private void MeasureString(ref SpriteFont.CharacterSource text, out Vector2 size) { if (text.Length == 0) { size = Vector2.Zero; } else { SpriteFont.Glyph? nullable = new SpriteFont.Glyph?(); if (this.DefaultCharacter.HasValue) nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]); float num1 = 0.0f; float num2 = (float) this.LineSpacing; int num3 = 0; SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty; Vector2 zero = Vector2.Zero; bool flag = false; for (int index = 0; index < text.Length; ++index) { char key = text[index]; switch (key) { case '\r': flag = false; break; case '\n': ++num3; num2 = (float) this.LineSpacing; zero.X = 0.0f; zero.Y = (float) (this.LineSpacing * num3); flag = false; break; default: if (flag) zero.X += this.Spacing + glyph.WidthIncludingBearings; flag = this._glyphs.TryGetValue(key, out glyph); if (!flag) { if (!nullable.HasValue) throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text"); glyph = nullable.Value; flag = true; } float num4 = zero.X + glyph.WidthIncludingBearings; if ((double) num4 > (double) num1) num1 = num4; if ((double) glyph.Cropping.Height > (double) num2) { num2 = (float) glyph.Cropping.Height; break; } else break; } } size.X = num1; size.Y = (float) (num3 * this.LineSpacing) + num2; } }
void measureString(ref FontCharacterSource text, out Vector2 size) { if (text.Length == 0) { size = Vector2.Zero; return; } // Get the default glyph here once. SpriteFont.Glyph?defaultGlyph = null; if (_font.DefaultCharacter.HasValue) { defaultGlyph = _glyphs[_font.DefaultCharacter.Value]; } var width = 0.0f; var finalLineHeight = (float)_font.LineSpacing; var currentGlyph = SpriteFont.Glyph.Empty; var offset = Vector2.Zero; var firstGlyphOfLine = true; for (var i = 0; i < text.Length; ++i) { var c = text[i]; if (c == '\r') { continue; } if (c == '\n') { finalLineHeight = _font.LineSpacing; offset.X = 0; offset.Y += _font.LineSpacing; firstGlyphOfLine = true; continue; } if (!_glyphs.TryGetValue(c, out currentGlyph)) { if (!defaultGlyph.HasValue) { throw new ArgumentException("Errors.TextContainsUnresolvableCharacters", "text"); } currentGlyph = defaultGlyph.Value; } // The first character on a line might have a negative left side bearing. // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right, // so that text does not hang off the left side of its rectangle. if (firstGlyphOfLine) { offset.X = Math.Max(currentGlyph.LeftSideBearing, 0); firstGlyphOfLine = false; } else { offset.X += _font.Spacing + currentGlyph.LeftSideBearing; } offset.X += currentGlyph.Width; var proposedWidth = offset.X + Math.Max(currentGlyph.RightSideBearing, 0); if (proposedWidth > width) { width = proposedWidth; } offset.X += currentGlyph.RightSideBearing; if (currentGlyph.Cropping.Height > finalLineHeight) { finalLineHeight = currentGlyph.Cropping.Height; } } size.X = width; size.Y = offset.Y + finalLineHeight; }
public void drawInto( Batcher batcher, ref FontCharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { var flipAdjustment = Vector2.Zero; var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically; var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally; if (flippedVert || flippedHorz) { Vector2 size; measureString(ref text, out size); if (flippedHorz) { origin.X *= -1; flipAdjustment.X = -size.X; } if (flippedVert) { origin.Y *= -1; flipAdjustment.Y = _font.LineSpacing - size.Y; } } // TODO: This looks excessive... i suspect we could do most of this with simple vector math and avoid this much matrix work. var requiresTransformation = flippedHorz || flippedVert || rotation != 0f || scale != Vector2.One; if (requiresTransformation) { Matrix2D temp; Matrix2D.createTranslation(-origin.X, -origin.Y, out _transformationMatrix); Matrix2D.createScale(flippedHorz ? -scale.X : scale.X, flippedVert ? -scale.Y : scale.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createTranslation(flipAdjustment.X, flipAdjustment.Y, out temp); Matrix2D.multiply(ref temp, ref _transformationMatrix, out _transformationMatrix); Matrix2D.createRotation(rotation, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createTranslation(position.X, position.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); } // Get the default glyph here once. SpriteFont.Glyph?defaultGlyph = null; if (_font.DefaultCharacter.HasValue) { defaultGlyph = _glyphs[_font.DefaultCharacter.Value]; } var currentGlyph = SpriteFont.Glyph.Empty; var offset = requiresTransformation ? Vector2.Zero : position - origin; var firstGlyphOfLine = true; for (var i = 0; i < text.Length; ++i) { var c = text[i]; if (c == '\r') { continue; } if (c == '\n') { offset.X = requiresTransformation ? 0f : position.X - origin.X; offset.Y += _font.LineSpacing; firstGlyphOfLine = true; continue; } if (!_glyphs.TryGetValue(c, out currentGlyph)) { if (!defaultGlyph.HasValue) { throw new ArgumentException("Errors.TextContainsUnresolvableCharacters", "text"); } currentGlyph = defaultGlyph.Value; } // The first character on a line might have a negative left side bearing. // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right, // so that text does not hang off the left side of its rectangle. if (firstGlyphOfLine) { offset.X += Math.Max(currentGlyph.LeftSideBearing, 0); firstGlyphOfLine = false; } else { offset.X += _font.Spacing + currentGlyph.LeftSideBearing; } var p = offset; if (flippedHorz) { p.X += currentGlyph.BoundsInTexture.Width; } p.X += currentGlyph.Cropping.X; if (flippedVert) { p.Y += currentGlyph.BoundsInTexture.Height - _font.LineSpacing; } p.Y += currentGlyph.Cropping.Y; // transform our point if we need to if (requiresTransformation) { Vector2Ext.transform(ref p, ref _transformationMatrix, out p); } var destRect = RectangleExt.fromFloats( p.X, p.Y, currentGlyph.BoundsInTexture.Width * scale.X, currentGlyph.BoundsInTexture.Height * scale.Y); batcher.draw( _font.Texture, destRect, currentGlyph.BoundsInTexture, color, rotation, Vector2.Zero, effect, depth); offset.X += currentGlyph.Width + currentGlyph.RightSideBearing; } }
internal void DrawInto(SpriteBatch spriteBatch, ref SpriteFont.CharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { Vector2 zero1 = Vector2.Zero; bool flag1 = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically; bool flag2 = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally; if (flag1 || flag2) { Vector2 size; this.MeasureString(ref text, out size); if (flag2) { origin.X *= -1f; scale.X *= -1f; zero1.X = -size.X; } if (flag1) { origin.Y *= -1f; scale.Y *= -1f; zero1.Y = (float) this.LineSpacing - size.Y; } } Matrix result1; Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f, out result1); Matrix result2; Matrix.CreateScale(scale.X, scale.Y, 1f, out result2); Matrix.Multiply(ref result1, ref result2, out result1); Matrix.CreateTranslation(zero1.X, zero1.Y, 0.0f, out result2); Matrix.Multiply(ref result2, ref result1, out result1); Matrix.CreateRotationZ(rotation, out result2); Matrix.Multiply(ref result1, ref result2, out result1); Matrix.CreateTranslation(position.X, position.Y, 0.0f, out result2); Matrix.Multiply(ref result1, ref result2, out result1); SpriteFont.Glyph? nullable = new SpriteFont.Glyph?(); if (this.DefaultCharacter.HasValue) nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]); SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty; Vector2 zero2 = Vector2.Zero; bool flag3 = false; for (int index = 0; index < text.Length; ++index) { char key = text[index]; switch (key) { case '\r': flag3 = false; break; case '\n': zero2.X = 0.0f; zero2.Y += (float) this.LineSpacing; flag3 = false; break; default: if (flag3) zero2.X += this.Spacing + glyph.Width + glyph.RightSideBearing; flag3 = this._glyphs.TryGetValue(key, out glyph); if (!flag3) { if (!nullable.HasValue) throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text"); glyph = nullable.Value; flag3 = true; } zero2.X += glyph.LeftSideBearing; Vector2 result3 = zero2; if (flag2) result3.X += (float) glyph.BoundsInTexture.Width; result3.X += (float) glyph.Cropping.X; if (flag1) result3.Y += (float) (glyph.BoundsInTexture.Height - this.LineSpacing); result3.Y += (float) glyph.Cropping.Y; Vector2.Transform(ref result3, ref result1, out result3); Vector4 destinationRectangle = new Vector4(result3.X, result3.Y, (float) glyph.BoundsInTexture.Width * scale.X, (float) glyph.BoundsInTexture.Height * scale.Y); spriteBatch.DrawInternal(this._texture, destinationRectangle, new Rectangle?(glyph.BoundsInTexture), color, rotation, Vector2.Zero, effect, depth); break; } } }
private void MeasureString(ref SpriteFont.CharacterSource text, out Vector2 size) { if (text.Length == 0) { size = Vector2.Zero; } else { SpriteFont.Glyph?nullable = new SpriteFont.Glyph?(); if (this.DefaultCharacter.HasValue) { nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]); } float num1 = 0.0f; float num2 = (float)this.LineSpacing; int num3 = 0; SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty; Vector2 zero = Vector2.Zero; bool flag = false; for (int index = 0; index < text.Length; ++index) { char key = text[index]; switch (key) { case '\r': flag = false; break; case '\n': ++num3; num2 = (float)this.LineSpacing; zero.X = 0.0f; zero.Y = (float)(this.LineSpacing * num3); flag = false; break; default: if (flag) { zero.X += this.Spacing + glyph.WidthIncludingBearings; } flag = this._glyphs.TryGetValue(key, out glyph); if (!flag) { if (!nullable.HasValue) { throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text"); } glyph = nullable.Value; flag = true; } float num4 = zero.X + glyph.WidthIncludingBearings; if ((double)num4 > (double)num1) { num1 = num4; } if ((double)glyph.Cropping.Height > (double)num2) { num2 = (float)glyph.Cropping.Height; break; } else { break; } } } size.X = num1; size.Y = (float)(num3 * this.LineSpacing) + num2; } }
internal void DrawInto(SpriteBatch spriteBatch, ref SpriteFont.CharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { Vector2 zero1 = Vector2.Zero; bool flag1 = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically; bool flag2 = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally; if (flag1 || flag2) { Vector2 size; this.MeasureString(ref text, out size); if (flag2) { origin.X *= -1f; scale.X *= -1f; zero1.X = -size.X; } if (flag1) { origin.Y *= -1f; scale.Y *= -1f; zero1.Y = (float)this.LineSpacing - size.Y; } } Matrix result1; Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f, out result1); Matrix result2; Matrix.CreateScale(scale.X, scale.Y, 1f, out result2); Matrix.Multiply(ref result1, ref result2, out result1); Matrix.CreateTranslation(zero1.X, zero1.Y, 0.0f, out result2); Matrix.Multiply(ref result2, ref result1, out result1); Matrix.CreateRotationZ(rotation, out result2); Matrix.Multiply(ref result1, ref result2, out result1); Matrix.CreateTranslation(position.X, position.Y, 0.0f, out result2); Matrix.Multiply(ref result1, ref result2, out result1); SpriteFont.Glyph?nullable = new SpriteFont.Glyph?(); if (this.DefaultCharacter.HasValue) { nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]); } SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty; Vector2 zero2 = Vector2.Zero; bool flag3 = false; for (int index = 0; index < text.Length; ++index) { char key = text[index]; switch (key) { case '\r': flag3 = false; break; case '\n': zero2.X = 0.0f; zero2.Y += (float)this.LineSpacing; flag3 = false; break; default: if (flag3) { zero2.X += this.Spacing + glyph.Width + glyph.RightSideBearing; } flag3 = this._glyphs.TryGetValue(key, out glyph); if (!flag3) { if (!nullable.HasValue) { throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text"); } glyph = nullable.Value; flag3 = true; } zero2.X += glyph.LeftSideBearing; Vector2 result3 = zero2; if (flag2) { result3.X += (float)glyph.BoundsInTexture.Width; } result3.X += (float)glyph.Cropping.X; if (flag1) { result3.Y += (float)(glyph.BoundsInTexture.Height - this.LineSpacing); } result3.Y += (float)glyph.Cropping.Y; Vector2.Transform(ref result3, ref result1, out result3); Vector4 destinationRectangle = new Vector4(result3.X, result3.Y, (float)glyph.BoundsInTexture.Width * scale.X, (float)glyph.BoundsInTexture.Height * scale.Y); spriteBatch.DrawInternal(this._texture, destinationRectangle, new Rectangle?(glyph.BoundsInTexture), color, rotation, Vector2.Zero, effect, depth); break; } } }