コード例 #1
0
 /// <summary>
 /// Prepares text for drawing.
 /// </summary>
 /// <param name="text">The string to draw.</param>
 /// <param name="font">The font to use for drawing.</param>
 /// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
 /// <param name="width">Not implemented.</param>
 /// <param name="wordWarp">Not implemented.</param>
 /// <see cref="TextPrinter.Draw()"/>
 public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp)
 {
     this.Prepare(text, font, out handle, width, wordWarp, StringAlignment.Near, false);
 }
コード例 #2
0
ファイル: Graph.cs プロジェクト: nebenjamin/cpsc-431-project
 public void InitFonts()
 {
     //Init Fonts to defaults
     LabelFont = new TextureFont(new Font(FontFamily.GenericSansSerif, 10.0f));
     LabelFont.RebuildTextures();
     TitleFont = new TextureFont(new Font(FontFamily.GenericSansSerif, 18.0f));
     AxesFont = new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f, FontStyle.Bold));
 }
コード例 #3
0
 /// <summary>
 /// Draws dynamic text without caching. Not implemented yet!
 /// </summary>
 /// <param name="text">The System.String to draw.</param>
 /// <param name="font">The OpenTK.Fonts.TextureFont to draw the text in.</param>
 public void Draw(string text, TextureFont font)
 {
     //printer.Draw(text);
 }
コード例 #4
0
        // Performs layout on the given string.
        void PerformLayout(string text, TextureFont font, float width, bool wordWarp, StringAlignment alignment,
                           bool rightToLeft, ref Vector2[] vertices, ref ushort[] indices, out int num_indices)
        {
            if (text == null)
                throw new ArgumentNullException("Parameter cannot be null.", "text");

            if (text.Length > 8192)
                throw new ArgumentOutOfRangeException("text", text.Length, "Text length must be between 1 and 8192 characters");

            if (wordWarp || rightToLeft || alignment != StringAlignment.Near)
                throw new NotImplementedException();

            while (8 * text.Length > vertices.Length)
                vertices = new Vector2[vertices.Length << 1];

            while (6 * text.Length > indices.Length)
                indices = new ushort[indices.Length << 1];

            num_indices = 6 * text.Length;

            //Vector2[] vertices = new Vector2[8 * text.Length];  // Interleaved, vertex, texcoord, vertex, etc...
            //ushort[] indices = new ushort[6 * text.Length];
            float x_pos = 0, y_pos = 0;
            ushort i = 0, index_count = 0, vertex_count = 0, last_break_point = 0;
            Box2 rect = new Box2();
            float char_width, char_height, measured_width, measured_height;
            int texture;

            font.LoadGlyphs(text);

            // Every character comprises of 4 vertices, forming two triangles. We generate an index array which
            // indexes vertices in a triangle-strip fashion. To create a single strip for the whole string, we
            // need to add a degenerate triangle (0 height) to connect the last vertex of the previous line with
            // the first vertex of the next line.
            // This algorithm works for left-to-right scripts.

            if (alignment == StringAlignment.Near && !rightToLeft || alignment == StringAlignment.Far && rightToLeft)
            {
                foreach (char c in text)
                {
                    if (Char.IsSeparator(c))
                        last_break_point = index_count;

                    if (c != '\n' && c != '\r')
                    {
                        font.GlyphData(c, out char_width, out char_height, out rect, out texture);

                        vertices[vertex_count].X = x_pos;                // Vertex
                        vertices[vertex_count++].Y = y_pos;
                        vertices[vertex_count].X = rect.Left;            // Texcoord
                        vertices[vertex_count++].Y = rect.Top;
                        vertices[vertex_count].X = x_pos;                // Vertex
                        vertices[vertex_count++].Y = y_pos + char_height;
                        vertices[vertex_count].X = rect.Left;            // Texcoord
                        vertices[vertex_count++].Y = rect.Bottom;

                        vertices[vertex_count].X = x_pos + char_width;   // Vertex
                        vertices[vertex_count++].Y = y_pos + char_height;
                        vertices[vertex_count].X = rect.Right;           // Texcoord
                        vertices[vertex_count++].Y = rect.Bottom;
                        vertices[vertex_count].X = x_pos + char_width;   // Vertex
                        vertices[vertex_count++].Y = y_pos;
                        vertices[vertex_count].X = rect.Right;           // Texcoord
                        vertices[vertex_count++].Y = rect.Top;

                        indices[index_count++] = (ushort)(vertex_count - 8);
                        indices[index_count++] = (ushort)(vertex_count - 6);
                        indices[index_count++] = (ushort)(vertex_count - 4);

                        indices[index_count++] = (ushort)(vertex_count - 4);
                        indices[index_count++] = (ushort)(vertex_count - 2);
                        indices[index_count++] = (ushort)(vertex_count - 8);


                        font.MeasureString(text.Substring(i, 1), out measured_width, out measured_height);
                        x_pos += measured_width;
                    }
                    else if (c == '\n')
                    {
                        //x_pos = layoutRect.Left;
                        x_pos = 0;
                        y_pos += font.Height;
                    }
                    ++i;
                }
            }
            else if (alignment != StringAlignment.Center)
            {
                throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
            }
            else
            {
                throw new NotImplementedException("This feature is not yet implemented. Sorry for the inconvenience.");
            }
        }
コード例 #5
0
        /// <summary>
        /// Prepares text for drawing.
        /// </summary>
        /// <param name="text">The string to draw.</param>
        /// <param name="font">The font to use for drawing.</param>
        /// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
        /// <param name="width">Not implemented.</param>
        /// <param name="wordWarp">Not implemented.</param>
        /// <param name="alignment">Not implemented.</param>
        /// <param name="rightToLeft">Not implemented.</param>
        /// <see cref="TextPrinter.Draw()"/>
        /// <exception cref="NotSupportedException">Occurs when OpenGL 1.1 is not supported.</exception>
        public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
        {
            if (!functionality_checked)
                CheckNeededFunctionality();

            int num_indices;

            PerformLayout(text, font, width, wordWarp, alignment, rightToLeft, ref vertices, ref indices, out num_indices);

            handle = printer.Load(vertices, indices, num_indices);
            handle.font = font;
        }
コード例 #6
0
ファイル: MainForm.cs プロジェクト: Felixdev/dogfight2008
 private TextHandle GetTextHandle(string text, TextureFont font)
 {
     if (!cachedHandles.ContainsKey(text))
     {
       TextHandle handle;
       printer.Prepare(text, font, out handle);
       cachedHandles[text] = handle;
     }
     return cachedHandles[text];
 }
コード例 #7
-1
 /// <summary>
 /// Prepares text for drawing.
 /// </summary>
 /// <param name="text">The string to draw.</param>
 /// <param name="font">The font to use for drawing.</param>
 /// <param name="handle">The handle to the cached text. Use this to draw the text with the Draw() function.</param>
 /// <see cref="TextPrinter.Draw()"/>
 public void Prepare(string text, TextureFont font, out TextHandle handle)
 {
     this.Prepare(text, font, out handle, 0, false, StringAlignment.Near, false);
 }