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68 lines
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3.7 KiB
Markdown
68 lines
No EOL
3.7 KiB
Markdown
# Text Formatting
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The **MLEM** package contains a simple text formatting system that supports coloring, bold and italic font modifiers, in-text icons and text animations.
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Text formatting makes use of [generic fonts](font_extensions.md).
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It should also be noted that [MLEM.Ui](ui.md)'s `Paragraph`s support text formatting out of the box.
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## Formatting codes
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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.
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By default, the following formatting options are available:
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- Colors using `<c ColorName>`. All default MonoGame colors are supported, for example `<c CornflowerBlue>`. Reset using `</c>`.
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- Bold and italic text using `<b>` and `<i>`, respectively. Reset using `</b>` and `</i>`.
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- Drop shadows using `<s>`. Optional parameters for the shadow's color and positional offset are accepted: `<s #AARRGGBB 2.5>`. Reset using `</s>`.
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- Underlined and strikethrough text using `<u>` and `<st>`, respectively. Reset using `</u>` and `</st>`.
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- 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>`.
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## Getting your text ready
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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:
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```cs
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var font = new GenericSpriteFont(this.Content.Load<SpriteFont>("Fonts/ExampleFont"));
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var formatter = new TextFormatter();
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```
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You can then tokenize your string like so:
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```cs
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var tokenizedString = formatter.Tokenize(font, "This is a <c Green>formatted</c> string!");
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```
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Additionally, if you want your tokenized string to be split based on a certain maximum width automatically, you can split it like so:
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```cs
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tokenizedString.Split(font, maxWidth, scale);
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```
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## Drawing the formatted text
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To draw your tokenized text, all you have to do is call its `Draw` method like so:
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```cs
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tokenizedString.Draw(gameTime, spriteBatch, position, font, color, scale, depth);
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```
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Note that, if your tokenized text contains any animations, you have to updated the tokenized string every `Update` call like so:
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```cs
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tokenizedString.Update(gameTime);
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```
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## Adding custom codes
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Adding custom formatting codes is easy! There are two things that a custom formatting code requires:
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- A class that extends `Code` that does what your formatting code should do (we'll use `MyCustomCode` in this case)
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- A regex that determines what strings your formatting code matches
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- A formatting code constructor that creates a new instance of your code's class
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You can then register your formatting code like this:
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```cs
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formatter.Codes.Add(new Regex("<matchme>"), (form, match, regex) => new MyCustomCode(match, regex));
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```
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To add an in-text image formatting code, you can use the `ImageCodeExtensions.AddImage` extension. All you have to do is supply the texture region and a name:
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```cs
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formatter.AddImage("ImageName", new TextureRegion(texture, 0, 0, 8, 8));
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```
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After doing so, the image can be displayed using the code `<i ImageName>`.
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## Macros
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The text formatting system additionally supports macros: Regular expressions that cause the matched text to expand into a different string. Macros are resolved recursively, meaning that you can have macros that resolve into other macros, and so on.
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By default, the following macros are available:
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- `~` expands into a non-breaking space, much like in LaTeX.
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Adding custom macros is very similar to adding custom formatting codes:
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```cs
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formatter.Macros.Add(new Regex("matchme"), (form, match, regex) => "replacement string");
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``` |