Exemple #1
0
        internal void InternalUIDrawGlyph(ref InternalUIDrawCommand parameters, ref Vector2 requestedFontSize, ref Glyph glyph, float x, float y, float nextx, ref Vector2 auxiliaryScaling)
        {
            if (char.IsWhiteSpace((char)glyph.Character))
            {
                return;
            }

            var realVirtualResolutionRatio = requestedFontSize / parameters.RequestedFontSize;

            // Skip items with null size
            var elementSize = new Vector2(
                auxiliaryScaling.X * glyph.Subrect.Width / realVirtualResolutionRatio.X,
                auxiliaryScaling.Y * glyph.Subrect.Height / realVirtualResolutionRatio.Y);

            if (elementSize.LengthSquared() < MathUtil.ZeroTolerance)
            {
                return;
            }

            var xShift = x;
            var yShift = y + (GetBaseOffsetY(requestedFontSize.Y) + glyph.Offset.Y * auxiliaryScaling.Y);

            if (parameters.SnapText)
            {
                xShift = (float)Math.Round(xShift);
                yShift = (float)Math.Round(yShift);
            }
            var xScaledShift = xShift / realVirtualResolutionRatio.X;
            var yScaledShift = yShift / realVirtualResolutionRatio.Y;

            var worldMatrix = parameters.Matrix;

            worldMatrix.M41 += worldMatrix.M11 * xScaledShift + worldMatrix.M21 * yScaledShift;
            worldMatrix.M42 += worldMatrix.M12 * xScaledShift + worldMatrix.M22 * yScaledShift;
            worldMatrix.M43 += worldMatrix.M13 * xScaledShift + worldMatrix.M23 * yScaledShift;
            worldMatrix.M44 += worldMatrix.M14 * xScaledShift + worldMatrix.M24 * yScaledShift;

            worldMatrix.M11 *= elementSize.X;
            worldMatrix.M12 *= elementSize.X;
            worldMatrix.M13 *= elementSize.X;
            worldMatrix.M14 *= elementSize.X;
            worldMatrix.M21 *= elementSize.Y;
            worldMatrix.M22 *= elementSize.Y;
            worldMatrix.M23 *= elementSize.Y;
            worldMatrix.M24 *= elementSize.Y;

            RectangleF sourceRectangle = glyph.Subrect;

            parameters.Batch.DrawCharacter(Textures[glyph.BitmapIndex], ref worldMatrix, ref sourceRectangle, ref parameters.Color, parameters.DepthBias, swizzle);
        }