Example #1
0
        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);
        }
Example #2
0
        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);
        }