Svg.SvgTextBase.TextDrawingState.DrawString C# (CSharp) Method

DrawString() public method

public DrawString ( string value ) : void
value string
return void
            public void DrawString(string value)
            {
                // Get any defined anchors
                var xAnchors = GetValues(value.Length, e => e._x, UnitRenderingType.HorizontalOffset);
                var yAnchors = GetValues(value.Length, e => e._y, UnitRenderingType.VerticalOffset);
                using (var font = this.Element.GetFont(this.Renderer))
                {
                    var fontBaselineHeight = font.Ascent(this.Renderer);
                    PathStatistics pathStats = null;
                    var pathScale = 1.0;
                    if (BaselinePath != null)
                    {
                        pathStats = new PathStatistics(BaselinePath.PathData);
                        if (_authorPathLength > 0) pathScale = _authorPathLength / pathStats.TotalLength;
                    }

                    // Get all of the offsets (explicit and defined by spacing)
                    IList<float> xOffsets;
                    IList<float> yOffsets;
                    IList<float> rotations;
                    float baselineShift = 0.0f;

                    try
                    {
                        this.Renderer.SetBoundable(new FontBoundable(font, (float)(pathStats == null ? 1 : pathStats.TotalLength)));
                        xOffsets = GetValues(value.Length, e => e._dx, UnitRenderingType.Horizontal);
                        yOffsets = GetValues(value.Length, e => e._dy, UnitRenderingType.Vertical);
                        if (StartOffsetAdjust != 0.0f)
                        {
                            if (xOffsets.Count < 1)
                            {
                                xOffsets.Add(StartOffsetAdjust);
                            }
                            else
                            {
                                xOffsets[0] += StartOffsetAdjust;
                            }
                        }

                        if (this.Element.LetterSpacing.Value != 0.0f || this.Element.WordSpacing.Value != 0.0f || this.LetterSpacingAdjust != 0.0f)
                        {
                            var spacing = this.Element.LetterSpacing.ToDeviceValue(this.Renderer, UnitRenderingType.Horizontal, this.Element) + this.LetterSpacingAdjust;
                            var wordSpacing = this.Element.WordSpacing.ToDeviceValue(this.Renderer, UnitRenderingType.Horizontal, this.Element);
                            if (this.Parent == null && this.NumChars == 0 && xOffsets.Count < 1) xOffsets.Add(0);
                            for (int i = (this.Parent == null && this.NumChars == 0 ? 1 : 0); i < value.Length; i++)
                            {
                                if (i >= xOffsets.Count)
                                {
                                    xOffsets.Add(spacing + (char.IsWhiteSpace(value[i]) ? wordSpacing : 0));
                                }
                                else
                                {
                                    xOffsets[i] += spacing + (char.IsWhiteSpace(value[i]) ? wordSpacing : 0);
                                }
                            }
                        }

                        rotations = GetValues(value.Length, e => e._rotations);

                        // Calculate Y-offset due to baseline shift.  Don't inherit the value so that it is not accumulated multiple times.
                        var baselineShiftText = this.Element.Attributes.GetAttribute<string>("baseline-shift");

                        switch (baselineShiftText)
                        {
                            case null:
                            case "":
                            case "baseline":
                            case "inherit":
                                // do nothing
                                break;
                            case "sub":
                                baselineShift = new SvgUnit(SvgUnitType.Ex, 1).ToDeviceValue(this.Renderer, UnitRenderingType.Vertical, this.Element);
                                break;
                            case "super":
                                baselineShift = -1 * new SvgUnit(SvgUnitType.Ex, 1).ToDeviceValue(this.Renderer, UnitRenderingType.Vertical, this.Element);
                                break;
                            default:
                                var convert = new SvgUnitConverter();
                                var shiftUnit = (SvgUnit)convert.ConvertFromInvariantString(baselineShiftText);
                                baselineShift = -1 * shiftUnit.ToDeviceValue(this.Renderer, UnitRenderingType.Vertical, this.Element);
                                break;
                        }

                        if (baselineShift != 0.0f)
                        {
                            if (yOffsets.Any())
                            {
                                yOffsets[0] += baselineShift;
                            }
                            else
                            {
                                yOffsets.Add(baselineShift);
                            }
                        }
                    }
                    finally
                    {
                        this.Renderer.PopBoundable();
                    }

                    // NOTE: Assuming a horizontal left-to-right font
                    // Render absolutely positioned items in the horizontal direction
                    var yPos = Current.Y;
                    for (int i = 0; i < xAnchors.Count - 1; i++)
                    {
                        FlushPath();
                        _xAnchor = xAnchors[i] + (xOffsets.Count > i ? xOffsets[i] : 0);
                        EnsurePath();
                        yPos = (yAnchors.Count > i ? yAnchors[i] : yPos) + (yOffsets.Count > i ? yOffsets[i] : 0);

                        DrawStringOnCurrPath(value[i].ToString(), font, new PointF(_xAnchor, yPos),
                                             fontBaselineHeight, (rotations.Count > i ? rotations[i] : rotations.LastOrDefault()));
                    }

                    // Render any remaining characters
                    var renderChar = 0;
                    var xPos = this.Current.X;
                    if (xAnchors.Any())
                    {
                        FlushPath();
                        renderChar = xAnchors.Count - 1;
                        xPos = xAnchors.Last();
                        _xAnchor = xPos;
                    }
                    EnsurePath();

                    // Render individual characters as necessary
                    var lastIndividualChar = renderChar + Math.Max(Math.Max(Math.Max(Math.Max(xOffsets.Count, yOffsets.Count), yAnchors.Count), rotations.Count) - renderChar - 1, 0);
                    if (rotations.LastOrDefault() != 0.0f || pathStats != null) lastIndividualChar = value.Length;
                    if (lastIndividualChar > renderChar)
                    {
                        var charBounds = font.MeasureCharacters(this.Renderer, value.Substring(renderChar, Math.Min(lastIndividualChar + 1, value.Length) - renderChar));
                        PointF pathPoint;
                        float rotation;
                        float halfWidth;
                        for (int i = renderChar; i < lastIndividualChar; i++)
                        {
                            xPos += (float)pathScale * (xOffsets.Count > i ? xOffsets[i] : 0) + (charBounds[i - renderChar].X - (i == renderChar ? 0 : charBounds[i - renderChar - 1].X));
                            yPos = (yAnchors.Count > i ? yAnchors[i] : yPos) + (yOffsets.Count > i ? yOffsets[i] : 0);
                            if (pathStats == null)
                            {
                                DrawStringOnCurrPath(value[i].ToString(), font, new PointF(xPos, yPos),
                                                     fontBaselineHeight, (rotations.Count > i ? rotations[i] : rotations.LastOrDefault()));
                            }
                            else
                            {
                                xPos = Math.Max(xPos, 0);
                                halfWidth = charBounds[i - renderChar].Width / 2;
                                if (pathStats.OffsetOnPath(xPos + halfWidth))
                                {
                                    pathStats.LocationAngleAtOffset(xPos + halfWidth, out pathPoint, out rotation);
                                    pathPoint = new PointF((float)(pathPoint.X - halfWidth * Math.Cos(rotation * Math.PI / 180) - (float)pathScale * yPos * Math.Sin(rotation * Math.PI / 180)),
                                                           (float)(pathPoint.Y - halfWidth * Math.Sin(rotation * Math.PI / 180) + (float)pathScale * yPos * Math.Cos(rotation * Math.PI / 180)));
                                    DrawStringOnCurrPath(value[i].ToString(), font, pathPoint, fontBaselineHeight, rotation);
                                }
                            }
                        }

                        // Add the kerning to the next character
                        if (lastIndividualChar < value.Length)
                        {
                            xPos += charBounds[charBounds.Count - 1].X - charBounds[charBounds.Count - 2].X;
                        }
                        else
                        {
                            xPos += charBounds.Last().Width;
                        }
                    }

                    // Render the string normally
                    if (lastIndividualChar < value.Length)
                    {
                        xPos += (xOffsets.Count > lastIndividualChar ? xOffsets[lastIndividualChar] : 0);
                        yPos = (yAnchors.Count > lastIndividualChar ? yAnchors[lastIndividualChar] : yPos) +
                                (yOffsets.Count > lastIndividualChar ? yOffsets[lastIndividualChar] : 0);
                        DrawStringOnCurrPath(value.Substring(lastIndividualChar), font, new PointF(xPos, yPos),
                                             fontBaselineHeight, rotations.LastOrDefault());
                        var bounds = font.MeasureString(this.Renderer, value.Substring(lastIndividualChar));
                        xPos += bounds.Width;
                    }

                    NumChars += value.Length;
                    // Undo any baseline shift.  This is not persisted, unlike normal vertical offsets.
                    this.Current = new PointF(xPos, yPos - baselineShift);
                }
            }