internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
{
var flipAdjustment = Vector2.Zero;
var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;
if (flippedVert || flippedHorz)
{
Vector2 size;
MeasureString(ref text, out size);
if (flippedHorz)
{
origin.X *= -1;
scale.X *= -1;
flipAdjustment.X = -size.X;
}
if (flippedVert)
{
origin.Y *= -1;
scale.Y *= -1;
flipAdjustment.Y = LineSpacing - size.Y;
}
}
// TODO: This looks excessive... i suspect we could do most
// of this with simple vector math and avoid this much matrix work.
Matrix transformation, temp;
Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
Matrix.Multiply(ref temp, ref transformation, out transformation);
Matrix.CreateRotationZ(rotation, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
Matrix.Multiply(ref transformation, ref temp, out transformation);
// Get the default glyph here once.
Glyph? defaultGlyph = null;
if (DefaultCharacter.HasValue)
defaultGlyph = _glyphs[DefaultCharacter.Value];
var currentGlyph = Glyph.Empty;
var offset = Vector2.Zero;
var hasCurrentGlyph = false;
for (var i = 0; i < text.Length; ++i)
{
var c = text[i];
if (c == '\r')
{
hasCurrentGlyph = false;
continue;
}
if (c == '\n')
{
offset.X = 0;
offset.Y += LineSpacing;
hasCurrentGlyph = false;
continue;
}
if (hasCurrentGlyph)
offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
if (!hasCurrentGlyph)
{
if (!defaultGlyph.HasValue)
throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
currentGlyph = defaultGlyph.Value;
hasCurrentGlyph = true;
}
offset.X += currentGlyph.LeftSideBearing;
var p = offset;
if (flippedHorz)
p.X += currentGlyph.BoundsInTexture.Width;
p.X += currentGlyph.Cropping.X;
if (flippedVert)
p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
p.Y += currentGlyph.Cropping.Y;
Vector2.Transform(ref p, ref transformation, out p);
var destRect = new Vector4( p.X, p.Y,
currentGlyph.BoundsInTexture.Width * scale.X,
currentGlyph.BoundsInTexture.Height * scale.Y);
// TODO: We're passing SpriteEffects thru here unchanged, but
// it seems we're applyting the flips ourselves above.
//
// This just might be a bug!
spriteBatch.DrawInternal(
_texture, destRect, currentGlyph.BoundsInTexture,
color, rotation, Vector2.Zero, effect, depth);
}
}