diff --git a/Velentr.Font.DevEnv/Game1.cs b/Velentr.Font.DevEnv/Game1.cs index 9e772f8..1a27ff0 100644 --- a/Velentr.Font.DevEnv/Game1.cs +++ b/Velentr.Font.DevEnv/Game1.cs @@ -74,16 +74,25 @@ protected override void Update(GameTime gameTime) protected override void Draw(GameTime gameTime) { - GraphicsDevice.Clear(Color.White); + GraphicsDevice.Clear(Color.Red); _spriteBatch.Begin(); //_spriteBatch.DrawString(font1, testString, new Vector2(0, -15), Color.Blue); + /* _spriteBatch.DrawStringWithMarkdown(font1, testString3, new Vector2(0, -15), Color.Black); _spriteBatch.DrawString(font1, testString, new Vector2(150, -15), Color.Pink, 0.1f, Vector2.Zero, new Vector2(.5f, .5f), SpriteEffects.None, 1f); _spriteBatch.DrawString(text2, new Vector2(50, 150), Color.Red); _spriteBatch.DrawString(text1, new Vector2(150, 300), Color.Black, 0.1f, Vector2.Zero, new Vector2(.5f, .5f), SpriteEffects.None, 1f); _spriteBatch.DrawString(text1, new Vector2(150, 350), Color.Black, 0.1f, new Vector2(50, 50), new Vector2(.5f, .5f), SpriteEffects.FlipVertically, 1f); + */ + + var text = "cake"; + var text2 = font1.MakeText(text); + //_spriteBatch.DrawString(font1, text, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.Blue); + //_spriteBatch.DrawString(font1, text, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.White, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0.5F); + + _spriteBatch.DrawString(text2, (new Vector2(75, 75) - (font1.MeasureText(text) / 2)), Color.Blue); _spriteBatch.End(); diff --git a/Velentr.Font.FNA/Velentr.Font.FNA.csproj b/Velentr.Font.FNA/Velentr.Font.FNA.csproj index 1a6d93e..e1a8ed6 100644 --- a/Velentr.Font.FNA/Velentr.Font.FNA.csproj +++ b/Velentr.Font.FNA/Velentr.Font.FNA.csproj @@ -10,7 +10,7 @@ https://github.com/vonderborch/Velentr.Font An alternative solution for Monogame/FNA/XNA-derived frameworks that utilizes SharpFont to draw text rather than the traditional SpriteFont approach. SharpFont, FNA, SpriteFont, Font - 1.2.7 + 1.2.8 true diff --git a/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj b/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj index d666ac4..a4f398d 100644 --- a/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj +++ b/Velentr.Font.Monogame/Velentr.Font.Monogame.csproj @@ -10,7 +10,7 @@ https://github.com/vonderborch/Velentr.Font An alternative solution for Monogame/FNA/XNA-derived frameworks that utilizes SharpFont to draw text rather than the traditional SpriteFont approach. SharpFont, Monogame, SpriteFont, Font - 1.2.7 + 1.2.8 ..\release\Monogame\Velentr.Font.Monogame.xml diff --git a/Velentr.Font/Font.cs b/Velentr.Font/Font.cs index 483804f..772bc9a 100644 --- a/Velentr.Font/Font.cs +++ b/Velentr.Font/Font.cs @@ -359,7 +359,7 @@ public void Draw(SpriteBatch spriteBatch, string text, Color color, Rectangle bo underrun = 0; } - var characterPosition = new Vector2(boundaries.X + offsetX, boundaries.Y + offsetY); + var characterPosition = new Vector2(offsetX, offsetY); Vector2.Transform(ref characterPosition, ref transformation, out characterPosition); spriteBatch.Draw(cachedCharacter.GlyphCache.Texture, characterPosition, cachedCharacter.Boundary, currentColor, rotation, origin, scale, effects, layerDepth); offsetX += cachedCharacter.Boundary.Width;