Opentk/Source/Examples/Tutorial/Text.cs

169 lines
5.2 KiB
C#

#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.Graphics.OpenGL;
using OpenTK.Input;
using OpenTK.Graphics.OpenGL.Enums;
using System.Diagnostics;
namespace Examples.Tutorial
{
/// <summary>
/// Shows how to render and scroll large amounts of text.
/// </summary>
[Example("Text", ExampleCategory.Tutorial, 4)]
public class Text : GameWindow
{
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 poem = new StreamReader("Data/Poem.txt").ReadToEnd();
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);
// Count the amount of lines in the text, to find out the correct
// warparound position. We want the text to scroll until the last
// line moves outside the screen, then warp it around from the
// other side of the screen.
foreach (char c in poem)
if (c == '\n')
lines++;
warparound_position =
-(lines + 1) * serif.Height;
}
#endregion
#region OnUnload
public override void OnUnload(EventArgs e)
{
poem_handle.Dispose();
serif.Dispose();
}
#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;
TextHandle t = null;
text.Prepare((1.0 / e.Time).ToString(), serif, out t);
// TextPrinter.Begin() sets up a 2d orthographic projection, with the x axis
// moving from 0 to viewport.Width (left to right) and the y axis from
// 0 to viewport.Height (top to bottom). This is the typical coordinate system
// used in 2d graphics, and is necessary for achieving pixel-perfect glyph rendering.
// TextPrinter.End() restores your previous projection/modelview matrices.
text.Begin();
using (t)
{
//text.Begin();
text.Draw(t);
//text.End();
}
GL.Translate(0.0f, current_position, 0.0f);
text.Draw(poem_handle);
text.End();
SwapBuffers();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (Text example = new Text())
{
// Get the title and category of this example using reflection.
ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
example.Run(30.0, 0.0);
}
}
#endregion
}
}