Tests text rendering and layout code.
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Source/Examples/Tutorial/Text.cs
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136
Source/Examples/Tutorial/Text.cs
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#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Fonts;
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using OpenTK.OpenGL;
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using OpenTK.Input;
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using OpenTK.OpenGL.Enums;
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namespace Examples.Tutorial
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{
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public class Text : GameWindow, IExample
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{
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TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 24.0f));
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TextHandle poem_handle;
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ITextPrinter text = new TextPrinter();
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public Text() : base(new DisplayMode(800, 600), String.Format("OpenTK | Tutorial {0}: Text", order))
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{ VSync = VSyncMode.Off; }
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// Read some text to print. It's a good idea to ensure line-endings are all in the \n
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// form and not \r\n or \n\r.
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string poem = new StreamReader("Data/Poem.txt").ReadToEnd().Replace('\r', ' ');
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int lines; // How many lines the poem contains.
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float scroll_speed;
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float initial_position;
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float warparound_position;
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float current_position;
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#region OnLoad
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public override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.SteelBlue);
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current_position = initial_position;
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scroll_speed = -1.0f;
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text.Prepare(poem, serif, out poem_handle);
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foreach (char c in poem)
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if (c == '\n')
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lines++;
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warparound_position =
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-(lines + 1) * serif.Height;
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}
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#endregion
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#region OnResize
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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initial_position = Height + serif.Height; // Start one line below the screen.
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warparound_position =
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-(lines + 1) * serif.Height;
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}
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#endregion
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#region OnUpdateFrame
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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if (Keyboard[Key.Space])
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scroll_speed = 0.0f;
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if (Keyboard[Key.Down])
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scroll_speed += 1;
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if (Keyboard[Key.Up])
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scroll_speed -= 1;
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if (Keyboard[Key.Escape])
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this.Exit();
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}
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#endregion
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#region OnRenderFrame
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit);
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// We'll start printing from the lower left corner of the screen. The text
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// will slowly move updwards - the user can control the movement speed with
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// the keyboard arrows and the space bar.
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current_position += scroll_speed * (float)e.ScaleFactor;
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if (scroll_speed > 0.0f && current_position > initial_position)
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current_position = warparound_position;
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else if (scroll_speed < 0.0f && current_position < warparound_position)
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current_position = initial_position;
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// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
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// with size equal to the window (in pixels).
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// While we could also render text in 3D mode, it would be very hard to get
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// pixel-perfect precision.
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(0.0, Width, Height, 0.0, 0.0, 1.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.Translate(0.0f, current_position, 0.0f);
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text.Draw(poem_handle);
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SwapBuffers();
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}
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#endregion
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#region --- IExample Members ---
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public static readonly int order = 7;
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public void Launch()
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{
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Run(30.0, 0.0);
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}
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#endregion
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}
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}
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