public OpenFontTextService() { // _system_id = PixelFarm.Drawing.Internal.RequestFontCacheAccess.GetNewCacheSystemId(); //set up typography text service _txtServices = new TextServices(); //default, user can set this later _txtServices.InstalledFontCollection = InstalledTypefaceCollection.GetSharedTypefaceCollection(collection => { collection.SetFontNameDuplicatedHandler((f0, f1) => FontNameDuplicatedDecision.Skip); collection.LoadSystemFonts(); //load system fonts }); //create typography service //you can implement this service on your own //just see the code inside the service //script lang has a potentail effect on how the layout engine instance work. // //so try to set default script lang to the layout engine instance //from current system default value... //user can set this to other choices... //eg. directly specific the script lang if (!TrySettingScriptLangFromCurrentThreadCultureInfo(_txtServices)) { //TODO: } // ... or specific the scriptlang manully, eg. ... //_shapingServices.SetDefaultScriptLang(scLang); //_shapingServices.SetCurrentScriptLang(scLang); //--------------- }
public override void Initialize() { m_Mouse = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.Mouse) as MouseSprite; m_TitleText = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.BigText) as Text; m_TitleText.TextString = m_MenuTitle; m_TitleText.Position = new Vector2(0, 20); TextServices.CenterTextsOnScreen(this, new List <Text>() { m_TitleText }); InitMenuItems(); base.Initialize(); }
protected override void initTexts() { Text titleText = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.BigText) as Text; titleText.Position = new Vector2(0, 50); titleText.TintColor = m_TitleColor; titleText.TextString = m_Title; m_InstructionsText = TextServices.GetAndCreateTexts(this, m_Instructions, SpritesFactory.eSpriteType.MediumText, titleText.Position.X, titleText.Position.Y + 100f); TextServices.CenterTextsOnScreen(this, m_InstructionsText); TextServices.CenterTextsOnScreen(this, new List <Text>() { titleText }); }
public PauseScreen(Game i_Game) : base(i_Game) { m_MessageSprite = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.MediumText) as Text; m_MessageSprite.Position = new Vector2(180, 230); (m_MessageSprite as Text).TextString = "Click R to continue playing"; TextServices.CenterTextsOnScreen(this, new List <Text>() { (m_MessageSprite as Text) }); this.IsModal = true; this.IsOverlayed = true; this.UseGradientBackground = true; this.BlackTintAlpha = 0.4f; }
/// <summary> /// Initialises a new instance of the <see cref="DropDownSearchBox"/> class using default values. /// </summary> public DropDownSearchBox() { _services = new TextServices(this, GetTextBoxBounds); DropDownStyle = DropDownControlStyles.FakeEditable; ShowGlyphs = false; _normalNodes = new ComboTreeNodeCollection(null); MinSearchTermLength = 3; DropDownHeight = 300; _services.TextChanged += _services_TextChanged; _services.ContextMenuClosed += _services_ContextMenuClosed; _services.ContextMenuOpening += _services_ContextMenuOpening; DropDownControl.KeyDown += DropDownControl_KeyDown; DropDownControl.KeyPress += DropDownControl_KeyPress; DropDownControl.MouseMove += DropDownControl_MouseMove; }
static bool TrySettingScriptLangFromCurrentThreadCultureInfo(TextServices textservice) { //accessory... var currentCulture = System.Threading.Thread.CurrentThread.CurrentCulture; Typography.OpenFont.ScriptLang scLang = null; string langFullName; if (Typography.TextBreak.IcuData.TryGetFullLanguageNameFromLangCode( currentCulture.TwoLetterISOLanguageName, currentCulture.ThreeLetterISOLanguageName, out langFullName)) { scLang = Typography.OpenFont.ScriptLangs.GetRegisteredScriptLangFromLanguageName(langFullName); textservice.SetDefaultScriptLang(scLang); textservice.CurrentScriptLang = scLang; return(true); } return(false); }
protected override void initTexts() { base.initTexts(); Text headText = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.BigText) as Text; headText.Position = new Vector2(250, 200); headText.TintColor = Color.Lime; headText.TextString = "Starting level " + m_CurrentLevel; TextServices.CenterTextsOnScreen(this, new List <Text>() { headText }); m_CountingText = SpritesFactory.CreateSprite(this, SpritesFactory.eSpriteType.BigText) as Text; m_CountingText.Position = new Vector2(350, 300); m_CountingText.TintColor = Color.White; m_CountingText.TextString = m_CurrentCountingNum.ToString(); TextServices.CenterTextsOnScreen(this, new List <Text>() { m_CountingText }); }
public OpenFontTextService() { // _system_id = PixelFarm.Drawing.Internal.RequestFontCacheAccess.GetNewCacheSystemId(); //set up typography text service _typographyTxtServices = new TextServices(); //create typography service //you can implement this service on your own //just see the code inside the service //script lang has a potentail effect on how the layout engine instance work. // //so try to set default script lang to the layout engine instance //from current system default value... //user can set this to other choices... //eg. directly specific the script lang _typographyTxtServices.TrySettingScriptLangFromCurrentThreadCultureInfo(); // ... or specific the scriptlang manully, eg. ... //_shapingServices.SetDefaultScriptLang(scLang); //_shapingServices.SetCurrentScriptLang(scLang); //--------------- }
protected override void InitMenuItems() { TextMenuItem screenOptionsItem = new TextMenuItem("Screen Options", this, new MethodKey() { MethodToRun = openScreenOptionsScreen, ActivateKey = Keys.Enter }); ToggleMenuItem playersItem = new ToggleMenuItem( "Players:", this, m_MultiPlayerConfiguration.NumberOfPlayers.ToString(), new List <string>() { "One", "Two" }, Keys.Enter, new MethodKey() { MethodToRun = m_MultiPlayerConfiguration.ChangeToTwoPlayers, ActivateKey = Keys.PageDown }, new MethodKey() { MethodToRun = m_MultiPlayerConfiguration.ChangeToOnePlayer, ActivateKey = Keys.PageUp }); TextMenuItem soundOptionsItem = new TextMenuItem("Sound Options", this, new MethodKey() { MethodToRun = openSoundOptionsScreen, ActivateKey = Keys.Enter }); TextMenuItem playItem = new TextMenuItem("Play", this, new MethodKey() { MethodToRun = startPlay, ActivateKey = Keys.Enter }); TextMenuItem quitItem = new TextMenuItem("Quit", this, new MethodKey() { MethodToRun = quitGame, ActivateKey = Keys.Enter }); AddMenuItems(screenOptionsItem, playersItem, soundOptionsItem, playItem, quitItem); TextServices.CenterTextsOnScreen(this, null, new List <GameMenuItem>() { screenOptionsItem, playersItem, soundOptionsItem, playItem, quitItem }); }