mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-27 20:55:30 +00:00
246 lines
8.8 KiB
C#
246 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using System.Drawing.Text;
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using OpenTK.Math;
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using OpenTK.OpenGL;
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using System.Drawing.Imaging;
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using OpenTK.Platform;
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namespace OpenTK.Fonts
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{
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public class TextureFont : IDisposable
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{
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Font font;
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Dictionary<char, int> loaded_glyphs = new Dictionary<char, int>(36);
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Graphics gfx = Graphics.FromImage(new Bitmap(1, 1));
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static int texture;
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static TexturePacker<Glyph> pack;
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static int texture_width, texture_height;
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float[] viewport = new float[6];
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/// <summary>
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/// Constructs a new TextureFont object, using the specified System.Drawing.Font.
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/// </summary>
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/// <param name="font"></param>
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public TextureFont(Font font)
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{
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if (font == null)
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throw new ArgumentNullException("font", "Argument to TextureFont constructor cannot be null.");
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this.font = font;
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}
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/// <summary>
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/// Prepares the specified glyphs for rendering.
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/// </summary>
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/// <param name="glyphs">The glyphs to prepare for rendering.</param>
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public void LoadGlyphs(string glyphs)
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{
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foreach (char c in glyphs)
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{
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if (!loaded_glyphs.ContainsKey(c))
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LoadGlyph(c);
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}
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}
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private int LoadGlyph(char c)
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{
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if (pack == null)
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PrepareTexturePacker();
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Glyph g = new Glyph(c, font);
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Rectangle rect = pack.Add(g);
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using (Bitmap bmp = new Bitmap(g.Width, g.Height, PixelFormat.Format32bppArgb))
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using (Graphics gfx = Graphics.FromImage(bmp))
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{
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// Upload texture and create Display List:
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GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
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gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
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//gfx.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
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gfx.Clear(Color.Transparent);
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gfx.DrawString(g.Character.ToString(), g.Font, Brushes.White, 0.0f, 0.0f);
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BitmapData data = bmp.LockBits(new Rectangle(0, 0, g.Width, g.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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GL.TexSubImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, rect.Left, rect.Top, rect.Width, rect.Height,
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GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data.Scan0);
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bmp.UnlockBits(data);
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float left = rect.Left / (float)texture_width;
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float bottom = rect.Bottom / (float)texture_height;
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float right = rect.Right / (float)texture_width;
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float top = rect.Top / (float)texture_height;
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float width = rect.Right - rect.Left;
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float height = rect.Bottom - rect.Top;
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int list = GL.GenLists(1);
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GL.NewList(list, GL.Enums.ListMode.COMPILE);
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GL.Enable(GL.Enums.EnableCap.BLEND);
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GL.BlendFunc(GL.Enums.BlendingFactorSrc.ONE, GL.Enums.BlendingFactorDest.ONE_MINUS_SRC_ALPHA);
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GL.Begin(GL.Enums.BeginMode.QUADS);
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GL.TexCoord2(left, top);
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//GL.Vertex2(0.375f, 0.375f);
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GL.Vertex2(0.0f, 0.0f);
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GL.TexCoord2(right, top);
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//GL.Vertex2(0.375f + 2 * width, 0.375f);
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GL.Vertex2(width, 0.0f);
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GL.TexCoord2(right, bottom);
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//GL.Vertex2(0.375f + 2 * width, 0.375f + 2 * height);
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GL.Vertex2(width, height);
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GL.TexCoord2(left, bottom);
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//GL.Vertex2(0.375f, 0.375f + 2 * height);
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GL.Vertex2(0.0f, height);
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GL.End();
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GL.EndList();
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loaded_glyphs.Add(g.Character, list);
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return list;
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}
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}
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/// <summary>
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/// Calculates the optimal size for the font texture and TexturePacker, and creates both.
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/// </summary>
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private void PrepareTexturePacker()
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{
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// Calculate the size of the texture packer. We want a power-of-two size
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// that is less than 1024 (supported in Geforce256-era cards), but large
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// enough to hold at least 256 (16*16) font glyphs.
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int size = (int)(font.Size * 16);
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size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0)));
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if (size > 1024)
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size = 1024;
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texture_width = size;
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texture_height = size;
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pack = new TexturePacker<Glyph>(texture_width, texture_height);
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GL.GenTextures(1, out texture);
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GL.BindTexture(GL.Enums.TextureTarget.TEXTURE_2D, texture);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MIN_FILTER, (int)GL.Enums.All.LINEAR);
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GL.TexParameter(GL.Enums.TextureTarget.TEXTURE_2D, GL.Enums.TextureParameterName.TEXTURE_MAG_FILTER, (int)GL.Enums.All.NEAREST);
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byte[] data = new byte[texture_height * texture_width * 4];
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GL.TexImage2D(GL.Enums.TextureTarget.TEXTURE_2D, 0, 4, texture_width, texture_height, 0,
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GL.Enums.PixelFormat.RGBA, GL.Enums.PixelType.UNSIGNED_BYTE, data);
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}
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/// <summary>
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/// Prints a glyph.
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/// </summary>
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/// <param name="c">The character corresponding to the glyph to print.</param>
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/// <remarks>
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/// The print position is specified by the active Modelview matrix.
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/// <para>
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/// To print pixel perfect fonts, you must setup a Projection matrix that is maps one texel to one pixel. This
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/// can be achieved by calling GL.Ortho with width/height set to the actual viewport size, or alternatively,
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/// by calling GL.Scale(1.0f/viewport_width, 1.0f/viewport_height, 0.0f).
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/// </para>
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/// <para>
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/// To avoid filtering artifacts, avoid positioning characters on fractional pixels.
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/// This is usually achieved by adding 0.5f to the glyph's position and extracting the integer component,
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/// i.e. GL.Translate((int)(x_pos + 0.5f), (int)(y_pos + 0.5f), 0.0f);
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/// </para>
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/// </remarks>
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/// <seealso cref="PrintFast"/>
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public void Print(char c)
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{
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int list;
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if (loaded_glyphs.TryGetValue(c, out list))
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{
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GL.CallList(list);
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}
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else
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{
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GL.CallList(LoadGlyph(c));
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}
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}
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/// <summary>
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/// Prints a previously loaded glyph.
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/// </summary>
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/// <param name="c">The character corresponding to the glyph to print.</param>
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/// <remarks>
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/// You must call the LoadGlyphs function with the corresponding glyph, before using
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/// PrintFast. Otherwise, this function works exactly like Print.
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/// </remarks>
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/// <see cref="Print"/>
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/// <seealso cref="LoadGlyphs"/>
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public void PrintFast(char c)
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{
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GL.CallList(loaded_glyphs[c]);
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}
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/// <summary>
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/// Gets a float indicating the default line spacing of this font.
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/// </summary>
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public float LineSpacing
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{
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get { return font.Height; }
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}
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/// <summary>
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/// Measures the width of the specified string.
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/// </summary>
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/// <param name="str"></param>
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/// <returns></returns>
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public float MeasureWidth(string str)
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{
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float distance = gfx.MeasureString(str, font, 16384, StringFormat.GenericTypographic).Width;
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if (distance == 0)
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distance = font.SizeInPoints * 0.5f;
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return distance;
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}
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#region IDisposable Members
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bool disposed;
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/// <summary>
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/// Releases all resources used by this OpenTK.Fonts.TextureFont.
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/// </summary>
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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private void Dispose(bool manual)
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{
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if (!disposed)
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{
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pack = null;
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if (manual)
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{
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GL.DeleteTextures(1, ref texture);
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font.Dispose();
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gfx.Dispose();
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}
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disposed = true;
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}
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}
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~TextureFont()
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{
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Dispose(false);
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}
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#endregion
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}
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}
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