Opentk/Source/Utilities/Graphics/TextPrinter.cs

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#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing details.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Text.RegularExpressions;
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using System.Runtime.InteropServices;
using System.Diagnostics;
using OpenTK.Math;
using OpenTK.Graphics;
using OpenTK.Graphics.Text;
using OpenTK.Platform;
namespace OpenTK.Fonts { }
namespace OpenTK.Graphics
{
/// <summary>
/// Provides methods to perform layout and print hardware accelerated text.
/// </summary>
public sealed class TextPrinter : ITextPrinter
{
#region Fields
GlyphCache glyph_cache;
IGlyphRasterizer glyph_rasterizer;
ITextOutputProvider text_output;
float[] viewport = new float[4];
#endregion
#region Constructors
/// <summary>
/// Constructs a new TextPrinter object.
/// </summary>
public TextPrinter()
: this(null, null)
{
}
TextPrinter(IGlyphRasterizer rasterizer, ITextOutputProvider output/*, IGlyphCacheProvider, ITextOutputProvider */)
{
if (rasterizer == null)
rasterizer = new GdiPlusGlyphRasterizer();
if (output == null)
output = new GL1TextOutputProvider();
glyph_rasterizer = rasterizer;
glyph_cache = new GlyphCache(rasterizer);
text_output = output;
}
#endregion
#region ITextPrinter Members
#region public void Begin()
/// <summary>
/// Sets up OpenGL state for drawing text.
/// </summary>
public void Begin()
{
if (GraphicsContext.CurrentContext == null)
throw new GraphicsContextException("No GraphicsContext is current in the calling thread.");
GL.GetFloat(GetPName.Viewport, viewport);
// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
// with size equal to the window (in pixels).
// While we could also render text in 3D mode, it would be very hard to get
// pixel-perfect precision.
GL.MatrixMode(MatrixMode.Projection);
GL.PushMatrix();
GL.LoadIdentity();
GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], -1.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.PushMatrix();
GL.LoadIdentity();
GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit);
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GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
GL.Disable(EnableCap.DepthTest);
}
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#endregion
#region public void End()
/// <summary>
/// Restores OpenGL state.
/// </summary>
public void End()
{
GL.PopAttrib();
GL.MatrixMode(MatrixMode.Modelview);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.PopMatrix();
}
#endregion
#region Print
public void Print(string text, Font font)
{
Print(text, font, 0, RectangleF.Empty);
}
public void Print(string text, Font font, TextPrinterOptions options)
{
Print(text, font, options, RectangleF.Empty);
}
public void Print(string text, Font font, TextPrinterOptions options, RectangleF layoutRectangle)
{
if (String.IsNullOrEmpty(text))
return;
if (font == null)
throw new ArgumentNullException("font");
text_output.Print(new TextBlock(text, font, options, layoutRectangle), glyph_rasterizer, glyph_cache);
//glyph_rasterizer.MeasureText(text, font, options, layoutRectangle, ref text_extents);
//List<Vector2> vertices = new List<Vector2>();
//List<int> indices = new List<int>();
//PerformLayout(new TextBlock(text, font, layoutRectangle, options), text_extents, vertices, indices);
//GL.Begin(BeginMode.Triangles);
//foreach (int i in indices)
//{
// GL.TexCoord2(vertices[i + 1]);
// GL.Vertex2(vertices[i]);
//}
//GL.End();
}
#endregion
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#region Measure
public TextExtents Measure(string text, Font font)
{
return Measure(text, font, 0, RectangleF.Empty);
}
public TextExtents Measure(string text, Font font, TextPrinterOptions options)
{
return Measure(text, font, options, RectangleF.Empty);
}
public TextExtents Measure(string text, Font font, TextPrinterOptions options, RectangleF layoutRectangle)
{
return glyph_rasterizer.MeasureText(new TextBlock(text, font, options, layoutRectangle));
}
#endregion
#endregion
#region Private Members
#region PerformLayout
void PerformLayout(TextBlock block, TextExtents extents, List<Vector2> vertices, List<int> indices)
{
vertices.Clear();
vertices.Capacity = 4 * block.Text.Length;
indices.Clear();
indices.Capacity = 6 * block.Text.Length;
float x_pos = 0, y_pos = 0;
RectangleF rect = new RectangleF();
float char_width, char_height;
// Every character comprises of 4 vertices, forming two triangles. We generate an index array which
// indexes vertices in a triangle-list fashion.
int current = 0;
foreach (char c in block.Text)
{
if (c == '\n' || c == '\r')
continue;
else if (Char.IsWhiteSpace(c))
{
current++;
continue;
}
else if (!glyph_cache.Contains(c, block.Font))
glyph_cache.Add(c, block.Font);
//font.GlyphData(c, out char_width, out char_height, out rect, out texture);
CachedGlyphInfo cache_info = glyph_cache[c, block.Font];
RectangleF glyph_position = extents[current];
x_pos = glyph_position.X;
y_pos = glyph_position.Y;
char_width = glyph_position.Width;
char_height = glyph_position.Height;
// Interleaved array: Vertex, TexCoord, Vertex, ...
vertices.Add(new Vector2(x_pos, y_pos)); // Vertex
vertices.Add(new Vector2(rect.Left, rect.Top)); // Texcoord
vertices.Add(new Vector2(x_pos, y_pos + char_height));
vertices.Add(new Vector2(rect.Left, rect.Bottom));
vertices.Add(new Vector2(x_pos + char_width, y_pos + char_height));
vertices.Add(new Vector2(rect.Right, rect.Bottom));
vertices.Add(new Vector2(x_pos + char_width, y_pos));
vertices.Add(new Vector2(rect.Right, rect.Top));
indices.Add(vertices.Count - 8);
indices.Add(vertices.Count - 6);
indices.Add(vertices.Count - 4);
indices.Add(vertices.Count - 4);
indices.Add(vertices.Count - 2);
indices.Add(vertices.Count - 8);
}
}
#endregion
#endregion
}
}