Esempio n. 1
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            Texture2D texture;

            using (var stream = TitleContainer.OpenStream("Fonts/test_0.png"))
            {
                texture = Texture2D.FromStream(GraphicsDevice, stream);
            }

            string fontData;

            using (var stream = TitleContainer.OpenStream("Fonts/test.fnt"))
            {
                using (var reader = new StreamReader(stream))
                {
                    fontData = reader.ReadToEnd();
                }
            }

            _font = BMFontLoader.LoadXml(fontData, name => texture);

            GC.Collect();
        }
Esempio n. 2
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 public MonoGameGameFont(MonoGameFileHandle fntFileHandle, MonoGameFileHandle textureFileHandle)
 {
     _fontName              = fntFileHandle.nameWithoutExtension();
     _spriteFont            = BMFontLoader.LoadXml(fntFileHandle.readString(), ((MonoGameTexture)Mdx.graphics.newTexture(textureFileHandle)).texture2D);
     _sharedFontGlyphLayout = newGlyphLayout();
     _capHeight             = _spriteFont.MeasureString("A").Y;
 }
Esempio n. 3
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        public override SpriteFont Load(Stream stream)
        {
            using var reader = new StreamReader(stream);
            var fontData = reader.ReadToEnd();
            var font     = BMFontLoader.LoadXml(fontData,
                                                name => new TextureWithOffset(_assetLoader.Get <Texture2D>(name)));

            return(font);
        }
Esempio n. 4
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        public static MonoGameGameFont loadBitmapFont(MonoGameFileHandle fntFileHandle)
        {
            var font = new MonoGameGameFont();

            font._spriteFont = BMFontLoader.LoadXml(fntFileHandle.readString(), textureFileName =>
            {
                return(new TextureWithOffset(((MonoGameTexture)Mdx.graphics_.newTexture(fntFileHandle.parent().child(textureFileName))).texture2D));
            });
            font._sharedFontGlyphLayout = font.newGlyphLayout();
            font._capHeight             = font._spriteFont.GetGlyphs()['A'].BoundsInTexture.Height;
            return(font);
        }