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MLEM/MLEM/Formatting/Token.cs

149 lines
7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Font;
using MLEM.Formatting.Codes;
using MLEM.Misc;
namespace MLEM.Formatting {
/// <summary>
/// A part of a <see cref="TokenizedString"/> that has a certain list of formatting codes applied.
/// </summary>
public class Token : GenericDataHolder {
/// <summary>
/// The formatting codes that are applied on this token.
/// </summary>
public readonly Code[] AppliedCodes;
/// <summary>
/// The index in the <see cref="Substring"/> that this token starts at.
/// </summary>
public readonly int Index;
/// <summary>
/// The index in the <see cref="RawSubstring"/> that this token starts at.
/// </summary>
public readonly int RawIndex;
/// <summary>
/// The substring that this token contains.
/// </summary>
public readonly string Substring;
/// <summary>
/// The string that is displayed by this token. If the tokenized string has been <see cref="TokenizedString.Split"/> or <see cref="TokenizedString.Truncate"/> has been used, this string will contain the newline characters.
/// </summary>
public string DisplayString => this.ModifiedSubstring ?? this.Substring;
/// <summary>
/// The <see cref="DisplayString"/>, but split at newline characters
/// </summary>
public string[] SplitDisplayString { get; internal set; }
/// <summary>
/// The substring that this token contains, without the formatting codes removed.
/// </summary>
public readonly string RawSubstring;
internal RectangleF[] Area;
internal string ModifiedSubstring;
internal float[] InnerOffsets;
internal Token(Code[] appliedCodes, int index, int rawIndex, string substring, string rawSubstring) {
this.AppliedCodes = appliedCodes;
this.Index = index;
this.RawIndex = rawIndex;
this.Substring = substring;
this.RawSubstring = rawSubstring;
}
/// <summary>
/// Get the color that this token will be rendered with
/// </summary>
/// <param name="defaultPick">The default color, if none is specified</param>
/// <returns>The color to render with</returns>
public Color GetColor(Color defaultPick) {
foreach (var code in this.AppliedCodes) {
var color = code.GetColor(defaultPick);
if (color.HasValue)
return color.Value;
}
return defaultPick;
}
/// <summary>
/// Get the font that this token will be rendered with
/// </summary>
/// <param name="defaultPick">The default font, if none is specified</param>
/// <returns>The font to render with</returns>
public GenericFont GetFont(GenericFont defaultPick) {
foreach (var code in this.AppliedCodes) {
var font = code.GetFont(defaultPick);
if (font != null)
return font;
}
return defaultPick;
}
/// <summary>
/// Returns the width of the token itself, including all of the <see cref="Code"/> instances that this token contains.
/// Note that this method does not return the width of this token's <see cref="DisplayString"/>, but only the width that the codes themselves take up.
/// </summary>
/// <param name="font">The font to use for calculating the width.</param>
/// <returns>The width of this token itself.</returns>
public float GetSelfWidth(GenericFont font) {
var ret = 0F;
foreach (var code in this.AppliedCodes)
ret += code.GetSelfWidth(font);
return ret;
}
/// <summary>
/// Draws the token itself, including all of the <see cref="Code"/> instances that this token contains.
/// Note that, to draw the token's actual string, <see cref="DrawCharacter"/> is used.
/// </summary>
/// <param name="time">The time</param>
/// <param name="batch">The sprite batch to use</param>
/// <param name="pos">The position to draw the token at</param>
/// <param name="font">The font to use to draw</param>
/// <param name="color">The color to draw with</param>
/// <param name="scale">The scale to draw at</param>
/// <param name="depth">The depth to draw at</param>
public void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
foreach (var code in this.AppliedCodes)
code.DrawSelf(time, batch, this, pos, font, color, scale, depth);
}
/// <summary>
/// Draws a given code point using this token's formatting options.
/// </summary>
/// <param name="time">The time</param>
/// <param name="batch">The sprite batch to use</param>
/// <param name="codePoint">The code point of the character to draw</param>
/// <param name="character">The string representation of the character to draw</param>
/// <param name="indexInToken">The index within this token that the character is at</param>
/// <param name="pos">The position to draw the token at</param>
/// <param name="font">The font to use to draw</param>
/// <param name="color">The color to draw with</param>
/// <param name="scale">The scale to draw at</param>
/// <param name="depth">The depth to draw at</param>
public void DrawCharacter(GameTime time, SpriteBatch batch, int codePoint, string character, int indexInToken, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
foreach (var code in this.AppliedCodes) {
if (code.DrawCharacter(time, batch, codePoint, character, this, indexInToken, ref pos, font, ref color, ref scale, depth))
return;
}
// if no code drew, we have to do it ourselves
font.DrawString(batch, character, pos, color, 0, Vector2.Zero, scale, SpriteEffects.None, depth);
}
/// <summary>
/// Gets a list of rectangles that encompass this token's area.
/// Note that more than one rectangle is only returned if the string has been split.
/// This can be used to invoke events when the mouse is hovered over the token, for example.
/// </summary>
/// <param name="stringPos">The position that the string is drawn at</param>
/// <param name="scale">The scale that the string is drawn at</param>
/// <returns>A set of rectangles that this token contains</returns>
public IEnumerable<RectangleF> GetArea(Vector2 stringPos, float scale) {
return this.Area.Select(a => new RectangleF(stringPos + a.Location * scale, a.Size * scale));
}
}
}