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TextWrapping.cs
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TextWrapping.cs
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using System;
//using System.Text;
using System.Collections.Generic;
//using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
//using Microsoft.Xna.Framework.Input;
namespace Microsoft.Xna.Framework
{
public static class TextWrapping
{
private static string newline = Environment.NewLine;
private static MgStringBuilder text = new MgStringBuilder();
private static Dictionary<int, SpriteFontItem> spriteFonts = new Dictionary<int, SpriteFontItem>();
private static SpriteFontItem lastSpriteFontItem;
private static int lastHashCode = -1;
/// <summary>
/// This method wraps and cuts off the text within the Rectangle boundry this is a real time function.
/// It is not as efficient as precomputing a altered stringbuilder then just drawing it.
/// Effectively this can be considered at a cost of two drawstrings
/// </summary>
public static void DrawWordWrapTextWithinBounds(MgStringBuilder stringText, SpriteBatch sb, SpriteFont sf, Vector2 scale, Rectangle boundRect, Color color)
{
var sfc = SpriteFontItem.PrepFont(sf);
text.Clear();
text.Append(stringText);
var _glyphs = sfc._glyphs;
var Spacing = sfc.Spacing;
var lineHeight = sfc.LineSpacing * scale.Y;
Vector2 offset = Vector2.Zero;
float yextent = offset.Y + lineHeight;
Vector2 redrawOffset = Vector2.Zero;
Rectangle dest = new Rectangle();
var currentGlyph = SpriteFont.Glyph.Empty;
var firstGlyphOfLine = true;
int lastWordBreakCharPos = 0;
bool firstwordonline = true;
Vector2 rewindOffset = Vector2.Zero;
for (int i = 0; i < text.Length; i++)
{
char c = text[i];
if (c == '\r')
continue;
if (c == '\n')
{
offset.X = 0;
offset.Y += lineHeight;
yextent = offset.Y + lineHeight;
firstGlyphOfLine = true;
firstwordonline = true;
continue;
}
if (_glyphs.ContainsKey(c))
currentGlyph = _glyphs[c];
else
if (!sfc.tsf.DefaultCharacter.HasValue)
throw new ArgumentException("Text Contains a Unresolvable Character");
else
currentGlyph = sfc.defaultGlyph;
// Solves the problem- the first character on a line with a negative left side bearing.
if (firstGlyphOfLine)
{
offset.X = Math.Max(currentGlyph.LeftSideBearing, 0);
firstGlyphOfLine = false;
}
else
offset.X += Spacing + currentGlyph.LeftSideBearing;
// matrix calculations unrolled rotation is excluded for this version
var m = offset;
m.X += currentGlyph.Cropping.X;
m.Y += currentGlyph.Cropping.Y;
dest = new Rectangle(
(int)(m.X * scale.X),
(int)(m.Y * scale.Y),
(int)(currentGlyph.BoundsInTexture.Width * scale.X),
(int)(currentGlyph.BoundsInTexture.Height * scale.Y)
);
// Begin word wrapping operations.
// if char is a word break character e.g. white space
if (c == ' ')
{
lastWordBreakCharPos = i;
rewindOffset = offset;
if (firstwordonline)
firstwordonline = false;
}
// word wrapping calculations.
bool executeEndOffset = true;
if (yextent > boundRect.Height)
{
// this essentially is function termination due to height boundry
text.Length = i;
i = text.Length;
}
else
{
if (dest.Right > boundRect.Width)
{
if (text.Length > (i + 1))
{
if (firstwordonline == false)
{
if (text[lastWordBreakCharPos + 1] != '\n')
{
// i also pulled the +1 here which is i think inserting a improperly positioned like break using append at.
text.AppendAt(lastWordBreakCharPos + 1, '\n'); // !!! insert here is a gcollection problem... fixed
if (text[lastWordBreakCharPos + 1] != ' ')
{
offset = rewindOffset;
i = lastWordBreakCharPos;
}
}
}
else // first word on the line true
{
if (text[i + 1] != '\n') // if its not already a new line char
{
text.AppendAt(i + 1, '\n');
}
}
}
else
{
// handles the case were we cannot check the next char for a newline because it doesn't exist.
text.AppendAt(lastWordBreakCharPos + 1, '\n');
if (text[lastWordBreakCharPos + 1] != ' ')
{
offset = rewindOffset;
i = lastWordBreakCharPos;
executeEndOffset = false;
}
}
}
}
if (executeEndOffset)
offset.X += currentGlyph.Width + currentGlyph.RightSideBearing;
}
sb.DrawString(sfc.tsf, text, boundRect.Location.ToVector2(), color);
}
/// <summary>
/// This method wraps and cuts off the text within the Rectangle boundry.
/// This method copys the textIn to Out and alters the textOut which can then be feed to spriteBatch.
/// This isn't the greatest method for dynamic text but it will in general with prudence be a simple precomputation.
/// </summary>
public static void WordWrapTextWithinBounds(MgStringBuilder stringTextIn, MgStringBuilder stringTextOut, SpriteFont sf, Vector2 scale, Rectangle boundRect)
{
var sfc = SpriteFontItem.PrepFont(sf);
stringTextOut.Clear();
stringTextOut.Append(stringTextIn);
var _glyphs = sfc._glyphs;
var Spacing = sfc.Spacing;
var lineHeight = sfc.LineSpacing * scale.Y;
Vector2 offset = Vector2.Zero;
float yextent = offset.Y + lineHeight;
Vector2 redrawOffset = Vector2.Zero;
Rectangle dest = new Rectangle();
var currentGlyph = SpriteFont.Glyph.Empty;
var firstGlyphOfLine = true;
int lastWordBreakCharPos = 0;
bool firstwordonline = true;
Vector2 rewindOffset = Vector2.Zero;
for (int i = 0; i < stringTextOut.Length; i++)
{
char c = stringTextOut[i];
if (c == '\r')
continue;
if (c == '\n')
{
offset.X = 0;
offset.Y += lineHeight;
yextent = offset.Y + lineHeight;
firstGlyphOfLine = true;
firstwordonline = true;
continue;
}
if (_glyphs.ContainsKey(c))
currentGlyph = _glyphs[c];
else
if (!sfc.tsf.DefaultCharacter.HasValue)
throw new ArgumentException("Text Contains a Unresolvable Character");
else
currentGlyph = sfc.defaultGlyph;
// Solves the problem- the first character on a line with a negative left side bearing.
if (firstGlyphOfLine)
{
offset.X = Math.Max(currentGlyph.LeftSideBearing, 0);
firstGlyphOfLine = false;
}
else
offset.X += Spacing + currentGlyph.LeftSideBearing;
// matrix calculations unrolled rotation is excluded for this version
var m = offset;
m.X += currentGlyph.Cropping.X;
m.Y += currentGlyph.Cropping.Y;
dest = new Rectangle(
(int)(m.X * scale.X),
(int)(m.Y * scale.Y),
(int)(currentGlyph.BoundsInTexture.Width * scale.X),
(int)(currentGlyph.BoundsInTexture.Height * scale.Y)
);
// Begin word wrapping operations.
// if char is a word break character e.g. white space.
// atm only spaces are legitiment line breaks
if (c == ' ')
{
lastWordBreakCharPos = i;
rewindOffset = offset;
if (firstwordonline)
firstwordonline = false;
}
// word wrapping calculations.
bool executeEndOffset = true;
if (yextent > boundRect.Height)
{
// this essentially is function termination due to height boundry
stringTextOut.Length = i;
i = stringTextOut.Length;
}
else
{
if (dest.Right > boundRect.Width)
{
// is there enough length for the next character is a new line check
if (stringTextOut.Length > (i + 1))
{
if (firstwordonline == false)
{
if (stringTextOut[lastWordBreakCharPos + 1] != '\n') // skips appending new line if the next line is a line break.
{
stringTextOut.AppendAt(lastWordBreakCharPos + 1, '\n'); // !!! insert here is a gcollection problem... fixed
if (stringTextOut[lastWordBreakCharPos + 1] != ' ')
{
offset = rewindOffset;
i = lastWordBreakCharPos;
executeEndOffset = false;
}
}
}
else // first word on the line true
{
if (stringTextOut[i + 1] != '\n') // if its not already a new line char
{
stringTextOut.AppendAt(i + 1, '\n'); // !!! insert here is a gcollection problem... fixed via mystringbuilder
}
}
}
else
{
stringTextOut.AppendAt(lastWordBreakCharPos + 1, '\n'); // !!! insert here is a gcollection problem... fixed via mystringbuilder
if (stringTextOut[lastWordBreakCharPos + 1] != ' ')
{
offset = rewindOffset;
i = lastWordBreakCharPos;
executeEndOffset = false;
}
}
}
}
if (executeEndOffset)
offset.X = offset.X + currentGlyph.Width + currentGlyph.RightSideBearing;
}
// we could return the string we sent in but i don't think i need to.
}
private class SpriteFontItem
{
public SpriteFont tsf;
public Dictionary<char, SpriteFont.Glyph> _glyphs;
public SpriteFont.Glyph defaultGlyph;
public char defaultfontchar = ' ';
public float Spacing = 0f;
public int LineSpacing = 10;
public string newline = Environment.NewLine;
public void SetSpriteFont(SpriteFont s)
{
tsf = s;
_glyphs = tsf.GetGlyphs();
defaultGlyph = new SpriteFont.Glyph();
Spacing = tsf.Spacing;
LineSpacing = tsf.LineSpacing;
if (tsf.DefaultCharacter.HasValue)
{
defaultfontchar = (char)(tsf.DefaultCharacter.Value);
defaultGlyph = _glyphs[defaultfontchar];
}
}
public static SpriteFontItem PrepFont(SpriteFont sf)
{
var hcode = sf.GetHashCode();
if (hcode != lastHashCode)
{
if (spriteFonts.ContainsKey(hcode) == false)
{
SpriteFontItem nval = new SpriteFontItem();
nval.SetSpriteFont(sf);
spriteFonts.Add(hcode, nval);
}
lastSpriteFontItem = spriteFonts[hcode];
}
return lastSpriteFontItem;
}
}
}
}