SND\eagleeyestudios_cp 3c5e98b783 Content Pipeline:
- Implemented important features of the FontDescriptionImporter. Importer works now, but still needs some (optional) features
- Fixed some bugs in the FontDescriptionProcessor. Building now works to the point where the ContentCompiler wants a generic writer instance
2015-03-15 01:11:57 +01:00

146 lines
7.4 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Globalization;
using System.IO;
using System.Runtime.InteropServices;
using System.Xml;
using System.Xml.Linq;
using ANX.Framework.Content.Pipeline.Graphics;
using ANX.Framework.NonXNA.Development;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Content.Pipeline.Importer
{
/// <summary>Provides methods for reading .spritefont files for use in the Content Pipeline.</summary>
[PercentageComplete(90)]
[Developer("SilentWarrior/Eagle Eye Studios")]
[TestState(TestStateAttribute.TestState.InProgress)] //Works but there should be a check whether the characters are supported
[ContentImporter("Spritefont", ".spritefont", DefaultProcessor = "FontDescriptionProcessor", DisplayName = "FontDescription Importer - ANX Framework")]
public class FontDescriptionImporter : ContentImporter<FontDescription>
{
private static ContentBuildLogger _logger;
/// <summary>Called by the Framework when importing a .spritefont file to be used as a game asset. This is the method called by the Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.</summary>
/// <param name="filename">Name of a game asset file.</param>
/// <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
public override FontDescription Import(string filename, ContentImporterContext context)
{
_logger = context.Logger;
var doc = XDocument.Load(filename);
FontDescription fontDescription = DeserializeFont(doc);
fontDescription.Identity = new ContentIdentity(new FileInfo(filename).FullName,
"FontDescriptionImporter");
return fontDescription;
}
private static FontDescription DeserializeFont(XContainer xDoc)
{
//Check if either the XnaContent or the AnxContent attribute exists.
var tag = xDoc.Element("XnaContent");
if (tag == null)
{
tag = xDoc.Element("AnxContent");
if (tag == null)
throw new InvalidContentException(
"The Xml file does not contain a valid XnaContent or AnxContent tag.");
}
//Check for asset element to ensure this is XNA content
var assetNode = tag.Element("Asset");
if (assetNode == null)
throw new InvalidContentException("No valid Asset element in xml source.");
//Only accept assets with type FontDescription
var xAttribute = assetNode.Attribute("Type");
if (xAttribute == null || xAttribute.Value != "Graphics:FontDescription")
throw new InvalidContentException("This is not a font description!");
//Check if the font name was specified
var fontNameElement = assetNode.Element("FontName");
if (fontNameElement == null)
throw new InvalidContentException("No font name specified in xml source.");
var fontName = fontNameElement.Value; // if there is a font name, store it
//Same as above, except with a conversion of the size.
var sizeElement = assetNode.Element("Size");
if (sizeElement == null)
throw new InvalidContentException("No font size specified in xml source.");
var fontSize = Convert.ToInt32(sizeElement.Value);
//Check and convert the spacing
var spacingElement = assetNode.Element("Spacing");
if (spacingElement == null)
throw new InvalidContentException("Spacing is not defined in xml source.");
var fontSpacing = Convert.ToInt32(spacingElement.Value);
//Check for style element and try to parse it.
var styleElement = assetNode.Element("Style");
if (styleElement == null)
throw new InvalidContentException("No style specified in xml source.");
FontDescriptionStyle fontStyle;
Enum.TryParse(styleElement.Value, out fontStyle);
//Get the character regions element to iterate through the character regions
var charRegionsElement = assetNode.Element("CharacterRegions");
if (charRegionsElement == null)
throw new InvalidContentException("No character region specified in xml source");
var fontCharRegions = charRegionsElement.Elements("CharacterRegion");
var characters = new List<char>(); //The list that will be passed to the processor
foreach (var fontCharRegion in fontCharRegions)
{
//for each char declaration get the start and end elements
var startElement = fontCharRegion.Element("Start");
if (startElement == null)
throw new InvalidContentException("Character region is invalid. Start element is missing!");
var endElement = fontCharRegion.Element("End");
if (endElement == null)
throw new InvalidContentException("Character region is invalid. Start element is missing!");
int startChar;
int endChar;
//Convert the chars back to hex values, silly xml importer reads them as chars, int value '32' equals an empty string or hex value #32
startChar = String.IsNullOrEmpty(startElement.Value) ? 32 : Convert.ToInt32(Convert.ToChar(startElement.Value));
endChar = Convert.ToInt32(Convert.ToChar(endElement.Value));
_logger.LogMessage("Start: '" + startElement.Value + "' (" + startChar + ")");
_logger.LogMessage("End: '" + endElement.Value + "' (" + endChar + ")");
//Check if the chars are within ASCII range
if ((startChar >= endChar) ||
(startChar < 0) || (startChar > 0xFFFF) ||
(endChar < 0) || (endChar > 0xFFFF))
{
throw new ArgumentException("Invalid character range " +
startElement.Value + " - " + endElement.Value);
}
//add each char from the range to the list
for (var i = startChar; i < endChar - 1; i++)
{
characters.Add(Convert.ToChar(i));
}
//Debugger.Break();
//TODO: We need a platform independet solution for checking the characters supported by a font! For now we pass it.
}
_logger.LogMessage("Import of SpriteFont finished.");
var result = new FontDescription(fontName, fontSize, fontSpacing, fontStyle)
{
Characters = characters
};
return result;
}
}
}