template project, first version
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DirectXTK/MakeSpriteFont/CommandLineOptions.cs
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DirectXTK/MakeSpriteFont/CommandLineOptions.cs
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// DirectXTK MakeSpriteFont tool
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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using System.Collections.Generic;
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using System.Drawing;
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namespace MakeSpriteFont
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{
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// Available output texture formats.
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public enum TextureFormat
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{
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Auto,
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Rgba32,
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Bgra4444,
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CompressedMono,
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}
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// Feature levels
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public enum FeatureLevel
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{
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FL9_1,
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FL9_2,
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FL9_3,
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FL10_0,
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FL10_1,
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FL11_0,
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FL11_1,
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FL12_0,
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FL12_1,
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}
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// Options telling the tool what to do.
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public class CommandLineOptions
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{
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// Input can be either a system (TrueType) font or a specially marked bitmap file.
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[CommandLineParser.Required]
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public string SourceFont;
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// Output spritefont binary.
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[CommandLineParser.Required]
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public string OutputFile;
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// Which characters to include in the font (eg. "/CharacterRegion:0x20-0x7F /CharacterRegion:0x123")
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[CommandLineParser.Name("CharacterRegion")]
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public readonly List<CharacterRegion> CharacterRegions = new List<CharacterRegion>();
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// Fallback character used when asked to render a codepoint that is not
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// included in the font. If zero, missing characters throw exceptions.
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public readonly int DefaultCharacter = 0;
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// Size and style for TrueType fonts (ignored when converting a bitmap font).
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public float FontSize = 23;
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public FontStyle FontStyle = FontStyle.Regular;
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// Spacing overrides. Zero is default spacing, negative closer together, positive further apart.
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public float LineSpacing = 0;
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public float CharacterSpacing = 0;
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// Use smooth or sharp antialiasing mode for TrueType rasterization?
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public bool Sharp = false;
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// What format should the output texture be?
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public TextureFormat TextureFormat = TextureFormat.Auto;
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// By default, font textures use premultiplied alpha format. Set this if you want interpolative alpha instead.
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public bool NoPremultiply = false;
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// Dumps the generated sprite texture to a bitmap file (useful for debugging).
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public string DebugOutputSpriteSheet = null;
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// Controls texture-size based warnings
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public FeatureLevel FeatureLevel = FeatureLevel.FL9_1;
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// For large fonts, the default tightest pack is too slow
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public bool FastPack = false;
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}
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}
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