting codes, we should do it
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this.regularFont.DrawFormattedString(batch, pos, this.splitText, this.codeLocations, this.TextColor * alpha, sc, this.boldFont, this.italicFont, 0, this.TimeIntoAnimation);
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}
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base.Draw(time, batch, alpha);
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}
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protected override void InitStyle(UiStyle style) {
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base.InitStyle(style);
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this.TextScale = style.TextScale;
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this.regularFont = style.Font;
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this.boldFont = style.BoldFont ?? style.Font;
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this.italicFont = style.ItalicFont ?? style.Font;
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}
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public delegate string TextCallback(Paragraph paragraph);
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}
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} |