338 lines
14 KiB
C#
338 lines
14 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 System.Text.RegularExpressions;
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using System.Runtime.InteropServices;
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using OpenTK.Math;
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using OpenTK.OpenGL;
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using OpenTK.OpenGL.Enums;
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using System.Diagnostics;
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namespace OpenTK.Fonts
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{
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/// <summary>
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/// Provides methods to perform layout and print hardware accelerated text.
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/// </summary>
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public class TextPrinter : ITextPrinter
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{
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//static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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//static char[] split_chars = new char[] { ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' };
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static bool functionality_checked = false;
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static ITextPrinterImplementation printer;
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float[] viewport = new float[6];
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// 8 chars by default
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Vector2[] vertices = new Vector2[8 * 8]; // Interleaved, vertex, texcoord, vertex, etc...
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ushort[] indices = new ushort[6 * 8];
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#region --- Constructor ---
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/// <summary>
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/// Constructs a new DefaultLayoutProvider object.
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/// </summary>
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public TextPrinter() { }
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#endregion
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#region static void CheckNeededFunctionality()
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/// <summary>
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/// Checks the machine's capabilities and selects the fastest method to print text.
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/// </summary>
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static void CheckNeededFunctionality()
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{
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printer = (ITextPrinterImplementation)new DisplayListTextPrinter();
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/*
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GL.SupportsExtension("VERSION_1_5") ?
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(ITextPrinterImplementation)new VboTextPrinter() :
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GL.SupportsExtension("ARB_vertex_buffer_object") ? null :
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GL.SupportsExtension("VERSION_1_1") ? null : null;
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*/
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if (printer == null)
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throw new NotSupportedException("TextPrinter requires at least OpenGL 1.1 support.");
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functionality_checked = true;
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Debug.Print("Using {0} for font printing.", printer);
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}
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#endregion
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#region --- ITextPrinter Members ---
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#region public void Prepare(string text, TextureFont font, out TextHandle handle)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle)
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{
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this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
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{
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this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <param name="alignment">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment)
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{
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this.Prepare(text, font, out handle, width, wordWarp, alignment, false);
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}
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#endregion
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#region public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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/// <summary>
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/// Prepares text for drawing.
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/// </summary>
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/// <param name="text">The string to draw.</param>
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/// <param name="font">The font to use for drawing.</param>
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/// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
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/// <param name="width">Not implemented.</param>
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/// <param name="wordWarp">Not implemented.</param>
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/// <param name="alignment">Not implemented.</param>
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/// <param name="rightToLeft">Not implemented.</param>
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/// <see cref="TextPrinter.Draw()"/>
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/// <exception cref="NotSupportedException">Occurs when OpenGL 1.1 is not supported.</exception>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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{
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if (!functionality_checked)
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CheckNeededFunctionality();
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int num_indices;
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PerformLayout(text, font, width, wordWarp, alignment, rightToLeft, ref vertices, ref indices, out num_indices);
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handle = printer.Load(vertices, indices, num_indices);
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handle.font = font;
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}
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#endregion
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#region void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices)
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// Performs layout on the given string.
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void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment,
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bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices)
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{
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if (text == null)
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throw new ArgumentNullException("Parameter cannot be null.", "text");
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if (text.Length > 8192)
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throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 8192 characters");
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if (wordWarp || rightToLeft || alignment != StringAlignment.Near)
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throw new NotImplementedException();
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while (8 * text.Length > vertices.Length)
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vertices = new Vector2[vertices.Length << 1];
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while (6 * text.Length > indices.Length)
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indices = new ushort[indices.Length << 1];
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num_indices = 6 * text.Length;
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//Vector2[] vertices = new Vector2[8 * text.Length]; // Interleaved, vertex, texcoord, vertex, etc...
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//ushort[] indices = new ushort[6 * text.Length];
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float x_pos = 0, y_pos = 0;
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ushort i = 0, index_count = 0, vertex_count = 0, last_break_point = 0;
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Box2 rect = new Box2();
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float char_width, char_height, measured_width, measured_height;
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int texture;
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font.LoadGlyphs(text);
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// Every character comprises of 4 vertices, forming two triangles. We generate an index array which
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// indexes vertices in a triangle-strip fashion. To create a single strip for the whole string, we
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// need to add a degenerate triangle (0 height) to connect the last vertex of the previous line with
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// the first vertex of the next line.
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// This algorithm works for left-to-right scripts.
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if (alignment == StringAlignment.Near && !rightToLeft || alignment == StringAlignment.Far && rightToLeft)
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{
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foreach (char c in text)
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{
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if (Char.IsSeparator(c))
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last_break_point = index_count;
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if (c != '\n' && c != '\r')
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{
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font.GlyphData(c, out char_width, out char_height, out rect, out texture);
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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vertices[vertex_count].X = x_pos; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Left; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos + char_height;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Bottom;
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vertices[vertex_count].X = x_pos + char_width; // Vertex
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vertices[vertex_count++].Y = y_pos;
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vertices[vertex_count].X = rect.Right; // Texcoord
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vertices[vertex_count++].Y = rect.Top;
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indices[index_count++] = (ushort)(vertex_count - 8);
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indices[index_count++] = (ushort)(vertex_count - 6);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 4);
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indices[index_count++] = (ushort)(vertex_count - 2);
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indices[index_count++] = (ushort)(vertex_count - 8);
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font.MeasureString(text.Substring(i, 1), out measured_width, out measured_height);
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x_pos += measured_width;
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}
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else if (c == '\n')
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{
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//x_pos = layoutRect.Left;
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x_pos = 0;
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y_pos += font.Height;
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}
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++i;
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}
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}
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else if (alignment != StringAlignment.Center)
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{
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throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
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}
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else
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{
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throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
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}
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}
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#endregion
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#region public void Draw(TextHandle handle)
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/// <summary>
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/// Draws the cached text referred to by the TextHandle.
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/// </summary>
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/// <param name="handle">The TextHandle to the cached text.</param>
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public void Draw(TextHandle handle)
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{
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GL.BindTexture(TextureTarget.Texture2d, handle.font.Texture);
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printer.Draw(handle);
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}
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#endregion
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#region public void Draw(string text, TextureFont font)
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/// <summary>
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/// Draws dynamic text without caching. Not implemented yet!
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/// </summary>
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/// <param name="text">The System.String to draw.</param>
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/// <param name="font">The OpenTK.Fonts.TextureFont to draw the text in.</param>
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public void Draw(string text, TextureFont font)
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{
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//printer.Draw(text);
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}
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#endregion
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#region public void Begin()
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/// <summary>
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/// Sets up OpenGL state for drawing text.
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/// </summary>
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public void Begin()
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{
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GL.GetFloat(GetPName.Viewport, viewport);
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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.PushMatrix();
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GL.LoadIdentity();
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GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], 0.0, 1.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.PushAttrib(AttribMask.TextureBit);
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GL.PushAttrib(AttribMask.EnableBit);
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GL.Enable(EnableCap.Texture2d);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.Disable(EnableCap.DepthTest);
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}
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#endregion
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#region public void End()
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/// <summary>
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/// Restores OpenGL state.
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/// </summary>
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public void End()
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{
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GL.PopAttrib();
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GL.PopAttrib();
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GL.MatrixMode(MatrixMode.Projection);
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GL.PopMatrix();
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PopMatrix();
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}
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#endregion
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#endregion
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}
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}
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