FlushIfNeeded() private method

private FlushIfNeeded ( ) : void
return void
        internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource 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 = 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.

            Matrix transformation, temp;
            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if (DefaultCharacter.HasValue)
                defaultGlyph = _glyphs[DefaultCharacter.Value];

            var currentGlyph = Glyph.Empty;
            var offset = Vector2.Zero;
            var hasCurrentGlyph = false;
            var firstGlyphOfLine = true;

			for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X = 0;
                    offset.Y += LineSpacing;
                    hasCurrentGlyph = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph) {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph) {
                    // 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(offset.X, 0);
                        firstGlyphOfLine = false;
                    } else {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                var p = offset;

				if (flippedHorz)
                    p.X += currentGlyph.BoundsInTexture.Width;
                p.X += currentGlyph.Cropping.X;

				if (flippedVert)
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += currentGlyph.Cropping.Y;

				Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4( p.X, p.Y, 
                                            currentGlyph.BoundsInTexture.Width * scale.X,
                                            currentGlyph.BoundsInTexture.Height * scale.Y);

				spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
					color, rotation, Vector2.Zero, effect, depth, false);
			}

			// We need to flush if we're using Immediate sort mode.
			spriteBatch.FlushIfNeeded();
		}
Example #2
0
        internal void DrawInto(
            SpriteBatch spriteBatch,
            ref CharacterSource text,
            Vector2 position,
            Color color,
            float rotation,
            Vector2 origin,
            Vector2 scale,
            SpriteEffects effect,
            float depth
            )
        {
            Vector2 flipAdjustment = Vector2.Zero;

            bool flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            bool 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 = 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.
             */

            Matrix transformation, temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            Glyph   currentGlyph     = Glyph.Empty;
            Vector2 offset           = Vector2.Zero;
            bool    hasCurrentGlyph  = false;
            bool    firstGlyphOfLine = true;

            for (int i = 0; i < text.Length; i += 1)
            {
                char c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph)
                {
                    /* 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(offset.X, 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                Vector2 p = offset;

                if (flippedHorz)
                {
                    p.X += currentGlyph.BoundsInTexture.Width;
                }

                p.X += currentGlyph.Cropping.X;

                if (flippedVert)
                {
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                }

                p.Y += currentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);

                Vector4 destRect = new Vector4(
                    p.X,
                    p.Y,
                    currentGlyph.BoundsInTexture.Width * scale.X,
                    currentGlyph.BoundsInTexture.Height * scale.Y
                    );

                spriteBatch.DrawInternal(
                    _texture,
                    destRect,
                    currentGlyph.BoundsInTexture,
                    color,
                    rotation,
                    Vector2.Zero,
                    effect,
                    depth,
                    false
                    );
            }

            // We need to flush if we're using Immediate sort mode.
            spriteBatch.FlushIfNeeded();
        }