214 lines
7.7 KiB
C#
214 lines
7.7 KiB
C#
#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.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Input;
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using System.IO;
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using OpenTK.Graphics.OpenGL.Enums;
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using OpenTK.Math;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Tests Font loading and rendering.
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/// </summary>
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[Example("Fonts", ExampleCategory.Tutorial, 3)]
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class Fonts : GameWindow
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{
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public Fonts() : base(800, 600)
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{ }
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#region --- Fields ---
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ITextPrinter printer = new TextPrinter();
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const string text = "Hello, world!";
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TextHandle[] handles; // Used to cache the strings we want to print.
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// Load some different TextureFont sizes to compare their quality.
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// You'll never need to load that many fonts in your application,
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// 3 or 4 should be more than enough.
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TextureFont[] fonts = new TextureFont[]
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{
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new TextureFont(new Font(FontFamily.GenericSerif, 8.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 10.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 12.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 14.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 16.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 18.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 20.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 22.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 24.0f, FontStyle.Bold)),
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new TextureFont(new Font(FontFamily.GenericSerif, 26.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 28.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 30.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 32.0f, FontStyle.Italic)),
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new TextureFont(new Font(FontFamily.GenericSerif, 34.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 36.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 38.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 8.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 10.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 12.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 16.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 18.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 20.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 22.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 24.0f, FontStyle.Bold)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 26.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 28.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 30.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 32.0f, FontStyle.Italic)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 34.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 36.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 38.0f)),
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};
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#endregion
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#region OnLoad
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/// <summary>
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/// To maintain high rendering performance, we need to cache the text
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/// we wish to draw, for each font we want to draw it with. To achieve
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/// this, we use the TextPrinter.Prepare() method, which returns a
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/// TextHandle - i.e. a handle to the cached text.
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/// <para>
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/// We can use these TextHandles with the TextPrinter.Draw() method
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/// to draw text with very high performance.
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/// </para>
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/// </summary>
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/// <param name="e"></param>
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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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handles = new TextHandle[fonts.Length];
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for (int i = handles.Length; --i >= 0; )
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printer.Prepare(text, fonts[i], out handles[i]);
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}
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#endregion
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#region OnUnload
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/// <summary>
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/// It is important that we need to call the Dispose() methods to reclaim of
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/// each and every TextHandle and TextureFont to reclaim the unamanged
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/// (OpenGL) resources they are using.
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/// </summary>
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/// <param name="e"></param>
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public override void OnUnload(EventArgs e)
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{
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foreach (TextHandle h in handles)
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h.Dispose();
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foreach (TextureFont f in fonts)
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f.Dispose();
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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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}
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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.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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/// <summary>
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/// To render pixel-perfect text, we have to setup a 2d display projection
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/// with a width/height that corresponds to our current Viewport.
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/// In OpenGL this can be easily achieved using the GL.Ortho method.
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/// <para>
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/// It is still possible to render text in a 3d projection, but it will
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/// be very hard to achieve pixel-perfect precision.
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/// </para>
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/// <para>
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/// To achieve the highest possible performance, render your 3d scene first.
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/// At the end of the RenderFrame call, setup a 2d projection and render all
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/// text in one go.
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/// </para>
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/// </summary>
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/// <param name="e"></param>
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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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printer.Begin();
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// Print using the first font.
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for (int i = 0; i < handles.Length / 2; i++)
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{
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printer.Draw(handles[i]);
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GL.Translate(0, fonts[i].Height, 0);
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}
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// Move to the right, and print using the second font.
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float width, height;
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fonts[handles.Length / 2 - 1].MeasureString(text, out width, out height);
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GL.LoadIdentity();
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GL.Translate(width + 32.0f, 0, 0);
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for (int i = handles.Length / 2; i < handles.Length; i++)
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{
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printer.Draw(handles[i]);
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GL.Translate(0, fonts[i].Height, 0);
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}
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printer.End();
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SwapBuffers();
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}
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#endregion
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (Fonts example = new Fonts())
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{
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// Get the title and category of this example using reflection.
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ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
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example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
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example.Run(30.0, 0.0);
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}
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}
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#endregion
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}
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}
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