Tests text rendering and layout code.

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the_fiddler 2007-11-06 21:02:27 +00:00
parent afd70b2e25
commit c45c390ede

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Drawing;
using OpenTK;
using OpenTK.Fonts;
using OpenTK.OpenGL;
using OpenTK.Input;
using OpenTK.OpenGL.Enums;
namespace Examples.Tutorial
{
public class Text : GameWindow, IExample
{
TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 24.0f));
TextHandle poem_handle;
ITextPrinter text = new TextPrinter();
public Text() : base(new DisplayMode(800, 600), String.Format("OpenTK | Tutorial {0}: Text", order))
{ VSync = VSyncMode.Off; }
// Read some text to print. It's a good idea to ensure line-endings are all in the \n
// form and not \r\n or \n\r.
string poem = new StreamReader("Data/Poem.txt").ReadToEnd().Replace('\r', ' ');
int lines; // How many lines the poem contains.
float scroll_speed;
float initial_position;
float warparound_position;
float current_position;
#region OnLoad
public override void OnLoad(EventArgs e)
{
GL.ClearColor(Color.SteelBlue);
current_position = initial_position;
scroll_speed = -1.0f;
text.Prepare(poem, serif, out poem_handle);
foreach (char c in poem)
if (c == '\n')
lines++;
warparound_position =
-(lines + 1) * serif.Height;
}
#endregion
#region OnResize
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
initial_position = Height + serif.Height; // Start one line below the screen.
warparound_position =
-(lines + 1) * serif.Height;
}
#endregion
#region OnUpdateFrame
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
if (Keyboard[Key.Space])
scroll_speed = 0.0f;
if (Keyboard[Key.Down])
scroll_speed += 1;
if (Keyboard[Key.Up])
scroll_speed -= 1;
if (Keyboard[Key.Escape])
this.Exit();
}
#endregion
#region OnRenderFrame
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
// We'll start printing from the lower left corner of the screen. The text
// will slowly move updwards - the user can control the movement speed with
// the keyboard arrows and the space bar.
current_position += scroll_speed * (float)e.ScaleFactor;
if (scroll_speed > 0.0f && current_position > initial_position)
current_position = warparound_position;
else if (scroll_speed < 0.0f && current_position < warparound_position)
current_position = initial_position;
// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
// with size equal to the window (in pixels).
// While we could also render text in 3D mode, it would be very hard to get
// pixel-perfect precision.
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0.0, Width, Height, 0.0, 0.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.Translate(0.0f, current_position, 0.0f);
text.Draw(poem_handle);
SwapBuffers();
}
#endregion
#region --- IExample Members ---
public static readonly int order = 7;
public void Launch()
{
Run(30.0, 0.0);
}
#endregion
}
}