Opentk/Source/Examples/Tutorial/Text.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Drawing;
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using System.Diagnostics;
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using OpenTK;
using OpenTK.Graphics;
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using OpenTK.Input;
namespace Examples.Tutorial
{
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/// <summary>
/// Shows how to render and scroll large amounts of text.
/// </summary>
[Example("Text", ExampleCategory.Tutorial, 4)]
public class Text : GameWindow
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{
Font serif = new Font(FontFamily.GenericSerif, 16.0f);
Font sans = new Font(FontFamily.GenericSansSerif, 48.0f, FontStyle.Italic);
TextPrinter text = new TextPrinter();
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//string poem = new StreamReader("Data/Poem.txt").ReadToEnd();
string poem = "The quick brown fox jumped over the lazy dogs!\n\nKerning: Wo\nLigatures: ffi, fft";
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int lines; // How many lines the poem contains.
float scroll_speed;
float initial_position;
float warparound_position;
float current_position;
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public Text()
: base(800, 600)
{ }
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#region OnLoad
public override void OnLoad(EventArgs e)
{
GL.ClearColor(Color.SteelBlue);
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current_position = initial_position;
scroll_speed = -1.0f;
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// Count the amount of lines in the text, to find out the correct
// warparound position. We want the text to scroll until the last
// line moves outside the screen, then warp it around from the
// other side of the screen.
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foreach (char c in poem)
if (c == '\n')
lines++;
warparound_position =
-(lines + 1) * serif.Height;
}
#endregion
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#region OnUnload
public override void OnUnload(EventArgs e)
{
if (serif != null)
serif.Dispose();
if (sans != null)
sans.Dispose();
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}
#endregion
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#region OnResize
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
initial_position = Height + serif.Height; // Start one line below the screen.
warparound_position =
-(lines + 1) * serif.Height;
}
#endregion
#region OnUpdateFrame
public override void OnUpdateFrame(UpdateFrameEventArgs e)
{
if (Keyboard[Key.Space])
scroll_speed = 0.0f;
if (Keyboard[Key.Down])
scroll_speed += 1;
if (Keyboard[Key.Up])
scroll_speed -= 1;
if (Keyboard[Key.Escape])
this.Exit();
}
#endregion
#region OnRenderFrame
public override void OnRenderFrame(RenderFrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit);
// We'll start printing from the lower left corner of the screen. The text
// will slowly move updwards - the user can control the movement speed with
// the keyboard arrows and the space bar.
current_position += scroll_speed * (float)e.ScaleFactor;
if (scroll_speed > 0.0f && current_position > initial_position)
current_position = warparound_position;
else if (scroll_speed < 0.0f && current_position < warparound_position)
current_position = initial_position;
// TextPrinter.Begin() sets up a 2d orthographic projection, with the x axis
// moving from 0 to viewport.Width (left to right) and the y axis from
// 0 to viewport.Height (top to bottom). This is the typical coordinate system
// used in 2d graphics, and is necessary for achieving pixel-perfect glyph rendering.
// TextPrinter.End() restores your previous projection/modelview matrices.
text.Begin();
// Print FPS counter. Since the counter changes per frame,
// it shouldn't be cached (TextPrinterOptions.NoCache).
GL.Color3(Color.LightYellow);
text.Print((1.0 / e.Time).ToString("F2"), sans, TextPrinterOptions.NoCache);
// Print the actual text.
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GL.Translate(0.0f, current_position, 0.0f);
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GL.Color3(Color.White);
text.Print(poem, serif);
text.End();
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SwapBuffers();
}
#endregion
#region public static void Main()
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/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
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{
using (Text example = new Text())
{
// Get the title and category of this example using reflection.
ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
example.Run(30.0, 0.0);
}
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}
#endregion
}
}