Speech-Bubble-Sample

Speech-Bubble-Sample Commit Details


Date:2012-05-20 21:14:00 (12 years 7 months ago)
Author:Natalie Adams
Branch:default
Commit:3f237427b926
Message:Initial commit

Changes:
ASpeech Bubble Sample.sln (full)
ASpeech Bubble Sample/Speech Bubble Sample/Game.ico
ASpeech Bubble Sample/Speech Bubble Sample/Game1.cs (full)
ASpeech Bubble Sample/Speech Bubble Sample/GameThumbnail.png
ASpeech Bubble Sample/Speech Bubble Sample/Program.cs (full)
ASpeech Bubble Sample/Speech Bubble Sample/Properties/AssemblyInfo.cs (full)
ASpeech Bubble Sample/Speech Bubble Sample/Speech Bubble Sample.csproj (full)
ASpeech Bubble Sample/Speech Bubble Sample/SpeechBubble.cs (full)
ASpeech Bubble Sample/Speech Bubble SampleContent/Speech Bubble SampleContent.contentproj (full)
ASpeech Bubble Sample/Speech Bubble SampleContent/bottomborder.png
ASpeech Bubble Sample/Speech Bubble SampleContent/font.spritefont (full)
ASpeech Bubble Sample/Speech Bubble SampleContent/interior.png
ASpeech Bubble Sample/Speech Bubble SampleContent/leftborder.png
ASpeech Bubble Sample/Speech Bubble SampleContent/leftbottomcorner.png
ASpeech Bubble Sample/Speech Bubble SampleContent/lefttopcorner.png
ASpeech Bubble Sample/Speech Bubble SampleContent/more.png
ASpeech Bubble Sample/Speech Bubble SampleContent/pointer.png
ASpeech Bubble Sample/Speech Bubble SampleContent/rightborder.png
ASpeech Bubble Sample/Speech Bubble SampleContent/rightbottomcorner.png
ASpeech Bubble Sample/Speech Bubble SampleContent/righttopcorner.png
ASpeech Bubble Sample/Speech Bubble SampleContent/topborder.png

File differences

Speech Bubble Sample.sln
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Speech Bubble Sample", "Speech Bubble Sample\Speech Bubble Sample\Speech Bubble Sample.csproj", "{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}"
EndProject
Project("{96E2B04D-8817-42C6-938A-82C39BA4D311}") = "Speech Bubble SampleContent", "Speech Bubble Sample\Speech Bubble SampleContent\Speech Bubble SampleContent.contentproj", "{42EFDDF3-9584-47B1-ADDC-A7E721C912FD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}.Debug|x86.ActiveCfg = Debug|x86
{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}.Debug|x86.Build.0 = Debug|x86
{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}.Release|x86.ActiveCfg = Release|x86
{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}.Release|x86.Build.0 = Release|x86
{42EFDDF3-9584-47B1-ADDC-A7E721C912FD}.Debug|x86.ActiveCfg = Debug|x86
{42EFDDF3-9584-47B1-ADDC-A7E721C912FD}.Release|x86.ActiveCfg = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
Speech Bubble Sample/Speech Bubble Sample/Game1.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Speech_Bubble_Sample
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpeechBubble _bubble1;
SpeechBubble _bubble2;
SpeechBubble _bubble3;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
_bubble1 = new SpeechBubble(Content, 150, new Vector2(50, 50), new string[] { "This is a test", "This is only a test", "More text follows..." }, true);
_bubble2 = new SpeechBubble(Content, 150, new Vector2(250, 250), new string[] { "This is a test", "This is only a test", "Nothing here" },false, PointerType.Left);
_bubble3 = new SpeechBubble(Content, 150, new Vector2(150, 450), new string[] { "Another test", "Still testing", "More follows..." }, true, PointerType.Right);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Console.WriteLine(gameTime.ElapsedGameTime.TotalMilliseconds.ToString());
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
_bubble1.Draw(spriteBatch);
_bubble2.Draw(spriteBatch);
_bubble3.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Speech Bubble Sample/Speech Bubble Sample/Program.cs
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using System;
namespace Speech_Bubble_Sample
{
#if WINDOWS || XBOX
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
using (Game1 game = new Game1())
{
game.Run();
}
}
}
#endif
}
Speech Bubble Sample/Speech Bubble Sample/Properties/AssemblyInfo.cs
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Speech Bubble Sample")]
[assembly: AssemblyProduct("Speech Bubble Sample")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type. Only Windows
// assemblies support COM.
[assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device.
[assembly: Guid("b3a59db5-7dff-4350-a7f9-5a5640a5b12e")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
Speech Bubble Sample/Speech Bubble Sample/Speech Bubble Sample.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectGuid>{2EC2FBBF-180A-44BE-B435-8EC6D3603FAC}</ProjectGuid>
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Speech_Bubble_Sample</RootNamespace>
<AssemblyName>Speech Bubble Sample</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<XnaPlatform>Windows</XnaPlatform>
<XnaProfile>Reach</XnaProfile>
<XnaCrossPlatformGroupID>d78511a3-e053-45c3-a5cb-b0a85c48d76c</XnaCrossPlatformGroupID>
<XnaOutputType>Game</XnaOutputType>
<ApplicationIcon>Game.ico</ApplicationIcon>
<Thumbnail>GameThumbnail.png</Thumbnail>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>false</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\x86\Release</OutputPath>
<DefineConstants>TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.GamerServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="mscorlib" />
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Net" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Program.cs" />
<Compile Include="Game1.cs" />
<Compile Include="SpeechBubble.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Game.ico" />
<Content Include="GameThumbnail.png">
<XnaPlatformSpecific>true</XnaPlatformSpecific>
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Speech Bubble SampleContent\Speech Bubble SampleContent.contentproj">
<Name>Speech_Bubble_SampleContent</Name>
<XnaReferenceType>Content</XnaReferenceType>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
<Visible>False</Visible>
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!--
To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
Speech Bubble Sample/Speech Bubble Sample/SpeechBubble.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Speech_Bubble_Sample
{
public enum PointerType
{
None,
Left,
Right
}
public class SpeechBubble
{
private int _width;
private Vector2 _location;
private string[] _text;
private SpriteFont _font;
//bubble textures
private Texture2D _bottomBorder;
private Texture2D _interior;
private Texture2D _leftBorder;
private Texture2D _leftBottomCorner;
private Texture2D _leftTopCorner;
private Texture2D _rightBorder;
private Texture2D _rightBottomCorner;
private Texture2D _rightTopCorner;
private Texture2D _topBorder;
private bool _more;
private Texture2D _moreGraphic;
private PointerType _pointerType;
private Texture2D _pointer;
public SpeechBubble(ContentManager content, int width, Vector2 location, string[] text, bool more = false, PointerType pointerType = PointerType.None)
{
_font = content.Load<SpriteFont>("font");
_bottomBorder = content.Load<Texture2D>("bottomBorder");
_interior = content.Load<Texture2D>("interior");
_leftBorder = content.Load<Texture2D>("leftBorder");
_leftBottomCorner = content.Load<Texture2D>("leftBottomCorner");
_leftTopCorner = content.Load<Texture2D>("leftTopCorner");
_rightBorder = content.Load<Texture2D>("rightBorder");
_rightBottomCorner = content.Load<Texture2D>("rightBottomCorner");
_rightTopCorner = content.Load<Texture2D>("rightTopCorner");
_topBorder = content.Load<Texture2D>("topBorder");
_moreGraphic = content.Load<Texture2D>("more");
_pointer = content.Load<Texture2D>("pointer");
_location = location;
_width = width;
_text = text;
_more = more;
_pointerType = pointerType;
}
public void Draw(SpriteBatch sb)
{
//top
sb.Draw(_leftTopCorner, _location, Color.White);
sb.Draw(_topBorder, new Rectangle((int)_location.X + _leftTopCorner.Width, (int)_location.Y, _width - _leftTopCorner.Width * 2, _leftTopCorner.Height), Color.White);
sb.Draw(_rightTopCorner, _location + new Vector2(_width - _rightTopCorner.Width, 0), Color.White);
//lines
for (int i = 0; i < _text.Length + (_more ? 1 : 0); i++)
{
sb.Draw(_leftBorder, new Vector2(_location.X, _location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.White);
sb.Draw(_interior, new Rectangle((int)_location.X + _leftBorder.Width,
(int)_location.Y + _leftTopCorner.Height + (i * _leftBorder.Height),
_width - _leftBorder.Width * 2,
_leftBorder.Height),
Color.White);
sb.Draw(_rightBorder, new Vector2(_location.X + _width - _rightBorder.Width, _location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.White);
//leave space for more graphic if necessary
if (i < _text.Length)
sb.DrawString(_font, _text[i], new Vector2((int)_location.X + _leftBorder.Width, (int)_location.Y + _leftTopCorner.Height + (i * _leftBorder.Height)), Color.Black);
}
//bottom
sb.Draw(_leftBottomCorner, _location + new Vector2(0, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);
switch(_pointerType)
{
case PointerType.Left:
{
sb.Draw(_pointer, _location + new Vector2(_leftBottomCorner.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);
sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width + _pointer.Width,
(int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height,
_width - _leftBorder.Width - _pointer.Width - _rightBorder.Width,
_bottomBorder.Height),
Color.White);
break;
}
case PointerType.Right:
{
sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width,
(int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height,
_width - _leftBorder.Width - _pointer.Width - _rightBorder.Width,
_bottomBorder.Height),
Color.White);
sb.Draw(_pointer, _location + new Vector2(_width - _pointer.Width - _rightBorder.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);
break;
}
case PointerType.None:
{
sb.Draw(_bottomBorder, new Rectangle((int)_location.X + _leftBorder.Width,
(int)_location.Y + _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height,
_width - _leftBorder.Width - _rightBorder.Width,
_bottomBorder.Height),
Color.White);
break;
}
}
sb.Draw(_rightBottomCorner, _location + new Vector2(_width - _rightBottomCorner.Width, _leftTopCorner.Height + (_text.Length + (_more ? 1 : 0)) * _leftBorder.Height), Color.White);
if (_more)
sb.Draw(_moreGraphic, new Vector2(_location.X + _width - _rightBorder.Width - _moreGraphic.Width, _location.Y + _leftTopCorner.Height + (_text.Length * _leftBorder.Height)), Color.White);
}
}
}
Speech Bubble Sample/Speech Bubble SampleContent/Speech Bubble SampleContent.contentproj
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectGuid>{42EFDDF3-9584-47B1-ADDC-A7E721C912FD}</ProjectGuid>
<ProjectTypeGuids>{96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
<ContentRootDirectory>Content</ContentRootDirectory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup>
<RootNamespace>Speech_Bubble_SampleContent</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.EffectImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.FBXImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.TextureImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.XImporter, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.AudioImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline.VideoImporters, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=MSIL" />
</ItemGroup>
<ItemGroup>
<Compile Include="bottomborder.png">
<Name>bottomborder</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="interior.png">
<Name>interior</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="leftborder.png">
<Name>leftborder</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="leftbottomcorner.png">
<Name>leftbottomcorner</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="lefttopcorner.png">
<Name>lefttopcorner</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="rightborder.png">
<Name>rightborder</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="rightbottomcorner.png">
<Name>rightbottomcorner</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="righttopcorner.png">
<Name>righttopcorner</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="topborder.png">
<Name>topborder</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="font.spritefont">
<Name>font</Name>
<Importer>FontDescriptionImporter</Importer>
<Processor>FontDescriptionProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="more.png">
<Name>more</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="pointer.png">
<Name>pointer</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
Speech Bubble Sample/Speech Bubble SampleContent/font.spritefont
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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Segoe UI Mono</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>8</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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