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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 } } |