#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 { #region Private Members 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; #endregion // Private Members 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"); } return InternalMeasure(ref text); } public Vector2 MeasureString(StringBuilder text) { if (text == null) { throw new ArgumentNullException("text"); } String cachedText = text.ToString(); return InternalMeasure(ref cachedText); } internal void DrawString(ref String text, SpriteBatch spriteBatch, Vector2 textPos, Color color, Vector2 scale, Vector2 origin, float rotation, float layerDepth, SpriteEffects effects) { Matrix transformation = Matrix.CreateRotationZ(rotation) * Matrix.CreateTranslation(-origin.X * scale.X, -origin.Y * scale.Y, 0f); int horizontalFlipModifier = 1; float width = 0f; Vector2 topLeft = new Vector2(); bool firstCharacterInLine = true; if ((effects & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally) { topLeft.X = width = this.InternalMeasure(ref text).X * scale.X; horizontalFlipModifier = -1; } if ((effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) { topLeft.Y = (this.InternalMeasure(ref text).Y - this.lineSpacing) * scale.Y; } for (int i = 0; i < text.Length; i++) { char currentCharacter = text[i]; switch (currentCharacter) { case '\r': break; case '\n': firstCharacterInLine = true; topLeft.X = width; if ((effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) { topLeft.Y -= this.lineSpacing * scale.Y; } else { topLeft.Y += this.lineSpacing * scale.Y; } break; default: { int characterIndex = GetIndexForCharacter(currentCharacter); Vector3 kerning = this.kerning[characterIndex]; Rectangle glyphRect = this.glyphs[characterIndex]; Rectangle croppingRect = this.cropping[characterIndex]; if (firstCharacterInLine) { kerning.X = Math.Max(kerning.X, 0f); } else { topLeft.X += (this.Spacing * scale.X) * horizontalFlipModifier; } topLeft.X += (kerning.X * scale.X) * horizontalFlipModifier; if ((effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) { croppingRect.Y = (this.lineSpacing - glyphRect.Height) - croppingRect.Y; } if ((effects & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally) { croppingRect.X -= croppingRect.Width; } Vector2 position = Vector2.Transform(topLeft + (new Vector2(croppingRect.X, croppingRect.Y) * scale), transformation); spriteBatch.Draw(this.texture, position + textPos, glyphRect, color, rotation, Vector2.Zero, scale, effects, layerDepth); firstCharacterInLine = false; topLeft.X += ((kerning.Y + kerning.Z) * scale.X) * horizontalFlipModifier; break; } } } } private Vector2 InternalMeasure(ref String text) { if (text.Length < 1) { return Vector2.Zero; } Vector2 size = Vector2.Zero; size.Y = this.lineSpacing; float maxWidth = 0f; int currentCharacter = 0; float z = 0f; bool firstCharacterInLine = true; for (int i = 0; i < text.Length; i++) { char currentChar = text[i]; if (currentChar == '\r') { continue; } if (currentChar == '\n') { size.X += Math.Max(z, 0f); z = 0f; maxWidth = Math.Max(size.X, maxWidth); size = Vector2.Zero; size.Y = this.lineSpacing; firstCharacterInLine = true; currentCharacter++; } else { int currentCharIndex = this.GetIndexForCharacter(currentChar); Vector3 kerning = this.kerning[currentCharIndex]; if (firstCharacterInLine) { kerning.X = Math.Max(kerning.X, 0f); } else { size.X += this.Spacing + z; } size.X += kerning.X + kerning.Y; z = kerning.Z; size.Y = Math.Max(size.Y, (float)this.cropping[currentCharIndex].Height); firstCharacterInLine = false; } } size.Y += currentCharacter * this.lineSpacing; size.X = Math.Max(Math.Max(z, 0) + size.X, maxWidth); return size; } 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"); } } }