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Fixed dynamic text rendering when no text is precached at all.
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@ -27,46 +27,52 @@ namespace OpenTK.Graphics
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{
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//static Regex break_point = new Regex("[ .,/*-+?\\!=]", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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//static char[] split_chars = new char[] { ' ', '\n', '\t', ',', '.', '/', '?', '!', ';', '\\', '-', '+', '*', '=' };
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static bool functionality_checked = false;
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static ITextPrinterImplementation printer;
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float[] viewport = new float[4];
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// 8 chars by default
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Vector2[] vertices = new Vector2[8 * 8]; // Interleaved, vertex, texcoord, vertex, etc...
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Vector2[] vertices = new Vector2[8 * 8]; // Interleaved, vertex, texcoord, vertex, etc... Starts with 8 chars, will expand as needed.
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ushort[] indices = new ushort[6 * 8];
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#region --- Constructor ---
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/// <summary>
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/// Constructs a new DefaultLayoutProvider object.
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/// Constructs a new TextPrinter object.
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/// </summary>
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public TextPrinter() { }
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#endregion
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#region static void CheckNeededFunctionality()
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#region --- Private Members ---
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#region static ITextPrinterImplementation Printer
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/// <summary>
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/// Checks the machine's capabilities and selects the fastest method to print text.
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/// </summary>
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static void CheckNeededFunctionality()
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static ITextPrinterImplementation Printer
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{
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printer = (ITextPrinterImplementation)new DisplayListTextPrinter();
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/*
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GL.SupportsExtension("VERSION_1_5") ?
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(ITextPrinterImplementation)new VboTextPrinter() :
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GL.SupportsExtension("ARB_vertex_buffer_object") ? null :
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GL.SupportsExtension("VERSION_1_1") ? null : null;
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*/
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if (printer == null)
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throw new NotSupportedException("TextPrinter requires at least OpenGL 1.1 support.");
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functionality_checked = true;
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get
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{
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if (printer == null)
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{
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Debug.Print("Using {0} for font printing.", printer);
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printer = (ITextPrinterImplementation)new DisplayListTextPrinter();
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//GL.SupportsExtension("VERSION_1_5") ?
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//(ITextPrinterImplementation)new VboTextPrinter() :
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//GL.SupportsExtension("ARB_vertex_buffer_object") ? null :
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//GL.SupportsExtension("VERSION_1_1") ? null : null;
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if (printer == null)
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throw new NotSupportedException("TextPrinter requires at least OpenGL 1.1 support.");
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Debug.Print("Using {0} for font printing.", printer);
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}
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return printer;
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}
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}
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#endregion
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#endregion
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#region --- ITextPrinter Members ---
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#region public void Prepare(string text, TextureFont font, out TextHandle handle)
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@ -138,14 +144,11 @@ namespace OpenTK.Graphics
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/// <exception cref="NotSupportedException">Occurs when OpenGL 1.1 is not supported.</exception>
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public void Prepare(string text, TextureFont font, out TextHandle handle, float width, bool wordWarp, StringAlignment alignment, bool rightToLeft)
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{
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if (!functionality_checked)
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CheckNeededFunctionality();
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int num_indices;
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PerformLayout(text, font, width, wordWarp, alignment, rightToLeft, ref vertices, ref indices, out num_indices);
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handle = printer.Load(vertices, indices, num_indices);
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handle = Printer.Load(vertices, indices, num_indices);
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handle.font = font;
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}
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@ -261,8 +264,8 @@ namespace OpenTK.Graphics
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public void Draw(TextHandle handle)
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{
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GL.BindTexture(TextureTarget.Texture2D, handle.font.Texture);
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printer.Draw(handle);
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Printer.Draw(handle);
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}
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#endregion
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@ -278,7 +281,10 @@ namespace OpenTK.Graphics
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{
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int num_indices;
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PerformLayout(text, font, 0, false, StringAlignment.Near, false, ref vertices, ref indices, out num_indices);
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printer.Draw(vertices, indices, num_indices);
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GL.BindTexture(TextureTarget.Texture2D, font.Texture);
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Printer.Draw(vertices, indices, num_indices);
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}
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#endregion
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@ -290,6 +296,9 @@ namespace OpenTK.Graphics
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/// </summary>
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public void Begin()
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{
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if (GraphicsContext.CurrentContext == null)
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throw new GraphicsContextException("No GraphicsContext is current in the calling thread.");
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GL.GetFloat(GetPName.Viewport, viewport);
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// Prepare to draw text. We want pixel perfect precision, so we setup a 2D mode,
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@ -305,9 +314,7 @@ namespace OpenTK.Graphics
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.PushAttrib(AttribMask.TextureBit);
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GL.PushAttrib(AttribMask.EnableBit);
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GL.PushAttrib(AttribMask.ColorBufferBit);
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GL.PushAttrib(AttribMask.TextureBit | AttribMask.EnableBit | AttribMask.ColorBufferBit);
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.Blend);
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