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