Пример #1
0
        public async Task <string> ListCharacters(CharacterSource source)
        {
            List <Person> people;

            if (source == CharacterSource.File)
            {
                string filePath        = @"Adapter/People.json";
                var    characterSource = new CharacterFileSource();
                people = await characterSource.GetCharactersFromFile(filePath);
            }
            else if (source == CharacterSource.Api)
            {
                var swapiSource = new StarWarsApi();
                people = await swapiSource.GetCharacters();
            }
            else
            {
                throw new Exception("Invalid character source");
            }
            var sb        = new StringBuilder();
            int nameWidth = 30;

            sb.AppendLine($"{"NAME".PadRight(nameWidth)}   {"HAIR"}");
            foreach (Person person in people)
            {
                sb.AppendLine($"{person.Name.PadRight(nameWidth)}   {person.HairColor}");
            }

            return(sb.ToString());
        }
        public async Task <string> ListCharacters(CharacterSource source)
        {
            List <Person> people;

            if (source == CharacterSource.File)
            {
                string filePath = @"Adapter/People.json";
                people = JsonConvert.DeserializeObject <List <Person> >(await File.ReadAllTextAsync(filePath));
            }
            else if (source == CharacterSource.Api)
            {
                using (var client = new HttpClient())
                {
                    string url    = "https://swapi.co/api/people";
                    string result = await client.GetStringAsync(url);

                    people = JsonConvert.DeserializeObject <ApiResult <Person> >(result).Results;
                }
            }
            else
            {
                throw new Exception("Invalid character source");
            }
            var sb        = new StringBuilder();
            int nameWidth = 30;

            sb.AppendLine($"{"NAME".PadRight(nameWidth)}   {"HAIR"}");
            foreach (Person person in people)
            {
                sb.AppendLine($"{person.Name.PadRight(nameWidth)}   {person.HairColor}");
            }

            return(sb.ToString());
        }
Пример #3
0
        void measureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            var width           = 0.0f;
            var finalLineHeight = (float)lineHeight;
            var fullLineCount   = 0;
            BitmapFontRegion currentFontRegion = null;
            var offset = Vector2.Zero;

            for (var i = 0; i < text.Length; i++)
            {
                var c = text[i];

                if (c == '\r')
                {
                    continue;
                }

                if (c == '\n')
                {
                    fullLineCount++;
                    finalLineHeight = lineHeight;

                    offset.X          = 0;
                    offset.Y          = lineHeight * fullLineCount;
                    currentFontRegion = null;
                    continue;
                }

                if (currentFontRegion != null)
                {
                    offset.X += spacing + currentFontRegion.xAdvance;
                }

                if (!_characterMap.TryGetValue(c, out currentFontRegion))
                {
                    currentFontRegion = _defaultCharacterRegion;
                }

                var proposedWidth = offset.X + currentFontRegion.xAdvance + spacing;
                if (proposedWidth > width)
                {
                    width = proposedWidth;
                }

                if (currentFontRegion.height + currentFontRegion.yOffset > finalLineHeight)
                {
                    finalLineHeight = currentFontRegion.height + currentFontRegion.yOffset;
                }
            }

            size.X = width;
            size.Y = fullLineCount * lineHeight + finalLineHeight;
        }
Пример #4
0
        internal void DrawInto(
            SpriteBatch spriteBatch, StringBuilder text, Vector2 position, Color color,
            float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            var source = new CharacterSource(text);

            DrawInto(spriteBatch, ref source, position, color, rotation, origin, scale, effect, depth);
        }
Пример #5
0
        /// <summary>
        /// Returns the size of the contents of a StringBuilder when
        /// rendered in this font.
        /// </summary>
        /// <param name="text">The text to measure.</param>
        /// <returns>The size, in pixels, of 'text' when rendered in
        /// this font.</returns>
        public Vector2 MeasureString(StringBuilder text)
        {
            CharacterSource source = new CharacterSource(text);
            Vector2         size;

            MeasureString(ref source, out size);
            return(size);
        }
Пример #6
0
        /// <summary>
        /// Returns the size of a string when rendered in this font.
        /// </summary>
        /// <param name="text">The text to measure.</param>
        /// <returns>The size, in pixels, of 'text' when rendered in
        /// this font.</returns>
        public Vector2 MeasureString(string text)
        {
            var     source = new CharacterSource(text);
            Vector2 size;

            MeasureString(ref source, out size);
            return(size);
        }
Пример #7
0
        private void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            PerThreadTypesetter.Reset(this);
            for (int i = 0; i < text.Length; ++i)
            {
                PerThreadTypesetter.Input(text [i]);
            }
            PerThreadTypesetter.GetSize(out size);
        }
Пример #8
0
        private void DrawInto(
            SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
            float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            Matrix transformation;

            CreateTransformationFromDrawParameters(
                ref text, position, rotation, origin, scale, effect, out transformation);

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            PerThreadTypesetter.Reset(this);
            for (int i = 0; i < text.Length; ++i)
            {
                PerThreadTypesetter.Input(text [i]);
                if (!PerThreadTypesetter.HasCurrentGlyph)
                {
                    continue;
                }

                var p = PerThreadTypesetter.Offset;

                if (flippedHorz)
                {
                    p.X += PerThreadTypesetter.CurrentGlyph.BoundsInTexture.Width;
                }
                p.X += PerThreadTypesetter.CurrentGlyph.LeftSideBearing;

                if (flippedVert)
                {
                    p.Y += PerThreadTypesetter.CurrentGlyph.BoundsInTexture.Height - LineSpacing;
                }
                p.Y += PerThreadTypesetter.CurrentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);
                spriteBatch.Draw(
                    _texture, p, PerThreadTypesetter.CurrentGlyph.BoundsInTexture,
                    color, rotation, Vector2.Zero, scale, effect, depth);
            }
        }
Пример #9
0
        private void CreateTransformationFromDrawParameters(
            ref CharacterSource text, Vector2 position, float rotation, Vector2 origin, Vector2 scale,
            SpriteEffects effect, out Matrix transformation)
        {
            Vector2 flipAdjustment = Vector2.Zero;

            if ((effect & (SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically)) != 0)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if ((effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
                {
                    origin.X        *= -1;
                    scale.X         *= -1;
                    flipAdjustment.X = -size.X;
                }

                if ((effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically)
                {
                    origin.Y        *= -1;
                    scale.Y         *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            Matrix temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);

            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
        }
        public async Task <ActionResult> Get(CharacterSource source)
        {
            try
            {
                List <Character> people;
                if (source == CharacterSource.File)
                {
                    string filePath = @"../DesignPatterns/Structural/Adapter/Data/People.json";
                    people = JsonConvert.DeserializeObject <List <Character> >(await System.IO.File.ReadAllTextAsync(filePath));
                }
                else if (source == CharacterSource.Api)
                {
                    using (var client = new HttpClient())
                    {
                        string url    = "https://someurl.com/api/characters";
                        string result = await client.GetStringAsync(url);

                        people = JsonConvert.DeserializeObject <ApiResult <Character> >(result).Results;
                    }
                }
                else
                {
                    throw new Exception("Invalid character source");
                }
                var sb        = new StringBuilder();
                int nameWidth = 30;
                sb.AppendLine($"{"NAME".PadRight(nameWidth)}   {"BirthYear"}");
                foreach (Character character in people)
                {
                    sb.AppendLine($"{character.Name.PadRight(nameWidth)}   {character.BirthYear}");
                }

                return(Ok(sb.ToString()));
            }
            catch (Exception ex)
            {
                _logger.LogError(ex.ToString());
                return(StatusCode(StatusCodes.Status500InternalServerError));
            }
        }
        public async Task <string> ListCharacters(CharacterSource source)
        {
            List <Person> people;

            if (source == CharacterSource.File)
            {
                string filePath = @"Adapter/People.json";
                people = JsonConvert.DeserializeObject <List <Person> >(await File.ReadAllTextAsync(filePath));
            }
            else if (source == CharacterSource.Api)
            {
                var handler = new HttpClientHandler()
                {
                    AllowAutoRedirect = true
                };

                using (var client = new HttpClient(handler))
                {
                    string url    = ApiConstants.SWAPI_PEOPLE_ENDPOINT;
                    string result = await client.GetStringAsync(url);

                    people = JsonConvert.DeserializeObject <ApiResult <Person> >(result).Results;
                }
            }
            else
            {
                throw new Exception("Invalid character source");
            }
            var sb        = new StringBuilder();
            int nameWidth = 30;

            sb.AppendLine($"{"NAME".PadRight(nameWidth)}   {"HAIR"}");
            foreach (Person person in people)
            {
                sb.AppendLine($"{person.Name.PadRight(nameWidth)}   {person.HairColor}");
            }

            return(sb.ToString());
        }
Пример #12
0
        internal void DrawInto(SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
                               float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X        *= -1;
                    scale.X         *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y        *= -1;
                    scale.Y         *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            var currentGlyph     = Glyph.Empty;
            var offset           = Vector2.Zero;
            var hasCurrentGlyph  = false;
            var firstGlyphOfLine = true;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph)
                {
                    // The first character on a line might have a negative left side bearing.
                    // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                    //  so that text does not hang off the left side of its rectangle.
                    if (firstGlyphOfLine)
                    {
                        offset.X         = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                var p = offset;

                if (flippedHorz)
                {
                    p.X += currentGlyph.BoundsInTexture.Width;
                }
                p.X += currentGlyph.Cropping.X;

                if (flippedVert)
                {
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                }
                p.Y += currentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4(p.X, p.Y,
                                           currentGlyph.BoundsInTexture.Width * scale.X,
                                           currentGlyph.BoundsInTexture.Height * scale.Y);

                // TODO: We're passing SpriteEffects thru here unchanged, but
                // it seems we're applyting the flips ourselves above.
                //
                // This just might be a bug!

                spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
                    color, rotation, Vector2.Zero, effect, depth);
            }
        }
Пример #13
0
        internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
			                    float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
		{
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;
            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if (DefaultCharacter.HasValue)
                defaultGlyph = _glyphs[DefaultCharacter.Value];

            var currentGlyph = Glyph.Empty;
            var offset = Vector2.Zero;
            var hasCurrentGlyph = false;
            var firstGlyphOfLine = true;

			for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X = 0;
                    offset.Y += LineSpacing;
                    hasCurrentGlyph = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph) {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph) {
                    // The first character on a line might have a negative left side bearing.
                    // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                    //  so that text does not hang off the left side of its rectangle.
                    if (firstGlyphOfLine) {
                        offset.X = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    } else {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                var p = offset;

				if (flippedHorz)
                    p.X += currentGlyph.BoundsInTexture.Width;
                p.X += currentGlyph.Cropping.X;

				if (flippedVert)
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += currentGlyph.Cropping.Y;

				Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4( p.X, p.Y, 
                                            currentGlyph.BoundsInTexture.Width * scale.X,
                                            currentGlyph.BoundsInTexture.Height * scale.Y);

				spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
					color, rotation, Vector2.Zero, effect, depth, false);
			}

			// We need to flush if we're using Immediate sort mode.
			spriteBatch.FlushIfNeeded();
		}
Пример #14
0
		private void MeasureString(ref CharacterSource text, out Vector2 size)
		{
			if (text.Length == 0)
            {
				size = Vector2.Zero;
				return;
			}

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if ( DefaultCharacter.HasValue )
                defaultGlyph = _glyphs[DefaultCharacter.Value];

			var width = 0.0f;
			var finalLineHeight = (float)LineSpacing;
			var fullLineCount = 0;
            var currentGlyph = Glyph.Empty;
			var offset = Vector2.Zero;
            var hasCurrentGlyph = false;
            var firstGlyphOfLine = true;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    fullLineCount++;
                    finalLineHeight = LineSpacing;

                    offset.X = 0;
                    offset.Y = LineSpacing * fullLineCount;
                    hasCurrentGlyph = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph) {
                    offset.X += Spacing;
                
                    // The first character on a line might have a negative left side bearing.
                    // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                    //  so that text does not hang off the left side of its rectangle.
                    if (firstGlyphOfLine) {
                        offset.X = Math.Max(offset.X + Math.Abs(currentGlyph.LeftSideBearing), 0);
                        firstGlyphOfLine = false;
                    } else {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                    
                    offset.X += currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;                        
                }

                var proposedWidth = offset.X + currentGlyph.WidthIncludingBearings;
                if (proposedWidth > width)
                    width = proposedWidth;

                if (currentGlyph.Cropping.Height > finalLineHeight)
                    finalLineHeight = currentGlyph.Cropping.Height;
            }

            size.X = width;
            size.Y = fullLineCount * LineSpacing + finalLineHeight;
		}
Пример #15
0
        private void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0) {
                size = Vector2.Zero;
                return;
            }

            PerThreadTypesetter.Reset (this);
            for (int i = 0; i < text.Length; ++i)
                PerThreadTypesetter.Input (text [i]);
            PerThreadTypesetter.GetSize (out size);
        }
Пример #16
0
		private void MeasureString(ref CharacterSource text, out Vector2 size)
		{
			if (text.Length == 0)
            {
				size = Vector2.Zero;
				return;
			}

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if ( DefaultCharacter.HasValue )
                defaultGlyph = _glyphs[DefaultCharacter.Value];

			var width = 0.0f;
			var finalLineHeight = (float)LineSpacing;
			var fullLineCount = 0;
            var currentGlyph = Glyph.Empty;
			var offset = Vector2.Zero;
            var hasCurrentGlyph = false;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    fullLineCount++;
                    finalLineHeight = LineSpacing;

                    offset.X = 0;
                    offset.Y = LineSpacing * fullLineCount;
                    hasCurrentGlyph = false;
                    continue;
                }

                if (hasCurrentGlyph)
                    offset.X += Spacing + currentGlyph.WidthIncludingBearings;

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;                        
                }

                var proposedWidth = offset.X + currentGlyph.WidthIncludingBearings;
                if (proposedWidth > width)
                    width = proposedWidth;

                if (currentGlyph.Cropping.Height > finalLineHeight)
                    finalLineHeight = currentGlyph.Cropping.Height;
            }

            size.X = width;
            size.Y = fullLineCount * LineSpacing + finalLineHeight;
		}
Пример #17
0
        internal void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            var width           = 0.0f;
            var finalLineHeight = (float)LineSpacing;

            var currentGlyph     = Glyph.Empty;
            var offset           = Vector2.Zero;
            var firstGlyphOfLine = true;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];

                if (c == '\r')
                {
                    continue;
                }

                if (c == '\n')
                {
                    finalLineHeight = LineSpacing;

                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (!_glyphs.TryGetValue(c, out currentGlyph))
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph = defaultGlyph.Value;
                }

                // The first character on a line might have a negative left side bearing.
                // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                //  so that text does not hang off the left side of its rectangle.
                if (firstGlyphOfLine)
                {
                    offset.X         = Math.Max(currentGlyph.LeftSideBearing, 0);
                    firstGlyphOfLine = false;
                }
                else
                {
                    offset.X += Spacing + currentGlyph.LeftSideBearing;
                }

                offset.X += currentGlyph.Width;

                var proposedWidth = offset.X + Math.Max(currentGlyph.RightSideBearing, 0);
                if (proposedWidth > width)
                {
                    width = proposedWidth;
                }

                offset.X += currentGlyph.RightSideBearing;

                if (currentGlyph.Cropping.Height > finalLineHeight)
                {
                    finalLineHeight = currentGlyph.Cropping.Height;
                }
            }

            size.X = width;
            size.Y = offset.Y + finalLineHeight;
        }
Пример #18
0
		/// <summary>
		/// Returns the size of a string when rendered in this font.
		/// </summary>
		/// <param name="text">The text to measure.</param>
		/// <returns>The size, in pixels, of 'text' when rendered in
		/// this font.</returns>
		public Vector2 MeasureString(string text)
		{
			var source = new CharacterSource(text);
			Vector2 size;
			MeasureString(ref source, out size);
            return size;// * Scaler.Scale;
		}
Пример #19
0
        private void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            var width           = 0.0f;
            var finalLineHeight = (float)LineSpacing;
            var fullLineCount   = 0;
            var currentGlyph    = Glyph.Empty;
            var offset          = Vector2.Zero;
            var hasCurrentGlyph = false;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    fullLineCount++;
                    finalLineHeight = LineSpacing;

                    offset.X        = 0;
                    offset.Y        = LineSpacing * fullLineCount;
                    hasCurrentGlyph = false;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.WidthIncludingBearings;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                var proposedWidth = offset.X + currentGlyph.WidthIncludingBearings;
                if (proposedWidth > width)
                {
                    width = proposedWidth;
                }

                if (currentGlyph.Cropping.Height > finalLineHeight)
                {
                    finalLineHeight = currentGlyph.Cropping.Height;
                }
            }

            size.X = width;
            size.Y = fullLineCount * LineSpacing + finalLineHeight;
        }
Пример #20
0
 internal void DrawInto(
     SpriteBatch spriteBatch, StringBuilder text, Vector2 position, Color color,
     float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
 {
     var source = new CharacterSource (text);
     DrawInto (spriteBatch, ref source, position, color, rotation, origin, scale, effect, depth);
 }
Пример #21
0
        private void CreateTransformationFromDrawParameters(
            ref CharacterSource text, Vector2 position, float rotation, Vector2 origin, Vector2 scale,
            SpriteEffects effect, out Matrix transformation)
        {
            Vector2 flipAdjustment = Vector2.Zero;
            if ((effect & (SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically)) != 0) {
                Vector2 size;
                MeasureString (ref text, out size);

                if ((effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally) {
                    origin.X *= -1;
                    scale.X *= -1;
                    flipAdjustment.X = -size.X;
                }

                if ((effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) {
                    origin.Y *= -1;
                    scale.Y *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            Matrix temp;
            Matrix.CreateTranslation (-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale (scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply (ref transformation, ref temp, out transformation);

            Matrix.CreateTranslation (flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply (ref temp, ref transformation, out transformation);

            Matrix.CreateRotationZ (rotation, out temp);
            Matrix.Multiply (ref transformation, ref temp, out transformation);

            Matrix.CreateTranslation (position.X, position.Y, 0f, out temp);
            Matrix.Multiply (ref transformation, ref temp, out transformation);
        }
Пример #22
0
        internal void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            var width           = 0.0f;
            var finalLineHeight = (float)LineSpacing;

            var offset           = Vector2.Zero;
            var firstGlyphOfLine = true;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];

                if (c == '\r')
                {
                    continue;
                }

                if (c == '\n')
                {
                    finalLineHeight = LineSpacing;

                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    firstGlyphOfLine = true;
                    continue;
                }

                var currentGlyphIndex = GetGlyphIndexOrDefault(c);
                Debug.Assert(currentGlyphIndex >= 0 && currentGlyphIndex < Glyphs.Length, "currentGlyphIndex was outside the bounds of the array.");
                var pCurrentGlyph = Glyphs[currentGlyphIndex];

                // The first character on a line might have a negative left side bearing.
                // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                //  so that text does not hang off the left side of its rectangle.
                if (firstGlyphOfLine)
                {
                    offset.X         = Math.Max(pCurrentGlyph.LeftSideBearing, 0);
                    firstGlyphOfLine = false;
                }
                else
                {
                    offset.X += Spacing + pCurrentGlyph.LeftSideBearing;
                }

                offset.X += pCurrentGlyph.Width;

                var proposedWidth = offset.X + Math.Max(pCurrentGlyph.RightSideBearing, 0);
                if (proposedWidth > width)
                {
                    width = proposedWidth;
                }

                offset.X += pCurrentGlyph.RightSideBearing;

                if (pCurrentGlyph.Cropping.Height > finalLineHeight)
                {
                    finalLineHeight = pCurrentGlyph.Cropping.Height;
                }
            }

            size.X = width;
            size.Y = offset.Y + finalLineHeight;
        }
Пример #23
0
        internal void drawInto(SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
                               float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                measureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X        *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y        *= -1;
                    flipAdjustment.Y = lineHeight - size.Y;
                }
            }


            var requiresTransformation = flippedHorz || flippedVert || rotation != 0f || scale != Vector2.One;

            if (requiresTransformation)
            {
                Matrix temp;
                Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out _transformationMatrix);
                Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
                Matrix.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix);
                Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
                Matrix.Multiply(ref temp, ref _transformationMatrix, out _transformationMatrix);
                Matrix.CreateRotationZ(rotation, out temp);
                Matrix.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix);
                Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
                Matrix.Multiply(ref _transformationMatrix, ref temp, out _transformationMatrix);
            }

            BitmapFontRegion currentFontRegion = null;
            var offset = requiresTransformation ? Vector2.Zero : position - origin;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    continue;
                }

                if (c == '\n')
                {
                    offset.X          = requiresTransformation ? 0f : position.X - origin.X;
                    offset.Y         += lineHeight;
                    currentFontRegion = null;
                    continue;
                }

                if (currentFontRegion != null)
                {
                    offset.X += spacing + currentFontRegion.xAdvance;
                }

                if (!_characterMap.TryGetValue(c, out currentFontRegion))
                {
                    currentFontRegion = _defaultCharacterRegion;
                }


                var p = offset;

                if (flippedHorz)
                {
                    p.X += currentFontRegion.width;
                }
                p.X += currentFontRegion.xOffset;

                if (flippedVert)
                {
                    p.Y += currentFontRegion.height - lineHeight;
                }
                p.Y += currentFontRegion.yOffset;

                // transform our point if we need to
                if (requiresTransformation)
                {
                    Vector2.Transform(ref p, ref _transformationMatrix, out p);
                }

                var destRect = RectangleExt.fromFloats
                               (
                    p.X, p.Y,
                    currentFontRegion.width * scale.X,
                    currentFontRegion.height * scale.Y
                               );

                spriteBatch.Draw(currentFontRegion.subtexture, destRect, currentFontRegion.subtexture.sourceRect, color, rotation, Vector2.Zero, effect, depth);
            }
        }
Пример #24
0
        internal void DrawInto(
            SpriteBatch spriteBatch,
            ref CharacterSource text,
            Vector2 position,
            Color color,
            float rotation,
            Vector2 origin,
            Vector2 scale,
            SpriteEffects effect,
            float depth
            )
        {
            Vector2 flipAdjustment = Vector2.Zero;

            bool flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            bool flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X        *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y        *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            /* TODO: This looks excessive... i suspect we could do most
             * of this with simple vector math and avoid this much matrix work.
             */

            Matrix transformation, temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            Glyph   currentGlyph     = Glyph.Empty;
            Vector2 offset           = Vector2.Zero;
            bool    hasCurrentGlyph  = false;
            bool    firstGlyphOfLine = true;

            for (int i = 0; i < text.Length; i += 1)
            {
                char c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph)
                {
                    /* The first character on a line might have a negative left side bearing.
                     * In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                     * so that text does not hang off the left side of its rectangle.
                     */
                    if (firstGlyphOfLine)
                    {
                        offset.X         = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                Vector2 p = offset;

                if (flippedHorz)
                {
                    p.X += currentGlyph.BoundsInTexture.Width;
                }

                p.X += currentGlyph.Cropping.X;

                if (flippedVert)
                {
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                }

                p.Y += currentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);

                Vector4 destRect = new Vector4(
                    p.X,
                    p.Y,
                    currentGlyph.BoundsInTexture.Width * scale.X,
                    currentGlyph.BoundsInTexture.Height * scale.Y
                    );

                spriteBatch.DrawInternal(
                    _texture,
                    destRect,
                    currentGlyph.BoundsInTexture,
                    color,
                    rotation,
                    Vector2.Zero,
                    effect,
                    depth,
                    false
                    );
            }

            // We need to flush if we're using Immediate sort mode.
            spriteBatch.FlushIfNeeded();
        }
Пример #25
0
		/// <summary>
		/// Returns the size of the contents of a StringBuilder when
		/// rendered in this font.
		/// </summary>
		/// <param name="text">The text to measure.</param>
		/// <returns>The size, in pixels, of 'text' when rendered in
		/// this font.</returns>
		public Vector2 MeasureString(StringBuilder text)
		{
			var source = new CharacterSource(text);
			Vector2 size;
			MeasureString(ref source, out size);
			return size;
		}
Пример #26
0
        private void MeasureString(ref CharacterSource text, out Vector2 size)
        {
            if (text.Length == 0)
            {
                size = Vector2.Zero;
                return;
            }

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            float   width            = 0.0f;
            float   finalLineHeight  = (float)LineSpacing;
            int     fullLineCount    = 0;
            Glyph   currentGlyph     = Glyph.Empty;
            Vector2 offset           = Vector2.Zero;
            bool    hasCurrentGlyph  = false;
            bool    firstGlyphOfLine = true;

            for (int i = 0; i < text.Length; i += 1)
            {
                char c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    fullLineCount  += 1;
                    finalLineHeight = LineSpacing;

                    offset.X         = 0;
                    offset.Y         = LineSpacing * fullLineCount;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing;

                    /* The first character on a line might have a negative left side bearing.
                     * In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                     * so that text does not hang off the left side of its rectangle.
                     */
                    if (firstGlyphOfLine)
                    {
                        offset.X         = Math.Max(offset.X + Math.Abs(currentGlyph.LeftSideBearing), 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }

                    offset.X += currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                float proposedWidth = offset.X + currentGlyph.WidthIncludingBearings + Spacing;
                if (proposedWidth > width)
                {
                    width = proposedWidth;
                }

                if (currentGlyph.Cropping.Height > finalLineHeight)
                {
                    finalLineHeight = currentGlyph.Cropping.Height;
                }
            }

            size.X = width;
            size.Y = fullLineCount * LineSpacing + finalLineHeight;
        }
Пример #27
0
        internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
			                    float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
		{
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X *= -1;
                    scale.X *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y *= -1;
                    scale.Y *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;
            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if (DefaultCharacter.HasValue)
                defaultGlyph = _glyphs[DefaultCharacter.Value];

            var currentGlyph = Glyph.Empty;
            var offset = Vector2.Zero;
            var hasCurrentGlyph = false;

			for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X = 0;
                    offset.Y += LineSpacing;
                    hasCurrentGlyph = false;
                    continue;
                }

                if (hasCurrentGlyph)
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }
                offset.X += currentGlyph.LeftSideBearing;
                var p = offset;

				if (flippedHorz)
                    p.X += currentGlyph.BoundsInTexture.Width;
                p.X += currentGlyph.Cropping.X;

				if (flippedVert)
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += currentGlyph.Cropping.Y;

				Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4( p.X, p.Y, 
                                            currentGlyph.BoundsInTexture.Width * scale.X,
                                            currentGlyph.BoundsInTexture.Height * scale.Y);

                // TODO: We're passing SpriteEffects thru here unchanged, but
                // it seems we're applyting the flips ourselves above.
                //
                // This just might be a bug!

				spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
					color, rotation, Vector2.Zero, effect, depth);
			}
		}
Пример #28
0
        private void DrawInto(
            SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
            float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            Matrix transformation;
            CreateTransformationFromDrawParameters (
                ref text, position, rotation, origin, scale, effect, out transformation);

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            PerThreadTypesetter.Reset (this);
            for (int i = 0; i < text.Length; ++i) {
                PerThreadTypesetter.Input (text [i]);
                if (!PerThreadTypesetter.HasCurrentGlyph)
                    continue;

                var p = PerThreadTypesetter.Offset;

                if (flippedHorz)
                    p.X += PerThreadTypesetter.CurrentGlyph.BoundsInTexture.Width;
                p.X += PerThreadTypesetter.CurrentGlyph.LeftSideBearing;

                if (flippedVert)
                    p.Y += PerThreadTypesetter.CurrentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += PerThreadTypesetter.CurrentGlyph.Cropping.Y;

                Vector2.Transform (ref p, ref transformation, out p);
                spriteBatch.Draw (
                    _texture, p, PerThreadTypesetter.CurrentGlyph.BoundsInTexture,
                    color, rotation, Vector2.Zero, scale, effect, depth);
            }
        }