fna-workbench

fna-workbench Git Source Tree


Root/src/Graphics/SpriteFont.cs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
#region Using Statements
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Text;
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    public sealed class SpriteFont
    {
        #region Public Properties
 
        public ReadOnlyCollection<char> Characters
        {
            get;
            private set;
        }
 
        public char? DefaultCharacter
        {
            get;
            set;
        }
 
        public int LineSpacing
        {
            get;
            set;
        }
 
        public float Spacing
        {
            get;
            set;
        }
 
        #endregion
 
        #region Internal Variables
 
        /* I've had a bunch of games use reflection on SpriteFont to get
         * this data. Keep these names as they are for XNA4 accuracy!
         * -flibit
         */
        internal Texture2D textureValue;
        internal List<Rectangle> glyphData;
        internal List<Rectangle> croppingData;
        internal List<Vector3> kerning;
        internal List<char> characterMap;
 
        #endregion
 
        #region Internal Constructor
 
        internal SpriteFont(
            Texture2D texture,
            List<Rectangle> glyphBounds,
            List<Rectangle> cropping,
            List<char> characters,
            int lineSpacing,
            float spacing,
            List<Vector3> kerningData,
            char? defaultCharacter
        ) {
            Characters = new ReadOnlyCollection<char>(characters.ToArray());
            DefaultCharacter = defaultCharacter;
            LineSpacing = lineSpacing;
            Spacing = spacing;
 
            textureValue = texture;
            glyphData = glyphBounds;
            croppingData = cropping;
            kerning = kerningData;
            characterMap = characters;
        }
 
        #endregion
 
        #region Public MeasureString Methods
 
        public Vector2 MeasureString(string text)
        {
            /* FIXME: This method is a duplicate of MeasureString(StringBuilder)!
             * The only difference is how we iterate through the string.
             * -flibit
             */
            if (text == null)
            {
                throw new ArgumentNullException("text");
            }
            if (text.Length == 0)
            {
                return Vector2.Zero;
            }
 
            // FIXME: This needs an accuracy check! -flibit
 
            Vector2 result = Vector2.Zero;
            float curLineWidth = 0.0f;
            float finalLineHeight = LineSpacing;
            bool firstInLine = true;
 
            foreach (char c in text)
            {
                // Special characters
                if (c == '\r')
                {
                    continue;
                }
                if (c == '\n')
                {
                    result.X = Math.Max(result.X, curLineWidth);
                    result.Y += LineSpacing;
                    curLineWidth = 0.0f;
                    finalLineHeight = LineSpacing;
                    firstInLine = true;
                    continue;
                }
 
                /* Get the List index from the character map, defaulting to the
                 * DefaultCharacter if it's set.
                 */
                int index = characterMap.IndexOf(c);
                if (index == -1)
                {
                    if (!DefaultCharacter.HasValue)
                    {
                        throw new ArgumentException(
                            "Text contains characters that cannot be" +
                            " resolved by this SpriteFont.",
                            "text"
                        );
                    }
                    index = characterMap.IndexOf(DefaultCharacter.Value);
                }
 
                /* For the first character in a line, always push the width
                 * rightward, even if the kerning pushes the character to the
                 * left.
                 */
                if (firstInLine)
                {
                    curLineWidth += Math.Abs(kerning[index].X);
                    firstInLine = false;
                }
                else
                {
                    curLineWidth += Spacing + kerning[index].X;
                }
 
                /* Add the character width and right-side bearing to the line
                 * width.
                 */
                curLineWidth += kerning[index].Y + kerning[index].Z;
 
                /* If a character is taller than the default line height,
                 * increase the height to that of the line's tallest character.
                 */
                if (croppingData[index].Height > finalLineHeight)
                {
                    finalLineHeight = croppingData[index].Height;
                }
            }
 
            // Calculate the final width/height of the text box
            result.X = Math.Max(result.X, curLineWidth);
            result.Y += finalLineHeight;
 
            return result;
        }
 
        public Vector2 MeasureString(StringBuilder text)
        {
            /* FIXME: This method is a duplicate of MeasureString(string)!
             * The only difference is how we iterate through the StringBuilder.
             * We don't use ToString() since it generates garbage.
             * -flibit
             */
            if (text == null)
            {
                throw new ArgumentNullException("text");
            }
            if (text.Length == 0)
            {
                return Vector2.Zero;
            }
 
            // FIXME: This needs an accuracy check! -flibit
 
            Vector2 result = Vector2.Zero;
            float curLineWidth = 0.0f;
            float finalLineHeight = LineSpacing;
            bool firstInLine = true;
 
            for (int i = 0; i < text.Length; i += 1)
            {
                char c = text[i];
 
                // Special characters
                if (c == '\r')
                {
                    continue;
                }
                if (c == '\n')
                {
                    result.X = Math.Max(result.X, curLineWidth);
                    result.Y += LineSpacing;
                    curLineWidth = 0.0f;
                    finalLineHeight = LineSpacing;
                    firstInLine = true;
                    continue;
                }
 
                /* Get the List index from the character map, defaulting to the
                 * DefaultCharacter if it's set.
                 */
                int index = characterMap.IndexOf(c);
                if (index == -1)
                {
                    if (!DefaultCharacter.HasValue)
                    {
                        throw new ArgumentException(
                            "Text contains characters that cannot be" +
                            " resolved by this SpriteFont.",
                            "text"
                        );
                    }
                    index = characterMap.IndexOf(DefaultCharacter.Value);
                }
 
                /* For the first character in a line, always push the width
                 * rightward, even if the kerning pushes the character to the
                 * left.
                 */
                if (firstInLine)
                {
                    curLineWidth += Math.Abs(kerning[index].X);
                    firstInLine = false;
                }
                else
                {
                    curLineWidth += Spacing + kerning[index].X;
                }
 
                /* Add the character width and right-side bearing to the line
                 * width.
                 */
                curLineWidth += kerning[index].Y + kerning[index].Z;
 
                /* If a character is taller than the default line height,
                 * increase the height to that of the line's tallest character.
                 */
                if (croppingData[index].Height > finalLineHeight)
                {
                    finalLineHeight = croppingData[index].Height;
                }
            }
 
            // Calculate the final width/height of the text box
            result.X = Math.Max(result.X, curLineWidth);
            result.Y += finalLineHeight;
 
            return result;
        }
 
        #endregion
    }
}

Archive Download this file

Branches

Number of commits:
Page rendered in 0.23521s using 11 queries.