Files
MonoGame.Extended/Source/Demos/Tutorials/Demos/BitmapFontsDemo.cs
T
2019-10-08 21:43:46 +10:00

154 lines
5.7 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
using MonoGame.Extended.BitmapFonts;
using MonoGame.Extended.TextureAtlases;
using MonoGame.Extended.ViewportAdapters;
namespace Tutorials.Demos
{
public class BitmapFontsDemo : DemoBase
{
public override string Name => "Bitmap Fonts";
public BitmapFontsDemo(GameMain parent)
: base(parent)
{
}
private BoxingViewportAdapter _viewportAdapter;
private Texture2D _backgroundTexture;
private BitmapFont _bitmapFontImpact;
private BitmapFont _bitmapFontMonospaced;
private SpriteBatch _spriteBatch;
private BitmapFont _bitmapFontMontserrat;
private Rectangle _clippingRectangle = new Rectangle(100, 100, 300, 300);
private MouseState _previousMouseState;
protected override void LoadContent()
{
_viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
_backgroundTexture = Content.Load<Texture2D>("Textures/vignette");
_bitmapFontImpact = Content.Load<BitmapFont>("Fonts/impact-32");
_bitmapFontMontserrat = Content.Load<BitmapFont>("Fonts/montserrat-32");
_bitmapFontMonospaced = LoadCustomMonospacedFont();
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
private BitmapFont LoadCustomMonospacedFont()
{
// this is a way to create a font in pure code without a font file.
const string characters = @" !""#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
var monospacedTexture = Content.Load<Texture2D>("Fonts/monospaced");
var atlas = TextureAtlas.Create("monospaced-atlas", monospacedTexture, 16, 16);
var fontRegions = new BitmapFontRegion[characters.Length];
var index = 0;
for (var y = 0; y < monospacedTexture.Height; y += 16)
{
for (var x = 0; x < monospacedTexture.Width; x += 16)
{
if (index < characters.Length)
{
fontRegions[index] = new BitmapFontRegion(atlas[index], characters[index], 0, 0, 16);
index++;
}
}
}
return new BitmapFont("monospaced", fontRegions, 16);
}
protected override void Update(GameTime gameTime)
{
var keyboardState = Keyboard.GetState();
var mouseState = Mouse.GetState();
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
var dx = mouseState.X - _previousMouseState.X;
var dy = mouseState.Y - _previousMouseState.Y;
if (mouseState.LeftButton == ButtonState.Pressed)
{
_clippingRectangle.X += dx;
_clippingRectangle.Y += dy;
}
if (mouseState.RightButton == ButtonState.Pressed)
{
_clippingRectangle.Width += dx;
_clippingRectangle.Height += dy;
}
_previousMouseState = mouseState;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(
samplerState: SamplerState.LinearClamp,
blendState: BlendState.AlphaBlend,
transformMatrix: _viewportAdapter.GetScaleMatrix());
_spriteBatch.Draw(_backgroundTexture, _viewportAdapter.BoundingRectangle, Color.DarkBlue);
const string helloWorld = "The quick brown fox jumps over the lazy dog\nThe lazy dog jumps back over the quick brown fox";
var position = new Point2(400, 140);
var offset = new Vector2(0, 50);
var scale = Vector2.One;
var color = Color.White;
var rotation = 0;//MathHelper.Pi/64f;
// bitmap font
var bitmapFontSize = _bitmapFontImpact.MeasureString(helloWorld);
var bitmapFontOrigin = (Point2)(bitmapFontSize / 2f);
_spriteBatch.DrawString(
bitmapFont: _bitmapFontImpact,
text: helloWorld,
position: position + offset,
color: color,
rotation: rotation,
origin: bitmapFontOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0);
_spriteBatch.DrawRectangle(position - bitmapFontOrigin + offset, bitmapFontSize, Color.Red);
var bitmapFontMontserratSize = _bitmapFontMontserrat.MeasureString(helloWorld);
var bitmapFontMontserratOrigin = bitmapFontMontserratSize / 2f;
_spriteBatch.DrawString(
bitmapFont: _bitmapFontMontserrat,
text: helloWorld,
position: position + offset * 3,
color: color,
rotation: rotation,
origin: bitmapFontMontserratOrigin,
scale: scale,
effect: SpriteEffects.None,
layerDepth: 0,
clippingRectangle: _clippingRectangle);
_spriteBatch.DrawRectangle(_clippingRectangle, Color.White);
_spriteBatch.DrawRectangle(position - bitmapFontMontserratOrigin + offset * 3, bitmapFontMontserratSize, Color.Green);
_spriteBatch.DrawString(_bitmapFontMonospaced, "Hello Monospaced Fonts!", new Vector2(100, 400), Color.White);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}