327 lines
11 KiB
C#
327 lines
11 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.Drawing.Text;
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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.Drawing.Imaging;
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using OpenTK.Platform;
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using System.Drawing;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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namespace OpenTK.Fonts
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{
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public class TextureFont : IFont
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{
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Font font;
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Dictionary<char, Box2> loaded_glyphs = new Dictionary<char, Box2>(64);
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Bitmap bmp;
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Graphics gfx;
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// TODO: We need to be able to use multiple font sheets.
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static int texture;
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static TexturePacker<Glyph> pack;
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static int texture_width, texture_height;
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int[] data = new int[256]; // Used to upload glyph data to the OpenGL texture.
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object upload_lock = new object();
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#region --- Constructor ---
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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">The System.Drawing.Font to use.</param>
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public TextureFont(Font font)
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{
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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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this.font = font;
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bmp = new Bitmap(font.Height * 2, font.Height * 2);
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gfx = Graphics.FromImage(bmp);
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// Adjust font rendering mode. Small sizes look blurry without gridfitting, so turn
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// that on. Increasing contrast also seems to help.
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if (font.Size <= 18.0f)
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{
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gfx.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
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gfx.TextContrast = 1;
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}
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else
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{
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gfx.TextRenderingHint = TextRenderingHint.AntiAlias;
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gfx.TextContrast = 0;
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}
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}
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#endregion
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#region private void PrepareTexturePacker()
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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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// TODO: Find the actual card limits, maybe?
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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(TextureTarget.Texture2d, texture);
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GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)All.Linear);
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GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)All.Linear);
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GL.TexImage2D(TextureTarget.Texture2d, 0, PixelInternalFormat.Alpha, texture_width, texture_height, 0,
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OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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}
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#endregion
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#region public void LoadGlyphs(string glyphs)
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/// <summary>
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/// Prepares the specified glyphs for rendering.
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/// </summary>
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/// <param name="glyphs">The glyphs to prepare for rendering.</param>
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public void LoadGlyphs(string glyphs)
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{
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Box2 rect = new Box2();
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foreach (char c in glyphs)
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{
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if (!loaded_glyphs.ContainsKey(c))
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LoadGlyph(c, out rect);
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}
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}
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#endregion
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#region public void LoadGlyph(char glyph)
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/// <summary>
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/// Prepares the specified glyph for rendering.
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/// </summary>
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/// <param name="glyphs">The glyph to prepare for rendering.</param>
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public void LoadGlyph(char glyph)
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{
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Box2 rect = new Box2();
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if (!loaded_glyphs.ContainsKey(glyph))
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LoadGlyph(glyph, out rect);
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}
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#endregion
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#region private void LoadGlyph(char c, out Box2 rectangle)
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/// <summary>
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/// Adds a glyph to the texture packer.
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/// </summary>
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/// <param name="c">The character of the glyph.</param>
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/// <param name="rectangle">An OpenTK.Math.Box2 that will hold the data for this glyph.</param>
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private void LoadGlyph(char c, out Box2 rectangle)
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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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Rectangle rect = new Rectangle();
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try
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{
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pack.Add(g, out rect);
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}
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catch (InvalidOperationException expt)
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{
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// TODO: The TexturePacker is full, create a new font sheet.
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Trace.WriteLine(expt);
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throw;
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}
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GL.BindTexture(TextureTarget.Texture2d, texture);
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gfx.Clear(System.Drawing.Color.Transparent);
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gfx.DrawString(g.Character.ToString(), g.Font, System.Drawing.Brushes.White, 0.0f, 0.0f);
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//BitmapData bitmap_data = bitmap.LockBits(new Rectangle(0, 0, rect.Width, rect.Height), ImageLockMode.ReadOnly,
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// System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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//GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
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// OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, bitmap_data.Scan0);
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//bitmap.UnlockBits(bitmap_data);
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BitmapData bitmap_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly,
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System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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int needed_size = rect.Width * rect.Height;
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if (data.Length < needed_size)
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Array.Resize<int>(ref data, needed_size);
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Array.Clear(data, 0, needed_size);
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unsafe
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{
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int* bitmap_data_ptr = (int*)bitmap_data.Scan0;
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for (int y = 0; y < rect.Height; y++)
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{
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for (int x = 0; x < rect.Width; x++)
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{
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data[y * rect.Width + x] = *(bitmap_data_ptr + y * bmp.Width + x);
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}
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}
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fixed (int* data_ptr = data)
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GL.TexSubImage2D(TextureTarget.Texture2d, 0, rect.Left, rect.Top, rect.Width, rect.Height,
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OpenTK.OpenGL.Enums.PixelFormat.Rgba, PixelType.UnsignedByte, (IntPtr)data_ptr);
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}
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bmp.UnlockBits(bitmap_data);
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rectangle = new Box2(
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rect.Left / (float)texture_width,
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rect.Top / (float)texture_height,
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rect.Right / (float)texture_width,
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rect.Bottom / (float)texture_height);
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loaded_glyphs.Add(g.Character, rectangle);
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}
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#endregion
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#region public bool GlyphData(char glyph, out float width, out float height, out Box2 textureRectangle, out int texture)
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/// <summary>
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/// Returns the characteristics of a loaded glyph.
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/// </summary>
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/// <param name="glyph">The character corresponding to this glyph.</param>
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/// <param name="width">The width of this glyph.</param>
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/// <param name="height">The height of this glyph (line spacing).</param>
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/// <param name="textureRectangle">The bounding box of the texture data of this glyph.</param>
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/// <param name="texture">The handle to the texture that contains this glyph.</param>
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/// <returns>True if the glyph has been loaded, false otherwise.</returns>
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/// <seealso cref="LoadGlyphs"/>
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public bool GlyphData(char glyph, out float width, out float height, out Box2 textureRectangle, out int texture)
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{
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if (loaded_glyphs.TryGetValue(glyph, out textureRectangle))
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{
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width = textureRectangle.Width * texture_width;
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height = textureRectangle.Height * texture_height;
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texture = TextureFont.texture;
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return true;
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}
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width = height = texture = 0;
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return false;
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}
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#endregion
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#region public float Height
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/// <summary>
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/// Gets a float indicating the default line spacing of this font.
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/// </summary>
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public float Height
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{
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get { return font.Height; }
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}
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#endregion
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#region public float Width
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/// <summary>
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/// Gets a float indicating the default line spacing of this font.
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/// </summary>
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public float Width
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{
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get { return font.SizeInPoints; }
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}
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#endregion
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#region internal int Texture
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/// <summary>
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/// Gets the handle to the texture were this font resides.
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/// </summary>
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internal int Texture
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{
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get { return TextureFont.texture; }
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}
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#endregion
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#region public void MeasureString(string str, out float width, out float height)
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/// <summary>
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/// Measures the width of the specified string.
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/// </summary>
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/// <param name="str">The string to measure.</param>
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/// <param name="width">The measured width.</param>
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/// <param name="height">The measured height.</param>
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public void MeasureString(string str, out float width, out float height)
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{
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System.Drawing.SizeF size = gfx.MeasureString(str, font, 16384, System.Drawing.StringFormat.GenericTypographic);
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if (size.Width == 0)
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width = font.SizeInPoints * 0.5f;
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else
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width = size.Width;
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height = size.Height;
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}
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#endregion
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#region --- IDisposable Members ---
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bool disposed;
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/// <summary>
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/// Releases all resources used by this OpenTK.Fonts.TextureFont.
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/// </summary>
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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private void Dispose(bool manual)
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{
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if (!disposed)
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{
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pack = null;
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if (manual)
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{
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GL.DeleteTextures(1, ref texture);
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font.Dispose();
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gfx.Dispose();
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}
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disposed = true;
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}
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}
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~TextureFont()
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{
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Dispose(false);
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}
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#endregion
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}
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}
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