Files
Christopher Whitley 3a5269cfea Reorganization (#909)
* 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
2024-07-06 23:46:20 -04:00

57 lines
1.9 KiB
C#

using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.Content.ContentReaders;
namespace MonoGame.Extended.Content.Pipeline.BitmapFonts
{
[ContentTypeWriter]
public class BitmapFontWriter : ContentTypeWriter<BitmapFontProcessorResult>
{
protected override void Write(ContentWriter writer, BitmapFontProcessorResult result)
{
writer.Write(result.TextureAssets.Count);
foreach (var textureAsset in result.TextureAssets)
writer.Write(textureAsset);
var fontFile = result.FontFile;
writer.Write(fontFile.FontName);
writer.Write(fontFile.Info.FontSize);
writer.Write(fontFile.Common.LineHeight);
writer.Write(fontFile.Characters.Count);
foreach (var c in fontFile.Characters)
{
writer.Write(c.ID);
writer.Write(c.Page);
writer.Write(c.X);
writer.Write(c.Y);
writer.Write(c.Width);
writer.Write(c.Height);
writer.Write(c.XOffset);
writer.Write(c.YOffset);
writer.Write(c.XAdvance);
}
writer.Write(fontFile.Kernings.Count);
foreach(var k in fontFile.Kernings)
{
writer.Write(k.First);
writer.Write(k.Second);
writer.Write(k.Amount);
}
}
public override string GetRuntimeType(TargetPlatform targetPlatform)
{
return typeof(BitmapFont).AssemblyQualifiedName;
}
public override string GetRuntimeReader(TargetPlatform targetPlatform)
{
return typeof(BitmapFontContentReader).AssemblyQualifiedName;
}
}
}