193 lines
7.7 KiB
C#
193 lines
7.7 KiB
C#
|
#region Using Statements
|
|||
|
using System;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Collections.ObjectModel;
|
|||
|
using System.Text;
|
|||
|
#endregion // Using Statements
|
|||
|
|
|||
|
#region License
|
|||
|
|
|||
|
//
|
|||
|
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
|||
|
//
|
|||
|
// This file is released under the Ms-PL license.
|
|||
|
//
|
|||
|
//
|
|||
|
//
|
|||
|
// Microsoft Public License (Ms-PL)
|
|||
|
//
|
|||
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
|||
|
// If you do not accept the license, do not use the software.
|
|||
|
//
|
|||
|
// 1.Definitions
|
|||
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
|||
|
// here as under U.S. copyright law.
|
|||
|
// A "contribution" is the original software, or any additions or changes to the software.
|
|||
|
// A "contributor" is any person that distributes its contribution under this license.
|
|||
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
|||
|
//
|
|||
|
// 2.Grant of Rights
|
|||
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
|||
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
|||
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
|||
|
// or any derivative works that you create.
|
|||
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
|||
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
|||
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
|||
|
// in the software or derivative works of the contribution in the software.
|
|||
|
//
|
|||
|
// 3.Conditions and Limitations
|
|||
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
|||
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
|||
|
// patent license from such contributor to the software ends automatically.
|
|||
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
|||
|
// notices that are present in the software.
|
|||
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
|||
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
|||
|
// object code form, you may only do so under a license that complies with this license.
|
|||
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
|||
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
|||
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
|||
|
// particular purpose and non-infringement.
|
|||
|
|
|||
|
#endregion // License
|
|||
|
|
|||
|
namespace ANX.Framework.Graphics
|
|||
|
{
|
|||
|
public sealed class SpriteFont
|
|||
|
{
|
|||
|
private Texture2D texture;
|
|||
|
private List<Rectangle> glyphs;
|
|||
|
private List<Rectangle> cropping;
|
|||
|
private List<char> characterMap;
|
|||
|
private int lineSpacing;
|
|||
|
private float horizontalSpacing;
|
|||
|
private List<Vector3> kerning;
|
|||
|
private char? defaultCharacter;
|
|||
|
|
|||
|
private ReadOnlyCollection<Char> characters;
|
|||
|
public ReadOnlyCollection<Char> Characters
|
|||
|
{
|
|||
|
get { return characters; }
|
|||
|
}
|
|||
|
|
|||
|
public char? DefaultCharacter
|
|||
|
{
|
|||
|
get { return defaultCharacter; }
|
|||
|
set
|
|||
|
{
|
|||
|
if (value.HasValue && !this.characterMap.Contains(value.Value))
|
|||
|
{
|
|||
|
throw new NotSupportedException("Character is not in used font");
|
|||
|
}
|
|||
|
this.defaultCharacter = value;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public int LineSpacing
|
|||
|
{
|
|||
|
get { return lineSpacing; }
|
|||
|
set { lineSpacing = value; }
|
|||
|
}
|
|||
|
|
|||
|
public float Spacing
|
|||
|
{
|
|||
|
get { return horizontalSpacing; }
|
|||
|
set { horizontalSpacing = value; }
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
internal SpriteFont(
|
|||
|
Texture2D texture, List<Rectangle> glyphs, List<Rectangle> cropping, List<char> charMap,
|
|||
|
int lineSpacing, float horizontalSpacing, List<Vector3> kerning, char? defaultCharacter)
|
|||
|
{
|
|||
|
this.texture = texture;
|
|||
|
this.glyphs = glyphs;
|
|||
|
this.cropping = cropping;
|
|||
|
this.characterMap = charMap;
|
|||
|
this.lineSpacing = lineSpacing;
|
|||
|
this.horizontalSpacing = horizontalSpacing;
|
|||
|
this.kerning = kerning;
|
|||
|
this.defaultCharacter = defaultCharacter;
|
|||
|
|
|||
|
this.characters = new ReadOnlyCollection<char>(characterMap);
|
|||
|
}
|
|||
|
|
|||
|
public Vector2 MeasureString(string text)
|
|||
|
{
|
|||
|
if (text == null)
|
|||
|
{
|
|||
|
throw new ArgumentNullException("text");
|
|||
|
}
|
|||
|
|
|||
|
throw new NotImplementedException();
|
|||
|
}
|
|||
|
|
|||
|
public Vector2 MeasureString(StringBuilder text)
|
|||
|
{
|
|||
|
if (text == null)
|
|||
|
{
|
|||
|
throw new ArgumentNullException("text");
|
|||
|
}
|
|||
|
|
|||
|
throw new NotImplementedException();
|
|||
|
}
|
|||
|
|
|||
|
internal void DrawString(ref String text, SpriteBatch spriteBatch, Vector2 position, Color color, Vector2 scale, Vector2 origin, float rotation, float layerDepth, SpriteEffects effects)
|
|||
|
{
|
|||
|
int posX = (int)position.X;
|
|||
|
int posY = (int)position.Y;
|
|||
|
|
|||
|
for (int i = 0; i < text.Length; i++)
|
|||
|
{
|
|||
|
char currentCharacter = text[i];
|
|||
|
int characterIndex = GetIndexForCharacter(currentCharacter);
|
|||
|
Vector3 kerning = this.kerning[characterIndex];
|
|||
|
Rectangle glyphRect = this.glyphs[characterIndex];
|
|||
|
Rectangle croppingRect = this.cropping[characterIndex];
|
|||
|
|
|||
|
posX += (int)(croppingRect.X);
|
|||
|
posY = (int)(position.Y + croppingRect.Y);
|
|||
|
|
|||
|
spriteBatch.Draw(this.texture, new Rectangle(posX, posY, glyphRect.Width, glyphRect.Height), glyphRect, color, 0.0f, origin, SpriteEffects.None, layerDepth);
|
|||
|
|
|||
|
posX += (int)(glyphRect.Width + this.Spacing + kerning.X);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private int GetIndexForCharacter(char character)
|
|||
|
{
|
|||
|
int currentIndex = 0;
|
|||
|
int upperBound = this.characterMap.Count - 1;
|
|||
|
char testChar;
|
|||
|
int searchPos;
|
|||
|
|
|||
|
while (currentIndex <= upperBound)
|
|||
|
{
|
|||
|
searchPos = currentIndex + ((upperBound - currentIndex) >> 1);
|
|||
|
testChar = this.characterMap[searchPos];
|
|||
|
if (testChar == character)
|
|||
|
{
|
|||
|
return searchPos;
|
|||
|
}
|
|||
|
else if (testChar > character)
|
|||
|
{
|
|||
|
upperBound = searchPos - 1;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
currentIndex = searchPos + 1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (this.defaultCharacter.HasValue)
|
|||
|
{
|
|||
|
return this.GetIndexForCharacter(this.defaultCharacter.Value);
|
|||
|
}
|
|||
|
|
|||
|
throw new ArgumentException("character not found");
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|