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https://github.com/Ryujinx/Opentk.git
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Updated examples to use the new TextPrinter.
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@ -8,6 +8,7 @@
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Input;
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@ -25,7 +26,7 @@ namespace Examples.Tutorial
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{
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}
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TextureFont sans = new TextureFont(new System.Drawing.Font(System.Drawing.FontFamily.GenericSansSerif, 14.0f));
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Font sans = new Font(System.Drawing.FontFamily.GenericSansSerif, 16.0f);
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ITextPrinter text = new TextPrinter();
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uint ColorTexture;
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@ -236,7 +237,7 @@ namespace Examples.Tutorial
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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text.Begin();
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text.Draw((1.0 / e.Time).ToString("F2"), sans);
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text.Print((1.0 / e.Time).ToString("F2"), sans);
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text.End();
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GL.PushMatrix();
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@ -55,7 +55,7 @@ namespace Examples.Tutorial
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// Text drawing (for fps)
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TextPrinter printer = new TextPrinter();
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TextureFont font = new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f));
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Font font = new Font(FontFamily.GenericSansSerif, 16.0f);
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#endregion private Fields
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@ -290,7 +290,7 @@ namespace Examples.Tutorial
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GL.UseProgram(0);
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printer.Begin();
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GL.Color3(Color.PaleGoldenrod);
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printer.Draw((1 / e.Time).ToString("F2"), font);
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printer.Print((1 / e.Time).ToString("F2"), font, TextPrinterOptions.NoCache);
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printer.End();
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SwapBuffers();
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@ -20,7 +20,7 @@ namespace Examples.Tests
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[Example("GameWindow states", ExampleCategory.Test)]
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public class GameWindowStates : GameWindow
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{
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TextureFont font = new TextureFont(new Font(FontFamily.GenericSansSerif, 16.0f));
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Font font = new Font(FontFamily.GenericSansSerif, 16.0f);
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TextPrinter printer = new TextPrinter();
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#region GetNext and GetPrevious methods for enums.
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@ -118,12 +118,12 @@ namespace Examples.Tests
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printer.Begin();
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printer.Draw("Instructions:", font); GL.Translate(0, font.Height, 0);
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printer.Draw(String.Format("1 - cycle through window styles (current: {0}).", this.WindowState), font);
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printer.Print("Instructions:", font); GL.Translate(0, font.Height, 0);
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printer.Print(String.Format("1 - cycle through window styles (current: {0}).", this.WindowState), font);
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GL.Translate(0, font.Height, 0);
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printer.Draw(String.Format("2 - cycle through window borders (current: {0}).", this.WindowBorder), font);
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printer.Print(String.Format("2 - cycle through window borders (current: {0}).", this.WindowBorder), font);
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GL.Translate(0, font.Height, 0);
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printer.Draw(String.Format("3 - toggle fullscreen (current: {0}).",
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printer.Print(String.Format("3 - toggle fullscreen (current: {0}).",
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this.WindowState == WindowState.Fullscreen ? "enabled" : "disabled"), font);
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@ -33,52 +33,50 @@ namespace Examples.Tutorial
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ITextPrinter printer = new TextPrinter();
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const string text = "Hello, world!";
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TextHandle[] handles; // Used to cache the strings we want to print.
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// Load some different TextureFont sizes to compare their quality.
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// You'll never need to load that many fonts in your application,
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// 3 or 4 should be more than enough.
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TextureFont[] fonts = new TextureFont[]
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Font[] fonts = new Font[]
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{
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new TextureFont(new Font(FontFamily.GenericSerif, 8.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 10.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 12.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 14.0f)),
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new Font(FontFamily.GenericSerif, 8.0f),
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new Font(FontFamily.GenericSerif, 10.0f),
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new Font(FontFamily.GenericSerif, 12.0f),
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new Font(FontFamily.GenericSerif, 14.0f),
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new TextureFont(new Font(FontFamily.GenericSerif, 16.0f)),
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new TextureFont(new Font(FontFamily.GenericSerif, 18.0f)),
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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 Font(FontFamily.GenericSerif, 16.0f),
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new Font(FontFamily.GenericSerif, 18.0f),
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new Font(FontFamily.GenericSerif, 20.0f),
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new Font(FontFamily.GenericSerif, 22.0f),
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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 Font(FontFamily.GenericSerif, 24.0f, FontStyle.Bold),
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new Font(FontFamily.GenericSerif, 26.0f),
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new Font(FontFamily.GenericSerif, 28.0f),
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new Font(FontFamily.GenericSerif, 30.0f),
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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 Font(FontFamily.GenericSerif, 32.0f, FontStyle.Italic),
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new Font(FontFamily.GenericSerif, 34.0f),
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new Font(FontFamily.GenericSerif, 36.0f),
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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 Font(FontFamily.GenericSansSerif, 8.0f),
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new Font(FontFamily.GenericSansSerif, 10.0f),
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new Font(FontFamily.GenericSansSerif, 12.0f),
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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 Font(FontFamily.GenericSansSerif, 16.0f),
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new Font(FontFamily.GenericSansSerif, 18.0f),
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new Font(FontFamily.GenericSansSerif, 20.0f),
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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 Font(FontFamily.GenericSansSerif, 24.0f, FontStyle.Bold),
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new Font(FontFamily.GenericSansSerif, 26.0f),
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new Font(FontFamily.GenericSansSerif, 28.0f),
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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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new Font(FontFamily.GenericSansSerif, 32.0f, FontStyle.Italic),
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new Font(FontFamily.GenericSansSerif, 34.0f),
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new Font(FontFamily.GenericSansSerif, 36.0f),
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new Font(FontFamily.GenericSansSerif, 38.0f),
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};
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#endregion
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@ -99,10 +97,6 @@ namespace Examples.Tutorial
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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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printer.Prepare(text, fonts[i], out handles[i]);
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}
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#endregion
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@ -117,9 +111,7 @@ namespace Examples.Tutorial
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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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foreach (Font f in fonts)
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f.Dispose();
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}
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@ -168,21 +160,21 @@ namespace Examples.Tutorial
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printer.Begin();
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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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for (int i = 0; i < fonts.Length / 2; i++)
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{
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printer.Draw(handles[i]);
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printer.Print(text, fonts[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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RectangleF rect = fonts[handles.Length / 2 - 1].MeasureText(text);
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RectangleF rect = printer.Measure(text, fonts[fonts.Length / 2 - 1]).BoundingBox;
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GL.LoadIdentity();
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GL.Translate(rect.Width + 32.0f, 0, 0);
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for (int i = handles.Length / 2; i < handles.Length; i++)
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for (int i = fonts.Length / 2; i < fonts.Length; i++)
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{
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printer.Draw(handles[i]);
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printer.Print(text, fonts[i]);
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GL.Translate(0, fonts[i].Height, 0);
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}
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@ -23,13 +23,12 @@ namespace Examples.Tutorial
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[Example("Text", ExampleCategory.Tutorial, 4)]
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public class Text : GameWindow
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{
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Font serif2 = new Font(FontFamily.GenericSerif, 16.0f);
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TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 12.0f));
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TextureFont sans = new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f));
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TextHandle poem_handle;
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Font serif = new Font(FontFamily.GenericSerif, 16.0f);
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Font sans = new Font(FontFamily.GenericSansSerif, 48.0f, FontStyle.Italic);
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TextPrinter text = new TextPrinter();
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string poem = new StreamReader("Data/Poem.txt").ReadToEnd();
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//string poem = new StreamReader("Data/Poem.txt").ReadToEnd();
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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.
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float scroll_speed;
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current_position = initial_position;
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scroll_speed = -1.0f;
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text.Prepare(poem, serif, out poem_handle);
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// Count the amount of lines in the text, to find out the correct
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// warparound position. We want the text to scroll until the last
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@ -69,8 +67,10 @@ namespace Examples.Tutorial
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public override void OnUnload(EventArgs e)
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{
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if (poem_handle != null) poem_handle.Dispose();
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if (serif != null) serif.Dispose();
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if (serif != null)
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serif.Dispose();
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if (sans != null)
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sans.Dispose();
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}
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#endregion
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@ -126,14 +126,17 @@ namespace Examples.Tutorial
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// used in 2d graphics, and is necessary for achieving pixel-perfect glyph rendering.
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// TextPrinter.End() restores your previous projection/modelview matrices.
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text.Begin();
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//GL.Color3(Color.LightBlue);
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//text.Draw((1.0 / e.Time).ToString("F2"), sans);
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// Print FPS counter. Since the counter changes per frame,
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// it shouldn't be cached (TextPrinterOptions.NoCache).
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GL.Color3(Color.LightYellow);
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text.Print((1.0 / e.Time).ToString("F2"), sans, TextPrinterOptions.NoCache);
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// Print the actual text.
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GL.Translate(0.0f, current_position, 0.0f);
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GL.Color3(Color.White);
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//text.Draw(poem_handle);
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//text.Draw(poem, serif);
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//GL.BindTexture(TextureTarget.Texture2D, 1);
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text.Print(poem, serif2);
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text.Print(poem, serif);
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text.End();
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SwapBuffers();
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