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Added SansSerif font.
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@ -19,12 +19,16 @@ using OpenTK.Math;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Tests Font loading and rendering.
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/// </summary>
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class Fonts : GameWindow, IExample
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{
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public Fonts() : base(new DisplayMode(800, 600), String.Format("OpenTK | Tutorial {0}: Fonts", order))
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{ }
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ITextPrinter text = new TextPrinter();
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ITextPrinter printer = new TextPrinter();
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const string text = "Hello, world!";
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// Load some different TextureFont sizes to compare their quality.
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TextureFont[] fonts = new TextureFont[]
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@ -39,25 +43,70 @@ namespace Examples.Tutorial
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new TextureFont(new Font(FontFamily.GenericSerif, 20.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 22.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 24.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 24.0f, FontStyle.Bold)),
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new TextureFont(new Font(FontFamily.GenericSerif, 26.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 28.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 30.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 32.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 32.0f, FontStyle.Italic)),
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new TextureFont(new Font(FontFamily.GenericSerif, 34.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 36.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 38.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 8.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 10.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 12.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 16.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 18.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 20.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 22.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 24.0f, FontStyle.Bold)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 26.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 28.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 30.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 32.0f, FontStyle.Italic)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 34.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 36.0f)),
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new TextureFont(new Font(FontFamily.GenericSansSerif, 38.0f)),
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};
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TextHandle[] handles; // Used to cache the strings we want to print.
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/// <summary>
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/// To maintain high rendering performance, we need to cache the text
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/// we wish to draw, for each font we want to draw it with. To achieve
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/// this, we use the TextPrinter.Prepare() method, which returns a
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/// TextHandle - i.e. a handle to the cached text.
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/// <para>
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/// We can use these TextHandles with the TextPrinter.Draw() method
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/// to draw text with very high performance.
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/// </para>
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/// </summary>
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/// <param name="e"></param>
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public override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.SteelBlue);
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handles = new TextHandle[fonts.Length];
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for (int i = handles.Length; --i >= 0; )
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text.Prepare("Hello, world!", fonts[i], out handles[i]);
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printer.Prepare(text, fonts[i], out handles[i]);
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}
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/// <summary>
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/// It is important that we need to call the Dispose() methods to reclaim of
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/// each and every TextHandle and TextureFont to reclaim the unamanged
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/// (OpenGL) resources they are using.
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/// </summary>
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/// <param name="e"></param>
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public override void OnUnload(EventArgs e)
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{
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foreach (TextHandle h in handles)
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h.Dispose();
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foreach (TextureFont f in fonts)
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f.Dispose();
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}
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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@ -71,6 +120,21 @@ namespace Examples.Tutorial
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this.Exit();
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}
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/// <summary>
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/// To render pixel-perfect text, we have to setup a 2d display projection
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/// with a width/height that corresponds to our current Viewport.
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/// In OpenGL this can be easily achieved using the GL.Ortho method.
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/// <para>
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/// It is still possible to render text in a 3d projection, but it will
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/// be very hard to achieve pixel-perfect precision.
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/// </para>
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/// <para>
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/// To achieve the highest possible performance, render your 3d scene first.
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/// At the end of the RenderFrame call, setup a 2d projection and render all
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/// text in one go.
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/// </para>
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/// </summary>
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/// <param name="e"></param>
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(ClearBufferMask.ColorBufferBit);
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@ -82,10 +146,21 @@ namespace Examples.Tutorial
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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// Font size test:
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for (int i = 0; i < handles.Length; i++)
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// Print using the first font.
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for (int i = 0; i < handles.Length / 2; i++)
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{
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text.Draw(handles[i]);
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printer.Draw(handles[i]);
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GL.Translate(0, fonts[i].Height, 0);
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}
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// Move to the right, and print using the second font.
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float width, height;
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fonts[handles.Length / 2 - 1].MeasureString(text, out width, out height);
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GL.LoadIdentity();
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GL.Translate(width + 32.0f, 0, 0);
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for (int i = handles.Length / 2; i < handles.Length; i++)
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{
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printer.Draw(handles[i]);
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GL.Translate(0, fonts[i].Height, 0);
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}
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