protected virtual RectangleF OnStringRectUpdate(RectangleF newRect) { if (IsShadowed) { // TODO: fix ambiguity error in monogameframework resulting in a unnecessary cast newRect.Position -= ShadowSpacing.ToOffsetPosition(GlobalScale); } newRect.X += GetTextOffsetX(); return(newRect); }
protected virtual RectangleF OnBoundaryUpdate(RectangleF newRect) { if (IsShadowed) { newRect += ShadowSpacing.ToOffsetRectangle(GlobalScale); } float textOffset = GetTextOffsetX(); newRect.X -= textOffset; newRect.Width += textOffset * 2; return(newRect); }