private void DoLoad() { if (fontsystem == null) { if (settings == null) { settings = new FontSystemSettings(); } fontsystem = new FontSystem(settings); if (source == ContentSource.GameContent) { fontsystem.AddFont(Game.Device.StreamContent(name, FontExtensions)); } else { fontsystem.AddFont(Game.ResourceContent.StreamInternalFont(name)); } font = fontsystem.GetFont(Size); GenerateCommonGlyphs(); } }
protected override void Update(GameTime gameTime) { base.Update(gameTime); KeyboardUtils.Begin(); if (KeyboardUtils.IsPressed(Keys.Tab)) { var i = 0; for (; i < _fontSystems.Length; ++i) { if (_currentFontSystem == _fontSystems[i]) { break; } } ++i; if (i >= _fontSystems.Length) { i = 0; } _currentFontSystem = _fontSystems[i]; } if (KeyboardUtils.IsPressed(Keys.Enter)) { _currentFontSystem.UseKernings = !_currentFontSystem.UseKernings; } if (KeyboardUtils.IsPressed(Keys.LeftShift)) { _animatedScaling = !_animatedScaling; } KeyboardUtils.End(); }
protected override void OnKeyDown(IKeyboard sender, Key key, int n) { base.OnKeyDown(sender, key, n); switch (key) { case Key.Space: _drawBackground = !_drawBackground; break; case Key.Tab: var i = 0; for (; i < _fontSystems.Length; ++i) { if (_currentFontSystem == _fontSystems[i]) { break; } } ++i; if (i >= _fontSystems.Length) { i = 0; } _currentFontSystem = _fontSystems[i]; break; case Key.Enter: _currentFontSystem.UseKernings = !_currentFontSystem.UseKernings; break; case Key.ShiftLeft: _animatedScaling = !_animatedScaling; break; } }
protected override void LoadContent() { SpriteBatch = new SpriteBatch(GraphicsDevice); //Create the different managers _chargeBar = new ChargeBar(this, SpriteBatch, Graphics, new Vector2((1900 * Window.ClientBounds.Width) / 1980, (1100 * Window.ClientBounds.Height) / 1080)); _sound = new SoundManager(this); _manager = new GameManager(this); _manager.AddPlayer(new Player(this, "jojo", "ball_red", new Vector3(0, -20, 0))); _manager.LoadGame(1); //Create cameras responsible of following the ball CameraClassic = new Camera(Vector3.Zero, 0, 0, BEPUutilities.Matrix.CreatePerspectiveFieldOfViewRH(MathHelper.PiOver4, Graphics.PreferredBackBufferWidth / (float)Graphics.PreferredBackBufferHeight, .1f, 10000)); Camera = new ChaseCameraControlScheme(_manager.Space.Entities[0], new Vector3(0, 7, 0), false, 50f, CameraClassic, this); //Adding event for sound managing _manager.MainPlayer.Ball.Form.CollisionInformation.Events.ContactCreated += Events_ContactCreated; _manager.MainPlayer.Ball.Form.CollisionInformation.Events.DetectingInitialCollision += Events_DetectingInitialCollision; _manager.MainPlayer.Ball.Form.CollisionInformation.Events.CollisionEnded += Events_CollisionEnded; //Loading font and background for HUD FontSystem fontSystem = FontSystemFactory.Create(GraphicsDevice, 2048, 2048); fontSystem.AddFont(TitleContainer.OpenStream($"{Content.RootDirectory}/font-file.ttf")); _background = Content.Load <Texture2D>("Sprites/background_menu"); //Setup the HUD GuiHelper.Setup(this, fontSystem); _hudFont = Content.Load <SpriteFont>("Hud"); _ui = new IMGUI(); }
protected override void OnLoad() { graphicsDevice.ClearColor = new Vector4(0.3f, 0.6f, 0.9f, 1); var data = new byte[] { 255, 255, 255, 255 }; _white = new Texture2D(graphicsDevice, 1, 1); _white.SetData <byte>(data, 0, 0, 1, 1, PixelFormat.Rgba); _renderer = new TrippyRenderer(graphicsDevice); var textureManager = new TrippyTexture2DManager(graphicsDevice); var fontSystems = new List <FontSystem>(); // Simple var fontSystem = new FontSystem(textureManager, 1024, 1024); LoadFontSystem(fontSystem); fontSystems.Add(fontSystem); // Blurry var blurryFontSystem = new FontSystem(textureManager, 1024, 1024, EffectAmount); LoadFontSystem(blurryFontSystem); fontSystems.Add(blurryFontSystem); // Stroked var strokedFontSystem = new FontSystem(textureManager, 1024, 1024, 0, EffectAmount); LoadFontSystem(strokedFontSystem); fontSystems.Add(strokedFontSystem); _fontSystems = fontSystems.ToArray(); _currentFontSystem = _fontSystems[0]; GC.Collect(); }
/// <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); // TODO: use this.Content to load your game content here var fontSystems = new List <FontSystem>(); var textureCreator = new Texture2DManager(GraphicsDevice); _renderer = new Renderer(_spriteBatch); // Simple var fontSystem = new FontSystem(textureCreator, 1024, 1024); LoadFontSystem(fontSystem); fontSystems.Add(fontSystem); // Blurry var blurryFontSystem = new FontSystem(textureCreator, 1024, 1024, EffectAmount); LoadFontSystem(blurryFontSystem); fontSystems.Add(blurryFontSystem); // Stroked var strokedFontSystem = new FontSystem(textureCreator, 1024, 1024, 0, EffectAmount); LoadFontSystem(strokedFontSystem); fontSystems.Add(strokedFontSystem); _fontSystems = fontSystems.ToArray(); _currentFontSystem = _fontSystems[0]; _white = new Texture2D(GraphicsDevice, 1, 1); _white.SetData(new[] { Color.White }); GC.Collect(); }
public void CacheNull() { var fontSystem = new FontSystem(); fontSystem.AddFont(TestsEnvironment.Assembly.ReadResourceAsBytes("Resources.DroidSans.ttf")); var font = fontSystem.GetFont(32); // Such symbol doesnt exist in ttf var codePoint = 12345678; // Shouldn't exist DynamicFontGlyph glyph; Assert.IsFalse(font.Glyphs.TryGetValue(codePoint, out glyph)); glyph = (DynamicFontGlyph)font.GetGlyph(TestsEnvironment.GraphicsDevice, codePoint); // Now it should exist Assert.IsTrue(font.Glyphs.TryGetValue(codePoint, out glyph)); // And should be equal to null too Assert.AreEqual(glyph, null); }
/// <summary> /// Usually called once in a game's LoadContent. /// </summary> /// <param name="game">Game instance.</param> /// <param name="fontSystem">The font system to use for the UI.</param> public static void Setup(Game game, FontSystem fontSystem) { InputHelper.Setup(game); FontSystem = fontSystem; SpriteBatch = new SpriteBatch(game.GraphicsDevice); }
public AssetManager(ContentManager iContent) { _content = iContent; FontSystem = new FontSystem(); FontSystem.AddFont(TitleContainer.OpenStream($"{_content.RootDirectory}/Jura-Bold.ttf")); }
/// <summary> /// Creates a Font with a FontSystem. /// </summary> /// <param name="fontSystem"></param> public Font(FontSystem fontSystem) { _fontSystem = fontSystem; }
private static FontSystem InternalCreate(int textureWidth, int textureHeight, int blurAmount, int strokeAmount, bool premultiplyAlpha) { var result = new FontSystem(StbTrueTypeSharpFontLoader.Instance, MyraEnvironment.Platform, textureWidth, textureHeight, blurAmount, strokeAmount, premultiplyAlpha); return(result); }
public static void LoadFonts(ContentManager content, GraphicsDevice graphicsDevice) { FontSystem = FontSystemFactory.Create(graphicsDevice, 2048, 2048); FontSystem.AddFont(TitleContainer.OpenStream($"{content.RootDirectory}/source-code-pro-medium.ttf")); }
protected override void OnStartRunning() { base.OnStartRunning(); fontSystem = World.GetExistingSystem <FontSystem>(); }
public override void Initialize() { base.Initialize(); FontSystem = new FontSystem(GraphicsDevice); }
private void LoadFontSystem(FontSystem result) { result.AddFont(File.ReadAllBytes(@"Fonts/DroidSans.ttf")); result.AddFont(File.ReadAllBytes(@"Fonts/DroidSansJapanese.ttf")); result.AddFont(File.ReadAllBytes(@"Fonts/Symbola-Emoji.ttf")); }
public GameFontSystem(IServiceRegistry registry) : base(registry) { Visible = true; FontSystem = new FontSystem(); }
public DynamicSpriteFont GetFont(float size) { return(FontSystem.GetFont((int)size)); }