mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
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3a5269cfea
* Removed MonoGame.Extended.Animations This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality. * Rework BitmapFonts for new project organization. * Cleanup namespaces * Cleanup namespaces * Move MonoGame.Extended.Collision into base project * Moved MonoGame.Extended.Entities into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Input into base project * Moved MonoGame.Extended.Particles into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tweening into base project * Removing SpriteFactory support This will be added back in at a later date once the SpriteFactory application has been updated * Update TexturePacker content import support * Only needs to reference base project now * Moved to Serialization namespace * Moved Json serialization to Serialization.Json namespace * Moved TexturePacker content DTOs to the Content namespace * Renamed to Texture2DRegion.Extensions.cs * Cleaned up namespace * Moved ReadTiledMapProperties into the ContentReaderExtensions * Created an Extended content manager * Moved Tweening tests to base test project * Moved Tiled test to base test project * Moved Entities Tests to base test project * Moved Entities tests to base test project * Moved Collisions tests to base test project * Moved Pipeline Tiled test to Pipeline tests project * Use `var` instead of full type name * Add Tiled namespace * Correct `Metadata` property name to new `Meta` property name * Cleanup namespace * Add effects namespace * Add Content namespace * Update using statements to new namespaces * Move Pipeline Tiled tests to Pipeline test project * Use correct namespace * Use `var` instead of typing out nested types * Remove unused namespaces * Update to new namespaces * Remove unused namespaces * Update to new namespaces * Remove dependency on Particles csproj * Update included content on build * Add embedded resources * Merge multi csproj structure into single csproj structure * TexturePackerPoint properties should be `double` not `int` * Update csproj * Use dotnet tool to rebuild effects * Move effect compilation to targets file This will ensure the effects are always built * Fix workflow to build effects on linux * Set wine path * Export instead of using actions env section * Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using Microsoft.Xna.Framework.Content.Pipeline;
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using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;
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using MonoGame.Extended.BitmapFonts;
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using MonoGame.Extended.Content.ContentReaders;
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namespace MonoGame.Extended.Content.Pipeline.BitmapFonts
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{
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[ContentTypeWriter]
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public class BitmapFontWriter : ContentTypeWriter<BitmapFontProcessorResult>
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{
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protected override void Write(ContentWriter writer, BitmapFontProcessorResult result)
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{
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writer.Write(result.TextureAssets.Count);
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foreach (var textureAsset in result.TextureAssets)
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writer.Write(textureAsset);
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var fontFile = result.FontFile;
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writer.Write(fontFile.FontName);
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writer.Write(fontFile.Info.FontSize);
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writer.Write(fontFile.Common.LineHeight);
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writer.Write(fontFile.Characters.Count);
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foreach (var c in fontFile.Characters)
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{
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writer.Write(c.ID);
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writer.Write(c.Page);
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writer.Write(c.X);
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writer.Write(c.Y);
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writer.Write(c.Width);
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writer.Write(c.Height);
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writer.Write(c.XOffset);
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writer.Write(c.YOffset);
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writer.Write(c.XAdvance);
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}
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writer.Write(fontFile.Kernings.Count);
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foreach(var k in fontFile.Kernings)
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{
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writer.Write(k.First);
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writer.Write(k.Second);
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writer.Write(k.Amount);
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}
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}
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public override string GetRuntimeType(TargetPlatform targetPlatform)
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{
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return typeof(BitmapFont).AssemblyQualifiedName;
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}
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public override string GetRuntimeReader(TargetPlatform targetPlatform)
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{
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return typeof(BitmapFontContentReader).AssemblyQualifiedName;
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}
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}
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}
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