Renderer:

+ Font.BaselineAdjust

Utils:
+ GameControllerState.AnyInteractions
This commit is contained in:
Michel Fedde 2021-05-21 16:05:52 +02:00
parent 89de4258e1
commit dffa581596
18 changed files with 70 additions and 40 deletions

View file

@ -39,9 +39,16 @@ namespace SM.Base.Drawing
/// <summary>
/// Returns the current model matrix.
/// </summary>
/// <param name="force">If set to true, it will always (re-)calculate the model matrix.</param>
/// <returns></returns>
public Matrix4 GetMatrix()
public Matrix4 GetMatrix(bool force = false)
{
if (force)
{
_lastFrame = SMRenderer.CurrentFrame;
return _modelMatrix = RequestMatrix();
}
if (Ignore) return Matrix4.Identity;
if (_lastFrame != SMRenderer.CurrentFrame)

View file

@ -40,6 +40,12 @@ namespace SM.Base.Drawing.Text
/// </summary>
public float FontSize { get; set; } = 12;
/// <summary>
/// Allows to adjust the baseline to fix clipping issues.
/// <para>Due to some issues with the calculations, this is a temporary fix.</para>
/// </summary>
public float BaselineAdjust { get; set; } = 1f;
/// <summary>
/// The character positions.
/// </summary>
@ -64,6 +70,8 @@ namespace SM.Base.Drawing.Text
public void RegenerateTexture()
{
Width = Height = 0;
//Height = Math.Abs(_fontFace.BBox.Bottom) + _fontFace.BBox.Top;
Positions = new Dictionary<char, CharParameter>();
_fontFace.SetCharSize(0, FontSize, 0, 96);
@ -83,7 +91,7 @@ namespace SM.Base.Drawing.Text
float bBoxHeight = (Math.Abs(_fontFace.BBox.Bottom) + _fontFace.BBox.Top);
float bBoxTopScale = _fontFace.BBox.Top / bBoxHeight;
float baseline = Height * bBoxTopScale + 1;
float baseline = (Height * bBoxTopScale) + BaselineAdjust;
Map = new Bitmap(Width, Height);
using (Graphics g = Graphics.FromImage(Map))
@ -95,8 +103,7 @@ namespace SM.Base.Drawing.Text
{
_fontFace.LoadChar(keyvalue.Key, LoadFlags.Render, LoadTarget.Normal);
int y = ((int)baseline - (int)_fontFace.Glyph.Metrics.HorizontalBearingY);
int y = ((int)baseline - (int) _fontFace.Glyph.Metrics.HorizontalBearingY);
g.DrawImageUnscaled(_fontFace.Glyph.Bitmap.ToGdipBitmap(Color.White), (int)keyvalue.Value[1], y);
Vector2 offset = new Vector2(keyvalue.Value[1] / Width, 0);