public static void DrawTextLine( IFont font, Vector2 position, string text, Color4 color, float fontHeight, int start, int length, float letterSpacing, SpriteList list, Action <int, Vector2, Vector2> onDrawChar = null, int tag = -1) { int j = 0; if (list != null) { for (int i = 0; i < length; i++) { char ch = text[i + start]; if (ch != '\n' && ch != '\r' && font.CharSource.Get(ch, fontHeight) != FontChar.Null) { ++j; } } } // Use array instead of list to reduce memory consumption. var chars = new SpriteList.CharDef[j]; j = 0; FontChar prevChar = null; var halfLetterSpacing = letterSpacing * .5f; float savedX = position.X; for (int i = 0; i < length; i++) { char ch = text[i + start]; if (ch == '\n') { onDrawChar?.Invoke(i, position, Vector2.Down * fontHeight); position.X = savedX; position.Y += fontHeight; prevChar = null; continue; } else if (ch == '\r') { continue; } FontChar fontChar = font.CharSource.Get(ch, fontHeight); if (fontChar == FontChar.Null) { onDrawChar?.Invoke(i, position, Vector2.Down * fontHeight); continue; } var scale = fontChar.Height != 0.0f ? fontHeight / fontChar.Height : 0.0f; // Pen Position + Bearing + Kerning gives a proper letter position // but we have to subtract left padding in order to avoid extra spacing position.X += scale * (fontChar.ACWidths.X + fontChar.Kerning(prevChar) + halfLetterSpacing - fontChar.Padding); var size = new Vector2(scale * fontChar.PaddedWidth, fontHeight + scale * (fontChar.PaddedHeight - fontChar.VerticalOffset)); var charPosition = new Vector2(position.X, position.Y + scale * (fontChar.VerticalOffset - fontChar.Padding)); if (font.RoundCoordinates) { charPosition = new Vector2(charPosition.X.Round(), charPosition.Y.Round()); } onDrawChar?.Invoke(i, charPosition, size); chars[j].FontChar = fontChar; chars[j].Position = charPosition; ++j; // We have to add left padding to get actual letter position // Width + (Horizontal Advance - Bearing) will give a proper pen position for next letter position.X += scale * (fontChar.Width + fontChar.ACWidths.Y + halfLetterSpacing + fontChar.Padding); prevChar = fontChar; } list.Add(font, color, fontHeight, chars, tag); }
public static void DrawTextLine( IFont font, Vector2 position, string text, Color4 color, float fontHeight, int start, int length, float letterSpacing, SpriteList list, Action <int, Vector2, Vector2> onDrawChar = null, int tag = -1) { int j = 0; if (list != null) { for (int i = 0; i < length; i++) { char ch = text[i + start]; if (ch != '\n' && ch != '\r' && font.Chars.Get(ch, fontHeight) != FontChar.Null) { ++j; } } } // Use array instead of list to reduce memory consumption. var chars = new SpriteList.CharDef[j]; j = 0; FontChar prevChar = null; float savedX = position.X; for (int i = 0; i < length; i++) { char ch = text[i + start]; if (ch == '\n') { onDrawChar?.Invoke(i, position, Vector2.Down * fontHeight); position.X = savedX; position.Y += fontHeight; prevChar = null; continue; } else if (ch == '\r') { continue; } FontChar fontChar = font.Chars.Get(ch, fontHeight); if (fontChar == FontChar.Null) { onDrawChar?.Invoke(i, position, Vector2.Down * fontHeight); continue; } float scale = fontChar.Height != 0.0f ? fontHeight / fontChar.Height : 0.0f; var xDelta = scale * (fontChar.ACWidths.X + fontChar.Kerning(prevChar) + letterSpacing); position.X += xDelta; var size = new Vector2(scale * fontChar.Width, fontHeight - fontChar.VerticalOffset); Vector2 roundPos; if (font.RoundCoordinates) { roundPos = new Vector2(position.X.Round(), position.Y.Round() + fontChar.VerticalOffset); onDrawChar?.Invoke(i, new Vector2((position.X - xDelta).Round(), position.Y.Round()), size); } else { roundPos = new Vector2(position.X, position.Y + fontChar.VerticalOffset); onDrawChar?.Invoke(i, new Vector2(position.X - xDelta, position.Y), size); } chars[j].FontChar = fontChar; chars[j].Position = roundPos; ++j; position.X += scale * (fontChar.Width + fontChar.ACWidths.Y); prevChar = fontChar; } list.Add(font, color, fontHeight, chars, tag); }