Example #1
0
		// --- functions ---
		
		/// <summary>Measures the size of a string as it would be rendered using the specified font.</summary>
		/// <param name="font">The font to use.</param>
		/// <param name="text">The string to render.</param>
		/// <returns>The size of the string.</returns>
		private static Size MeasureString(Fonts.OpenGlFont font, string text) {
			int width = 0;
			int height = 0;
			if (text != null) {
				for (int i = 0; i < text.Length; i++) {
					Textures.Texture texture;
					Fonts.OpenGlFontChar data;
					i += font.GetCharacterData(text, i, out texture, out data) - 1;
					width += data.TypographicSize.Width;
					if (data.TypographicSize.Height > height) {
						height = data.TypographicSize.Height;
					}
				}
			}
			return new Size(width, height);
		}
Example #2
0
 /// <summary>Renders a string to the screen.</summary>
 /// <param name="font">The font to use.</param>
 /// <param name="text">The string to render.</param>
 /// <param name="location">The location.</param>
 /// <param name="orientation">The orientation.</param>
 /// <param name="color">The color.</param>
 /// <remarks>This function sets the OpenGL blend function to glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA).</remarks>
 private static void DrawString(Fonts.OpenGlFont font, string text, Point location, TextAlignment alignment, Color128 color)
 {
     if (text == null) {
         return;
     }
     /*
      * Prepare the top-left coordinates for rendering, incorporating the
      * orientation of the string in relation to the specified location.
      * */
     int left;
     if ((alignment & TextAlignment.Left) == 0) {
         int width = 0;
         for (int i = 0; i < text.Length; i++) {
             Textures.Texture texture;
             Fonts.OpenGlFontChar data;
             i += font.GetCharacterData(text, i, out texture, out data) - 1;
             width += data.TypographicSize.Width;
         }
         if ((alignment & TextAlignment.Right) != 0) {
             left = location.X - width;
         } else {
             left = location.X - width / 2;
         }
     } else {
         left = location.X;
     }
     int top;
     if ((alignment & TextAlignment.Top) == 0) {
         int height = 0;
         for (int i = 0; i < text.Length; i++) {
             Textures.Texture texture;
             Fonts.OpenGlFontChar data;
             i += font.GetCharacterData(text, i, out texture, out data) - 1;
             if (data.TypographicSize.Height > height) {
                 height = data.TypographicSize.Height;
             }
         }
         if ((alignment & TextAlignment.Bottom) != 0) {
             top = location.Y - height;
         } else {
             top = location.Y - height / 2;
         }
     } else {
         top = location.Y;
     }
     /*
      * Render the string.
      * */
     Gl.glEnable(Gl.GL_TEXTURE_2D);
     for (int i = 0; i < text.Length; i++) {
         Textures.Texture texture;
         Fonts.OpenGlFontChar data;
         i += font.GetCharacterData(text, i, out texture, out data) - 1;
         if (Textures.LoadTexture(texture, Textures.OpenGlTextureWrapMode.ClampClamp)) {
             Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture.OpenGlTextures[(int)Textures.OpenGlTextureWrapMode.ClampClamp].Name);
             int x = left - (data.PhysicalSize.Width - data.TypographicSize.Width) / 2;
             int y = top - (data.PhysicalSize.Height - data.TypographicSize.Height) / 2;
             /*
              * In the first pass, mask off the background with pure black.
              * */
             Gl.glBlendFunc(Gl.GL_ZERO, Gl.GL_ONE_MINUS_SRC_COLOR);
             Gl.glBegin(Gl.GL_POLYGON);
             Gl.glColor4f(color.A, color.A, color.A, 1.0f);
             Gl.glTexCoord2f(data.TextureCoordinates.Left, data.TextureCoordinates.Top);
             Gl.glVertex2f(x, y);
             Gl.glColor4f(color.A, color.A, color.A, 1.0f);
             Gl.glTexCoord2f(data.TextureCoordinates.Right, data.TextureCoordinates.Top);
             Gl.glVertex2f(x + data.PhysicalSize.Width, y);
             Gl.glColor4f(color.A, color.A, color.A, 1.0f);
             Gl.glTexCoord2f(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom);
             Gl.glVertex2f(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height);
             Gl.glColor4f(color.A, color.A, color.A, 1.0f);
             Gl.glTexCoord2f(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom);
             Gl.glVertex2f(x, y + data.PhysicalSize.Height);
             Gl.glEnd();
             /*
              * In the second pass, add the character onto the background.
              * */
             Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE);
             Gl.glBegin(Gl.GL_POLYGON);
             Gl.glColor4f(color.R, color.G, color.B, color.A);
             Gl.glTexCoord2f(data.TextureCoordinates.Left, data.TextureCoordinates.Top);
             Gl.glVertex2f(x, y);
             Gl.glColor4f(color.R, color.G, color.B, color.A);
             Gl.glTexCoord2f(data.TextureCoordinates.Right, data.TextureCoordinates.Top);
             Gl.glVertex2f(x + data.PhysicalSize.Width, y);
             Gl.glColor4f(color.R, color.G, color.B, color.A);
             Gl.glTexCoord2f(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom);
             Gl.glVertex2f(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height);
             Gl.glColor4f(color.R, color.G, color.B, color.A);
             Gl.glTexCoord2f(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom);
             Gl.glVertex2f(x, y + data.PhysicalSize.Height);
             Gl.glEnd();
         }
         left += data.TypographicSize.Width;
     }
     Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); // HACK //
 }
Example #3
0
		/// <summary>Renders a string to the screen.</summary>
		/// <param name="font">The font to use.</param>
		/// <param name="text">The string to render.</param>
		/// <param name="location">The location.</param>
		/// <param name="alignment">The alignment.</param>
		/// <param name="color">The color.</param>
		/// <remarks>This function sets the OpenGL blend function to glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA).</remarks>
		private static void DrawString(Fonts.OpenGlFont font, string text, Point location, TextAlignment alignment, Color128 color) {
			if (text == null) {
				return;
			}
			/*
			 * Prepare the top-left coordinates for rendering, incorporating the
			 * orientation of the string in relation to the specified location.
			 * */
			int left;
			if ((alignment & TextAlignment.Left) == 0) {
				int width = 0;
				for (int i = 0; i < text.Length; i++) {
					Textures.Texture texture;
					Fonts.OpenGlFontChar data;
					i += font.GetCharacterData(text, i, out texture, out data) - 1;
					width += data.TypographicSize.Width;
				}
				if ((alignment & TextAlignment.Right) != 0) {
					left = location.X - width;
				} else {
					left = location.X - width / 2;
				}
			} else {
				left = location.X;
			}
			int top;
			if ((alignment & TextAlignment.Top) == 0) {
				int height = 0;
				for (int i = 0; i < text.Length; i++) {
					Textures.Texture texture;
					Fonts.OpenGlFontChar data;
					i += font.GetCharacterData(text, i, out texture, out data) - 1;
					if (data.TypographicSize.Height > height) {
						height = data.TypographicSize.Height;
					}
				}
				if ((alignment & TextAlignment.Bottom) != 0) {
					top = location.Y - height;
				} else {
					top = location.Y - height / 2;
				}
			} else {
				top = location.Y;
			}
			/*
			 * Render the string.
			 * */
			GL.Enable(EnableCap.Texture2D);
			for (int i = 0; i < text.Length; i++) {
				Textures.Texture texture;
				Fonts.OpenGlFontChar data;
				i += font.GetCharacterData(text, i, out texture, out data) - 1;
				if (Textures.LoadTexture(texture, Textures.OpenGlTextureWrapMode.ClampClamp)) {
					GL.BindTexture(TextureTarget.Texture2D,texture.OpenGlTextures[(int)Textures.OpenGlTextureWrapMode.ClampClamp].Name);
					int x = left - (data.PhysicalSize.Width - data.TypographicSize.Width) / 2;
					int y = top - (data.PhysicalSize.Height - data.TypographicSize.Height) / 2;
					/*
					 * In the first pass, mask off the background with pure black.
					 * */
					GL.BlendFunc(BlendingFactorSrc.Zero,BlendingFactorDest.OneMinusSrcColor);
					GL.Begin(PrimitiveType.Polygon);
					GL.Color4(color.A, color.A, color.A, 1.0f);
					GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Top);
					GL.Vertex2(x, y);
					GL.Color4(color.A, color.A, color.A, 1.0f);
					GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Top);
					GL.Vertex2(x + data.PhysicalSize.Width, y);
					GL.Color4(color.A, color.A, color.A, 1.0f);
					GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom);
					GL.Vertex2(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height);
					GL.Color4(color.A, color.A, color.A, 1.0f);
					GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom);
					GL.Vertex2(x, y + data.PhysicalSize.Height);
					GL.End();
					/*
					 * In the second pass, add the character onto the background.
					 * */
					GL.BlendFunc(BlendingFactorSrc.SrcAlpha,BlendingFactorDest.One);
					GL.Begin(PrimitiveType.Polygon);
					GL.Color4(color.R, color.G, color.B, color.A);
					GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Top);
					GL.Vertex2(x, y);
					GL.Color4(color.R, color.G, color.B, color.A);
					GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Top);
					GL.Vertex2(x + data.PhysicalSize.Width, y);
					GL.Color4(color.R, color.G, color.B, color.A);
					GL.TexCoord2(data.TextureCoordinates.Right, data.TextureCoordinates.Bottom);
					GL.Vertex2(x + data.PhysicalSize.Width, y + data.PhysicalSize.Height);
					GL.Color4(color.R, color.G, color.B, color.A);
					GL.TexCoord2(data.TextureCoordinates.Left, data.TextureCoordinates.Bottom);
					GL.Vertex2(x, y + data.PhysicalSize.Height);
					GL.End();
				}
				left += data.TypographicSize.Width;
			}
			GL.BlendFunc(BlendingFactorSrc.SrcAlpha,BlendingFactorDest.OneMinusSrcAlpha); // HACK //
		}