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Add MarkupText.StandIn: text with its own ASCII stand-in (2.23.0) #71
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,20 @@ | ||
| namespace MarkupString; | ||
|
|
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| /// <summary> | ||
| /// The text a reader whose client cannot show the text it covers is sent instead: <c>P</c> for a 📌, say, | ||
| /// where the built-in stand-ins would send <c>??</c>. <see cref="MarkupText.StandIn"/> builds one. | ||
| /// </summary> | ||
| /// <remarks> | ||
| /// <para> | ||
| /// <see cref="AsciiFold"/> replaces the whole covered text with <see cref="Text"/> when any character in it | ||
| /// would be replaced, and leaves it alone when the reader shows all of it, so a Latin-1 reader keeps an | ||
| /// <c>é</c> covered by one. The replacement carries the markup of the first character it replaces. It comes | ||
| /// before a game's own stand-ins and the built-in ones. | ||
| /// </para> | ||
| /// <para> | ||
| /// No format writes anything for it (<see cref="IDataMarkup"/>): a reader that shows the text gets the | ||
| /// text. Two next to each other with the same text are one, as equal layers always are. | ||
| /// </para> | ||
| /// </remarks> | ||
| /// <param name="Text">Printable ASCII, or empty to leave the covered text out.</param> | ||
| public sealed record StandInMarkup(string Text) : IDataMarkup; | ||
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