Updated font rendering code.
This commit is contained in:
parent
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commit
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2 changed files with 196 additions and 132 deletions
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@ -24,7 +24,7 @@ namespace Examples.Tutorial
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this.VSync = VSyncMode.On;
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this.VSync = VSyncMode.On;
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}
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}
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TextureFont serif;
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TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 16.0f));
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string[] poem = new StreamReader("Data/Poem.txt").ReadToEnd().Replace('\r', ' ').Split('\n');
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string[] poem = new StreamReader("Data/Poem.txt").ReadToEnd().Replace('\r', ' ').Split('\n');
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float scroll_speed;
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float scroll_speed;
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@ -33,24 +33,56 @@ namespace Examples.Tutorial
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float warparound_position;
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float warparound_position;
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float current_position;
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float current_position;
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int display_list;
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public override void OnLoad(EventArgs e)
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public override void OnLoad(EventArgs e)
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{
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{
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GL.Enable(GL.Enums.EnableCap.TEXTURE_2D);
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GL.Enable(GL.Enums.EnableCap.TEXTURE_2D);
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serif = new TextureFont(new Font(FontFamily.GenericSerif, 24, FontStyle.Regular, GraphicsUnit.Pixel));
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serif.LoadGlyphs("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz,.!?;()\'- ");
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serif.LoadGlyphs("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz,.!?");
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scroll_speed = 4/(float)Height;
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initial_position = -1.0f - 64 / (float)Height; // 64 pixels below the bottom of the screen;
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warparound_position = 7.0f;
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current_position = initial_position;
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current_position = initial_position;
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scroll_speed = -1.0f;
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display_list = GL.GenLists(1);
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GL.NewList(1, GL.Enums.ListMode.COMPILE);
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GL.PushMatrix();
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GL.MatrixMode(GL.Enums.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(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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int i = 0, line = 0;
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float x_pos, accum_x_pos = 0.0f;
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foreach (string str in poem)
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{
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GL.Translate(0.0f, serif.LineSpacing * line, 0.0f);
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foreach (char c in str)
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{
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serif.PrintFast(c);
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x_pos = serif.MeasureWidth(str.Substring(i++, 1));
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accum_x_pos += x_pos;
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GL.Translate((int)(x_pos + 0.5f), 0.0f, 0.0f);
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}
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GL.LoadIdentity();
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i = 0;
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++line;
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}
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GL.PopMatrix();
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GL.EndList();
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}
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}
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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{
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GL.Viewport(0, 0, Width, Height);
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GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(GL.Enums.MatrixMode.PROJECTION);
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GL.LoadIdentity();
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initial_position = Height + serif.LineSpacing;
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 16.0);
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warparound_position = -(poem.Length + 1) * serif.LineSpacing;
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}
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}
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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@ -58,38 +90,29 @@ namespace Examples.Tutorial
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if (Keyboard[Key.Space])
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if (Keyboard[Key.Space])
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scroll_speed = 0.0f;
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scroll_speed = 0.0f;
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if (Keyboard[Key.Down])
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if (Keyboard[Key.Down])
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scroll_speed -= 1 / (float)Height;
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scroll_speed += 1;
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if (Keyboard[Key.Up])
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if (Keyboard[Key.Up])
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scroll_speed += 1 / (float)Height;
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scroll_speed -= 1;
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if (Keyboard[Key.Escape])
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if (Keyboard[Key.Escape])
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this.Exit();
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this.Exit();
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}
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}
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public override void OnRenderFrame(RenderFrameEventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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{
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GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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// We'll start printing from the lower left corner of the screen. The text
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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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// 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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// the keyboard arrows and the space bar.
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current_position += scroll_speed * (float)e.ScaleFactor;
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current_position += scroll_speed * (float)e.ScaleFactor;
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if (current_position > 0.0f && current_position > warparound_position)
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if (scroll_speed > 0.0f && current_position > initial_position)
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current_position = initial_position;
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else if (current_position < 0.0f && current_position < initial_position)
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current_position = warparound_position;
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current_position = warparound_position;
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scroll_position = ((int)(current_position * (float)Height)) / (float)Height; // Round to closest pixel.
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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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GL.Translate(-1.0f, scroll_position, 0.0f);
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scroll_position = current_position;
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT);
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT);
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float line_spacing = -2.0f * serif.LineSpacing / (float)Height;
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//GL.Translate(0.0f, scroll_position, 0.0f);
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foreach (string line in poem)
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GL.CallList(display_list);
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{
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serif.Print(line);
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GL.Translate(0.0f, line_spacing, 0.0f); // Move to the next line.
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}
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SwapBuffers();
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SwapBuffers();
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}
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}
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@ -99,7 +122,7 @@ namespace Examples.Tutorial
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public void Launch()
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public void Launch()
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{
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{
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Run(30.0, 85.0);
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Run(30.0, 0.0);
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}
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}
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public static readonly int order = 6;
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public static readonly int order = 6;
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@ -11,65 +11,33 @@ using OpenTK.Platform;
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namespace OpenTK.Fonts
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namespace OpenTK.Fonts
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{
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{
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public class TextureFont
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public class TextureFont : IDisposable
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{
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{
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Font font;
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Font font;
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Dictionary<char, LoadedGlyph> loaded_glyphs = new Dictionary<char, LoadedGlyph>(36);
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Dictionary<char, int> loaded_glyphs = new Dictionary<char, int>(36);
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Graphics gfx;
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Graphics gfx = Graphics.FromImage(new Bitmap(1, 1));
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struct LoadedGlyph
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{
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public int List;
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public float Width, Height;
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}
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static int texture;
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static int texture;
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static TexturePacker<Glyph> pack;
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static TexturePacker<Glyph> pack;
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static int texture_width, texture_height;
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static int texture_width, texture_height;
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float[] viewport = new float[6];
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/// <summary>
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/// Constructs a new TextureFont object, using the specified System.Drawing.Font.
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/// </summary>
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/// <param name="font"></param>
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public TextureFont(Font font)
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public TextureFont(Font font)
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{
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{
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if (font == null)
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if (font == null)
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throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null.");
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throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null.");
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this.font = font;
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this.font = font;
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if (pack == null)
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{
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// Calculate the size of the texture packer. We want a power-of-two size
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// that is less than 1024 (supported in Geforce256-era cards), but large
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// enough to hold at least 256 (16*16) font glyphs.
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int size = (int)(font.Size*16);
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size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0)));
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if (size > 1024)
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size = 1024;
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PrepareTexturePacker(size, size);
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gfx = Graphics.FromImage(new Bitmap(1, 1));
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Not ready yet.
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/// Prepares the specified glyphs for rendering.
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/// </summary>
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/// </summary>
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/// <param name="width"></param>
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/// <param name="glyphs">The glyphs to prepare for rendering.</param>
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/// <param name="height"></param>
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private void PrepareTexturePacker(int width, int height)
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{
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texture_width = width;
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texture_height = height;
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pack = new TexturePacker<Glyph>(texture_width, texture_height);
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GL.GenTextures(1, out texture);
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GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MIN_FILTER, (int)GL.Enums.All.LINEAR);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MAG_FILTER, (int)GL.Enums.All.LINEAR);
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byte[] data = new byte[texture_height * texture_width * 4];
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GL.TexImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, 4, texture_width, texture_height, 0,
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GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data);
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}
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public void LoadGlyphs(string glyphs)
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public void LoadGlyphs(string glyphs)
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{
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{
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foreach (char c in glyphs)
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foreach (char c in glyphs)
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@ -79,16 +47,22 @@ namespace OpenTK.Fonts
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}
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}
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}
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}
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private LoadedGlyph LoadGlyph(char c)
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private int LoadGlyph(char c)
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{
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{
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if (pack == null)
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PrepareTexturePacker();
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Glyph g = new Glyph(c, font);
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Glyph g = new Glyph(c, font);
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Rectangle rect = pack.Add(g);
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Rectangle rect = pack.Add(g);
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using (Bitmap bmp = new Bitmap(g.Width, g.Height))
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using (Bitmap bmp = new Bitmap(g.Width, g.Height, PixelFormat.Format32bppArgb))
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using (Graphics gfx = Graphics.FromImage(bmp))
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using (Graphics gfx = Graphics.FromImage(bmp))
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{
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{
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// Upload texture and create Display List:
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// Upload texture and create Display List:
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GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
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//gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
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gfx.Clear(Color.Transparent);
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gfx.Clear(Color.Transparent);
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gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f);
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gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f);
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float bottom = rect.Bottom / (float)texture_height;
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float bottom = rect.Bottom / (float)texture_height;
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float right = rect.Right / (float)texture_width;
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float right = rect.Right / (float)texture_width;
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float top = rect.Top / (float)texture_height;
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float top = rect.Top / (float)texture_height;
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float width = (rect.Right - rect.Left); // / (float)screen_width;
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float width = rect.Right - rect.Left;
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float height = (rect.Top - rect.Bottom); // / (float)screen_height;
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float height = rect.Bottom - rect.Top;
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//width /= 2.0f;
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int list = GL.GenLists(1);
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GL.NewList(list, GL.Enums.ListMode.COMPILE);
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LoadedGlyph lg = new LoadedGlyph();
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lg.List = GL.GenLists(1);
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GL.NewList(lg.List, GL.Enums.ListMode.COMPILE);
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//GL.PushAttrib(GL.Enums.AttribMask.ALL_ATTRIB_BITS);
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GL.Enable(GL.Enums.EnableCap.BLEND);
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GL.Enable(GL.Enums.EnableCap.BLEND);
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GL.BlendFunc(GL.Enums.BlendingFactorSrc.ONE, GL.Enums.BlendingFactorDest.ONE_MINUS_SRC_ALPHA);
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GL.BlendFunc(GL.Enums.BlendingFactorSrc.ONE, GL.Enums.BlendingFactorDest.ONE_MINUS_SRC_ALPHA);
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GL.Begin(GL.Enums.BeginMode.QUADS);
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GL.Begin(GL.Enums.BeginMode.QUADS);
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GL.TexCoord2(left, top);
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GL.TexCoord2(left, top);
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GL.Vertex2(0.375f, 0.375f);
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//GL.Vertex2(0.375f, 0.375f);
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GL.Vertex2(0.0f, 0.0f);
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GL.TexCoord2(right, top);
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GL.TexCoord2(right, top);
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GL.Vertex2(0.375f + 2 * width, 0.375f);
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//GL.Vertex2(0.375f + 2 * width, 0.375f);
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GL.Vertex2(width, 0.0f);
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GL.TexCoord2(right, bottom);
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GL.TexCoord2(right, bottom);
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GL.Vertex2(0.375f + 2 * width, 0.375f + 2 * height);
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//GL.Vertex2(0.375f + 2 * width, 0.375f + 2 * height);
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GL.Vertex2(width, height);
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GL.TexCoord2(left, bottom);
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GL.TexCoord2(left, bottom);
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GL.Vertex2(0.375f, 0.375f + 2 * height);
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//GL.Vertex2(0.375f, 0.375f + 2 * height);
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GL.Vertex2(0.0f, height);
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GL.End();
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GL.End();
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GL.PopAttrib();
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GL.EndList();
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GL.EndList();
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lg.Width = 2 * width;
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loaded_glyphs.Add(g.Character, list);
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lg.Height = 2 * height;
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loaded_glyphs.Add(g.Character, lg);
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return list;
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return lg;
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}
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}
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}
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}
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float[] viewport = new float[6];
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/// <summary>
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/// Calculates the optimal size for the font texture and TexturePacker, and creates both.
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/// </summary>
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private void PrepareTexturePacker()
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{
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// Calculate the size of the texture packer. We want a power-of-two size
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// that is less than 1024 (supported in Geforce256-era cards), but large
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// enough to hold at least 256 (16*16) font glyphs.
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int size = (int)(font.Size * 16);
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size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0)));
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if (size > 1024)
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size = 1024;
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texture_width = size;
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texture_height = size;
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pack = new TexturePacker<Glyph>(texture_width, texture_height);
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GL.GenTextures(1, out texture);
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GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MIN_FILTER, (int)GL.Enums.All.LINEAR);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MAG_FILTER, (int)GL.Enums.All.NEAREST);
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byte[] data = new byte[texture_height * texture_width * 4];
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GL.TexImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, 4, texture_width, texture_height, 0,
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GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data);
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}
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/// <summary>
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/// Prints a glyph.
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/// </summary>
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/// <param name="c">The character corresponding to the glyph to print.</param>
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/// <remarks>
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/// The print position is specified by the active Modelview matrix.
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/// <para>
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/// To print pixel perfect fonts, you must setup a Projection matrix that is maps one texel to one pixel. This
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/// can be achieved by calling GL.Ortho with width/height set to the actual viewport size, or alternatively,
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/// by calling GL.Scale(1.0f/viewport_width, 1.0f/viewport_height, 0.0f).
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/// </para>
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/// <para>
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/// To avoid filtering artifacts, avoid positioning characters on fractional pixels.
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/// This is usually achieved by adding 0.5f to the glyph's position and extracting the integer component,
|
||||||
|
/// i.e. GL.Translate((int)(x_pos + 0.5f), (int)(y_pos + 0.5f), 0.0f);
|
||||||
|
/// </para>
|
||||||
|
/// </remarks>
|
||||||
|
/// <seealso cref="PrintFast"/>
|
||||||
public void Print(char c)
|
public void Print(char c)
|
||||||
{
|
{
|
||||||
LoadedGlyph lg;
|
int list;
|
||||||
GL.GetFloat(GL.Enums.GetPName.VIEWPORT, viewport);
|
if (loaded_glyphs.TryGetValue(c, out list))
|
||||||
|
|
||||||
GL.PushMatrix();
|
|
||||||
|
|
||||||
GL.Scale(1.0f / (viewport[2] - viewport[0]), 1.0f / (viewport[3] - viewport[1]), 1.0f);
|
|
||||||
if (loaded_glyphs.TryGetValue(c, out lg))
|
|
||||||
{
|
{
|
||||||
GL.CallList(lg.List);
|
GL.CallList(list);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
GL.CallList(LoadGlyph(c).List);
|
GL.CallList(LoadGlyph(c));
|
||||||
}
|
}
|
||||||
|
|
||||||
GL.PopMatrix();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Print(string str)
|
/// <summary>
|
||||||
|
/// Prints a previously loaded glyph.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="c">The character corresponding to the glyph to print.</param>
|
||||||
|
/// <remarks>
|
||||||
|
/// You must call the LoadGlyphs function with the corresponding glyph, before using
|
||||||
|
/// PrintFast. Otherwise, this function works exactly like Print.
|
||||||
|
/// </remarks>
|
||||||
|
/// <see cref="Print"/>
|
||||||
|
/// <seealso cref="LoadGlyphs"/>
|
||||||
|
public void PrintFast(char c)
|
||||||
{
|
{
|
||||||
GL.GetFloat(GL.Enums.GetPName.VIEWPORT, viewport);
|
GL.CallList(loaded_glyphs[c]);
|
||||||
|
|
||||||
GL.PushMatrix();
|
|
||||||
|
|
||||||
GL.Scale(1.0f / (viewport[2] - viewport[0]), 1.0f / (viewport[3] - viewport[1]), 1.0f);
|
|
||||||
|
|
||||||
LoadGlyphs(str);
|
|
||||||
int i = 0;
|
|
||||||
foreach (char c in str)
|
|
||||||
{
|
|
||||||
LoadedGlyph lg = loaded_glyphs[c];
|
|
||||||
GL.CallList(lg.List);
|
|
||||||
|
|
||||||
//GL.Translate(lg.Width, 0.0f, 0.0f);
|
|
||||||
float width = gfx.MeasureString(str.Substring(i, 1), font, 256, StringFormat.GenericTypographic).Width;
|
|
||||||
if (width == 0.0f) width = 8.0f; // Spacebar.
|
|
||||||
GL.Translate(2 * width, 0.0f, 0.0f);
|
|
||||||
++i;
|
|
||||||
}
|
|
||||||
|
|
||||||
GL.PopMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Print(string format, params object[] args)
|
|
||||||
{
|
|
||||||
Print(String.Format(format, args));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a float indicating the default line spacing of this font.
|
||||||
|
/// </summary>
|
||||||
public float LineSpacing
|
public float LineSpacing
|
||||||
{
|
{
|
||||||
get { return font.Height; }
|
get { return font.Height; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Measures the width of the specified string.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="str"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public float MeasureWidth(string str)
|
||||||
|
{
|
||||||
|
float distance = gfx.MeasureString(str, font, 16384, StringFormat.GenericTypographic).Width;
|
||||||
|
if (distance == 0)
|
||||||
|
distance = font.SizeInPoints * 0.5f;
|
||||||
|
return distance;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region IDisposable Members
|
||||||
|
|
||||||
|
bool disposed;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Releases all resources used by this OpenTK.Fonts.TextureFont.
|
||||||
|
/// </summary>
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
GC.SuppressFinalize(this);
|
||||||
|
Dispose(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Dispose(bool manual)
|
||||||
|
{
|
||||||
|
if (!disposed)
|
||||||
|
{
|
||||||
|
pack = null;
|
||||||
|
if (manual)
|
||||||
|
{
|
||||||
|
GL.DeleteTextures(1, ref texture);
|
||||||
|
font.Dispose();
|
||||||
|
gfx.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
disposed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
~TextureFont()
|
||||||
|
{
|
||||||
|
Dispose(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue