#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 glyphs; private List cropping; private List characterMap; private int lineSpacing; private float horizontalSpacing; private List kerning; private char? defaultCharacter; private ReadOnlyCollection characters; public ReadOnlyCollection 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 glyphs, List cropping, List charMap, int lineSpacing, float horizontalSpacing, List 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(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"); } } }