TextPrinter.Begin() / End() are no longer deprecated.

This commit is contained in:
the_fiddler 2009-02-12 23:40:48 +00:00
parent 538198776b
commit 31e425f1cd
4 changed files with 93 additions and 40 deletions

View file

@ -128,14 +128,26 @@ namespace OpenTK.Graphics
#endregion
#region Obsolete
#region Begin
[Obsolete]
/// <summary>
/// Sets up a resolution-dependent orthographic projection.
/// </summary>
void Begin();
[Obsolete]
#endregion
/// <summary>
/// Restores the projection and modelview matrices to their previous state.
/// </summary>
#region End
void End();
#endregion
#region Obsolete
[Obsolete("Use TextPrinter.Print instead")]
void Draw(TextHandle handle);

View file

@ -40,6 +40,12 @@ namespace OpenTK.Graphics.Text
Dictionary<Texture2D, List<Vector2>> active_lists = new Dictionary<Texture2D, List<Vector2>>();
Queue<List<Vector2>> inactive_lists = new Queue<List<Vector2>>();
#pragma warning disable 0649
struct Viewport { public float Left, Top, Right, Bottom; }
#pragma warning restore 0649
bool disposed;
#endregion
@ -164,6 +170,62 @@ namespace OpenTK.Graphics.Text
#endregion
#region Begin
public void Begin()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
int current_matrix;
GL.GetInteger(GetPName.MatrixMode, out current_matrix);
Viewport viewport = new Viewport();
GL.GetFloat(GetPName.Viewport, out viewport.Left);
// 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.Left, viewport.Right, viewport.Bottom, viewport.Top, -1.0, 1.0);
GL.MatrixMode(MatrixMode.Modelview);
GL.PushMatrix();
GL.LoadIdentity();
GL.MatrixMode((MatrixMode)current_matrix);
}
#endregion
#region End
public void End()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
int current_matrix;
GL.GetInteger(GetPName.MatrixMode, out current_matrix);
GL.MatrixMode(MatrixMode.Modelview);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.PopMatrix();
GL.MatrixMode((MatrixMode)current_matrix);
}
#endregion
#endregion
#region Protected Members

View file

@ -36,5 +36,7 @@ namespace OpenTK.Graphics.Text
{
void Print(TextBlock block, Color color, IGlyphRasterizer rasterizer);
void Clear();
void Begin();
void End();
}
}

View file

@ -214,7 +214,7 @@ namespace OpenTK.Graphics
#endregion
#region Clear()
#region Clear
public void Clear()
{
@ -227,55 +227,32 @@ namespace OpenTK.Graphics
#endregion
#region Obsolete
#region Begin
/// <summary>
/// Sets up OpenGL state for drawing text.
/// Sets up a resolution-dependent orthographic projection.
/// </summary>
[Obsolete]
public void Begin()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
float[] viewport = new float[4];
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();
TextOutput.Begin();
}
#endregion
#region Begin
/// <summary>
/// Restores OpenGL state.
/// Restores the projection and modelview matrices to their previous state.
/// </summary>
[Obsolete]
public void End()
{
if (disposed)
throw new ObjectDisposedException(this.GetType().ToString());
GraphicsContext.Assert();
GL.MatrixMode(MatrixMode.Modelview);
GL.PopMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.PopMatrix();
TextOutput.End();
}
#endregion
#region Obsolete
[Obsolete("Use TextPrinter.Print instead")]
public void Draw(TextHandle handle)
{