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(); }
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(); }