Beispiel #1
0
        internal void InternalDrawGlyph(ref InternalDrawCommand parameters, ref SpriteFontData.Glyph glyph, float x, float y, float nextx)
        {
            if (char.IsWhiteSpace((char)glyph.Character))
            {
                return;
            }

            var spriteEffects = parameters.spriteEffects;

            var offset = new Vector2(x, y + glyph.Offset.Y);

            Vector2.Multiply(ref offset, ref axisDirectionTable[(int)spriteEffects & 3], out offset);
            Vector2.Add(ref offset, ref parameters.origin, out offset);
            offset.X = (float)Math.Round(offset.X);
            offset.Y = (float)Math.Round(offset.Y);

            if (spriteEffects != SpriteEffects.None)
            {
                // For mirrored characters, specify bottom and/or right instead of top left.
                var glyphRect = new Vector2(glyph.Subrect.Right - glyph.Subrect.Left, glyph.Subrect.Top - glyph.Subrect.Bottom);
                Vector2.Multiply(ref glyphRect, ref axisIsMirroredTable[(int)spriteEffects & 3], out offset);
            }
            var       destination     = new RectangleF(parameters.position.X, parameters.position.Y, parameters.scale.X, parameters.scale.Y);
            Rectangle?sourceRectangle = glyph.Subrect;

            parameters.spriteBatch.DrawSprite(textures[glyph.BitmapIndex], ref destination, true, ref sourceRectangle, parameters.color, parameters.rotation, ref offset, spriteEffects, parameters.depth);
        }
Beispiel #2
0
        private void MeasureStringGlyph(ref Vector2 result, ref SpriteFontData.Glyph glyph, float x, float y, float nextx)
        {
            float h = y + LineSpacing;

            if (nextx > result.X)
            {
                result.X = nextx;
            }
            if (h > result.Y)
            {
                result.Y = h;
            }
        }
Beispiel #3
0
        private void MeasureStringGlyph(ref Vector2 result, ref SpriteFontData.Glyph glyph, float x, float y)
        {
            float w = x + (glyph.Subrect.Right - glyph.Subrect.Left) + Spacing;
            float h = y + Math.Max((glyph.Subrect.Bottom - glyph.Subrect.Top) + glyph.Offset.Y, LineSpacing);

            if (w > result.X)
            {
                result.X = w;
            }
            if (h > result.Y)
            {
                result.Y = h;
            }
        }