Velaptor.Graphics.Renderers.IFontRenderer
Velaptor
Velaptor.Graphics.Renderers
IFontRenderer Interface
Renders text to the screen using a particular font.
public interface IFontRenderer
Methods
Render(IFont, string, int, int, float, float, int)
Renders the given text using the given font
at the position determined by the given x and y coordinates.
void Render(Velaptor.Content.Fonts.IFont font, string text, int x, int y, float renderSize, float angle, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
The X coordinate location to render the text.
The Y coordinate location to render the text.
renderSize System.Single
The size of the text.
angle System.Single
The angle of the text in degrees.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The x and y position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
The renderSize is a value between 0 and 1.  Using the value 1 represents the text being rendered
at the standard size of 100%.  Example: Using 1.5 would represent 150% or 50% larger than the normal size.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, int, int, float, float, Color, int)
Renders the given text using the given font
at the position determined by the given x and y coordinates,
with the given angle, renderSize, and color.
void Render(Velaptor.Content.Fonts.IFont font, string text, int x, int y, float renderSize, float angle, System.Drawing.Color color, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
The X coordinate location to render the text.
The Y coordinate location to render the text.
renderSize System.Single
The size of the text.
angle System.Single
The angle of the text in degrees.
color System.Drawing.Color
The color to apply to the rendering.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The x and y position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
The renderSize is a value between 0 and 1.  Using the value 1 represents the text being rendered
at the standard size of 100%.  Example: Using 1.5 would represent 150% or 50% larger than the normal size.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, int, int, float, Color, int)
Renders the given text using the given font
at the position determined by the given x and y coordinates,
with the given angle, and color.
void Render(Velaptor.Content.Fonts.IFont font, string text, int x, int y, float angle, System.Drawing.Color color, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
The X coordinate location to render the text.
The Y coordinate location to render the text.
angle System.Single
The angle of the text in degrees.
color System.Drawing.Color
The color to apply to the rendering.
layer System.Int32
The layer to render the text.
Remarks
The x and y position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, int, int, int)
Renders the given text using the given font
at the position determined by the given x and y coordinates.
void Render(Velaptor.Content.Fonts.IFont font, string text, int x, int y, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
The X coordinate location to render the text.
The Y coordinate location to render the text.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The x and y position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, int, int, Color, int)
Renders the given text using the given font
at the position determined by the given x and y coordinates
and color.
void Render(Velaptor.Content.Fonts.IFont font, string text, int x, int y, System.Drawing.Color color, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
The X coordinate location to render the text.
The Y coordinate location to render the text.
color System.Drawing.Color
The color of the text.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The x and y position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
The size is a value between 0 and 1.  Using the value 1 represents the text being rendered
at the standard size of 100%.  Example: Using 1.5 would represent 150% or 50% larger than the normal size.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, Vector2, float, float, int)
Renders the given text using the given font
at the given position, with the given renderSize, and angle.
void Render(Velaptor.Content.Fonts.IFont font, string text, System.Numerics.Vector2 position, float renderSize, float angle, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
position System.Numerics.Vector2
The position to render the text.
renderSize System.Single
The size of the text.
angle System.Single
The angle of the text in degrees.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
The renderSize is a value between 0 and 1.  Using the value 1 represents the text being rendered
at the standard size of 100%.  Example: Using 1.5 would represent 150% or 50% larger than the normal size.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, Vector2, float, Color, int)
Renders the given text using the given font
at the given position, angle, and color.
void Render(Velaptor.Content.Fonts.IFont font, string text, System.Numerics.Vector2 position, float angle, System.Drawing.Color color, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
position System.Numerics.Vector2
The position to render the text.
angle System.Single
The angle of the text in degrees.
color System.Drawing.Color
The color of the text.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, Vector2, int)
Renders the given text using the given font
and position.
void Render(Velaptor.Content.Fonts.IFont font, string text, System.Numerics.Vector2 position, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
position System.Numerics.Vector2
The position to render the text.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, string, Vector2, Color, int)
Renders the given text using the given font
at the given position with the given color.
void Render(Velaptor.Content.Fonts.IFont font, string text, System.Numerics.Vector2 position, System.Drawing.Color color, int layer=0);
Parameters
font IFont
The font to use for rendering the text.
text System.String
The text to render.
position System.Numerics.Vector2
The position to render the text.
color System.Drawing.Color
The color of the text.
layer System.Int32
The layer to render the text.
Exceptions
System.Exception
Thrown if the Begin() method has not been called.
Remarks
The position is based in the center of the text.
The center of the text is based on the furthest most left, right, top, and bottom edges of the text.
Lower layer values will render before higher layer values.
If two separate textures have the same layer value, they will
render in the order that the method was invoked.
Example below:Render Method Invoked Order:
- Texture 1 (Layer -10)
- Texture 2 (Layer -20)
- Texture 3 (Layer 0)
- Texture 4 (Layer 0)
- Texture 5 (Layer 4)
- Texture 6 (Layer 3)Texture Render Order:
- Texture 2
- Texture 1
- Texture 3
- Texture 4
- Texture 6
- Texture 5
Render(IFont, Span<(GlyphMetrics metrics,Color clr)>, int, int, float, float, int)
void Render(Velaptor.Content.Fonts.IFont font, System.Span<(Velaptor.Graphics.GlyphMetrics metrics,System.Drawing.Color clr)> charMetrics, int x, int y, float renderSize, float angle, int layer=0);
Parameters
font IFont
charMetrics System.Span<<GlyphMetrics,System.Drawing.Color>>
renderSize System.Single
angle System.Single
layer System.Int32