Beispiel #1
0
 /// <summary>
 /// Set font for all menu entries
 /// </summary>
 /// <param name="fontKey"></param>
 public void SetMenuEntryFont(FontId fontId)
 {
     foreach (MenuEntry entry in MenuEntries)
     {
         entry.Entry_Id = fontId;
     }
 }
Beispiel #2
0
        public Texture GetGlyphTexture(FontId font, char charactor)
        {
            Texture  result   = null;
            FontFace fontface = new FontFace();

            var key = (font.Id << 32 | charactor);

            if (!charactorMap.TryGetValue(key, out result))
            {
                if (fontMap.TryGetValue(font.Id, out fontface))
                {
                    if (fontface.IsLoaded)
                    {
                        var glyph = fontface.Font.LoadGlyph(charactor);
                        charactorMap[key] = result = CreateGlyphTexture(glyph);
                    }
                }
                else
                {
                    LoadFontFace(font);
                }
            }

            return(result);
        }
Beispiel #3
0
        private async Task LoadFontFace(FontId font)
        {
            var fontFace = await loader.LoadFont(font);

            fontMap[font.Id] = new FontFace {
                Font = fontFace, IsLoaded = true
            };
        }
Beispiel #4
0
 public static FontOptions GetFont(FontId fontId)
 {
     foreach (FontOptions fontOption in config.fontOptions)
     {
         if (fontOption.fontId == fontId)
         {
             return(fontOption);
         }
     }
     return(null);
 }
Beispiel #5
0
        /// <summary>
        /// Get a SpriteFont object
        /// </summary>
        /// <param name="fontName"></param>
        /// <returns></returns>
        public static SpriteFont GetSpriteFont(FontId fontId)
        {
            ICutlassFont font = GetFont(fontId);

            if (font != null)
            {
                return(font.Font);
            }
            else
            {
                return(null);
            }
        }
 public TextSprite(
     string text,
     FontId font = default(FontId),
     float fontSize = 12,
     Vector2 position = default(Vector2),
     Color? color = null)
 {
     this.Text = text;
     this.Font = font;
     this.FontSize = fontSize;
     this.Position = position;
     this.Color = color ?? Color.White;
 }
Beispiel #7
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        /// <summary>
        /// Remove a font.
        /// </summary>
        /// <param name="fontId"></param>
        public static void RemoveFont(FontId fontId)
        {
            ICutlassFont fontToRemove;

            _Fonts.TryGetValue(fontId, out fontToRemove);

            if (fontToRemove != null)
            {
                if (_Initialized)
                {
                    fontToRemove.UnloadContent();
                }

                _Fonts.Remove(fontId);
            }
        }
Beispiel #8
0
    private GameObject CreateText(string txt, FontId fontId, float size, Vector3 newPosition, TextAnchor newAchor)
    {
        // A custom method that creates a gameobject based on the fontPrefab and write the string in it
        FontOptions fontOptions = UFE.GetFont(fontId);

        if (fontOptions.fontPrefab == null)
        {
            Debug.LogError("Font prefab not found! Make sure you have all font prefabs set in the Global Editor");
        }
        GameObject guiTextGO = (GameObject)Instantiate(fontOptions.fontPrefab, newPosition, Quaternion.identity);

        guiTextGO.guiText.anchor        = newAchor;
        guiTextGO.guiText.text          = txt;
        guiTextGO.transform.localScale *= size;

        return(guiTextGO);
    }
Beispiel #9
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        public override int GetHashCode()
        {
            unchecked
            {
                int hash = 11;

                hash = hash * 17 + FormatId?.GetHashCode() ?? 0;
                hash = hash * 17 + FontId?.GetHashCode() ?? 0;
                hash = hash * 17 + FillId?.GetHashCode() ?? 0;
                hash = hash * 17 + BorderId?.GetHashCode() ?? 0;
                hash = hash * 17 + NumberFormatId?.GetHashCode() ?? 0;
                hash = hash * 17 + HasPivotButton?.GetHashCode() ?? 0;
                hash = hash * 17 + HasQuotePrefix?.GetHashCode() ?? 0;
                hash = hash * 17 + Alignment?.GetHashCode() ?? 0;
                hash = hash * 17 + Protection?.GetHashCode() ?? 0;

                return(hash);
            }
        }
Beispiel #10
0
 /// <summary>
 /// Get a SpriteFont, or return the default font if not found.
 /// </summary>
 /// <param name="fontName"></param>
 /// <returns></returns>
 public static SpriteFont GetSpriteFontOrDefault(FontId fontId)
 {
     return(GetSpriteFont(fontId) ?? DefaultFont);
 }
Beispiel #11
0
 /// <summary>
 /// Get a font
 /// </summary>
 /// <param name="textureId"></param>
 /// <returns></returns>
 public static ICutlassFont GetFont(FontId fontId)
 {
     return(_Fonts.ElementAtOrDefault(fontId).Value);
 }
Beispiel #12
0
    private GameObject CreateText(string txt, FontId fontId, float size, Vector3 newPosition, TextAnchor newAchor)
    {
        // A custom method that creates a gameobject based on the fontPrefab and write the string in it
        FontOptions fontOptions = UFE.GetFont(fontId);
        if (fontOptions.fontPrefab == null) Debug.LogError("Font prefab not found! Make sure you have all font prefabs set in the Global Editor");
        GameObject guiTextGO = (GameObject)Instantiate(fontOptions.fontPrefab, newPosition, Quaternion.identity);
        guiTextGO.guiText.anchor = newAchor;
        guiTextGO.guiText.alignment = TextAlignment.Center;
        guiTextGO.guiText.text = txt;
        guiTextGO.transform.localScale *= size;

        return guiTextGO;
    }
 public static Font GetFont(FontId lookupKey)
 {
     return(SeparatorResourceManager.GetInstance().LookupFont(lookupKey));
 }
 private Font LookupFont(FontId fontId)
 {
     return(theSeparatorFonts[(int)fontId]);
 }