mirror of
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248 lines
7.9 KiB
C#
248 lines
7.9 KiB
C#
#region --- License ---
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing details.
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*/
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#endregion
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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.Text.RegularExpressions;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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using OpenTK.Math;
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using OpenTK.Graphics;
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using OpenTK.Graphics.Text;
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using OpenTK.Platform;
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namespace OpenTK.Fonts { }
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namespace OpenTK.Graphics
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{
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/// <summary>
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/// Provides methods to perform layout and print hardware accelerated text.
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/// </summary>
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public sealed class TextPrinter : ITextPrinter
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{
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#region Fields
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GlyphCache glyph_cache;
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IGlyphRasterizer glyph_rasterizer;
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ITextOutputProvider text_output;
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float[] viewport = new float[4];
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a new TextPrinter object.
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/// </summary>
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public TextPrinter()
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: this(null, null)
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{
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}
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TextPrinter(IGlyphRasterizer rasterizer, ITextOutputProvider output/*, IGlyphCacheProvider, ITextOutputProvider */)
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{
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if (rasterizer == null)
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rasterizer = new GdiPlusGlyphRasterizer();
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if (output == null)
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output = new GL1TextOutputProvider();
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glyph_rasterizer = rasterizer;
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glyph_cache = new GlyphCache(rasterizer);
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text_output = output;
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}
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#endregion
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#region ITextPrinter Members
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#region public void Begin()
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/// <summary>
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/// Sets up OpenGL state for drawing text.
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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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// with size equal to the window (in pixels).
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// While we could also render text in 3D mode, it would be very hard to get
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// pixel-perfect precision.
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GL.MatrixMode(MatrixMode.Projection);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.Ortho(viewport[0], viewport[2], viewport[3], viewport[1], -1.0, 1.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PushMatrix();
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GL.LoadIdentity();
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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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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.Disable(EnableCap.DepthTest);
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}
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#endregion
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#region public void End()
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/// <summary>
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/// Restores OpenGL state.
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/// </summary>
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public void End()
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{
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GL.PopAttrib();
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PopMatrix();
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GL.MatrixMode(MatrixMode.Projection);
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GL.PopMatrix();
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}
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#endregion
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#region Print
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public void Print(string text, Font font)
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{
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Print(text, font, 0, RectangleF.Empty);
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}
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public void Print(string text, Font font, TextPrinterOptions options)
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{
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Print(text, font, options, RectangleF.Empty);
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}
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public void Print(string text, Font font, TextPrinterOptions options, RectangleF layoutRectangle)
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{
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if (String.IsNullOrEmpty(text))
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return;
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if (font == null)
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throw new ArgumentNullException("font");
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text_output.Print(new TextBlock(text, font, options, layoutRectangle), glyph_rasterizer, glyph_cache);
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//glyph_rasterizer.MeasureText(text, font, options, layoutRectangle, ref text_extents);
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//List<Vector2> vertices = new List<Vector2>();
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//List<int> indices = new List<int>();
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//PerformLayout(new TextBlock(text, font, layoutRectangle, options), text_extents, vertices, indices);
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//GL.Begin(BeginMode.Triangles);
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//foreach (int i in indices)
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//{
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// GL.TexCoord2(vertices[i + 1]);
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// GL.Vertex2(vertices[i]);
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//}
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//GL.End();
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}
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#endregion
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#region Measure
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public TextExtents Measure(string text, Font font)
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{
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return Measure(text, font, 0, RectangleF.Empty);
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}
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public TextExtents Measure(string text, Font font, TextPrinterOptions options)
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{
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return Measure(text, font, options, RectangleF.Empty);
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}
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public TextExtents Measure(string text, Font font, TextPrinterOptions options, RectangleF layoutRectangle)
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{
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return glyph_rasterizer.MeasureText(new TextBlock(text, font, options, layoutRectangle));
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}
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#endregion
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#endregion
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#region Private Members
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#region PerformLayout
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void PerformLayout(TextBlock block, TextExtents extents, List<Vector2> vertices, List<int> indices)
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{
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vertices.Clear();
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vertices.Capacity = 4 * block.Text.Length;
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indices.Clear();
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indices.Capacity = 6 * block.Text.Length;
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float x_pos = 0, y_pos = 0;
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RectangleF rect = new RectangleF();
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float char_width, char_height;
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// Every character comprises of 4 vertices, forming two triangles. We generate an index array which
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// indexes vertices in a triangle-list fashion.
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int current = 0;
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foreach (char c in block.Text)
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{
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if (c == '\n' || c == '\r')
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continue;
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else if (Char.IsWhiteSpace(c))
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{
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current++;
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continue;
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}
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else if (!glyph_cache.Contains(c, block.Font))
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glyph_cache.Add(c, block.Font);
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//font.GlyphData(c, out char_width, out char_height, out rect, out texture);
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CachedGlyphInfo cache_info = glyph_cache[c, block.Font];
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RectangleF glyph_position = extents[current];
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x_pos = glyph_position.X;
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y_pos = glyph_position.Y;
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char_width = glyph_position.Width;
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char_height = glyph_position.Height;
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// Interleaved array: Vertex, TexCoord, Vertex, ...
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vertices.Add(new Vector2(x_pos, y_pos)); // Vertex
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vertices.Add(new Vector2(rect.Left, rect.Top)); // Texcoord
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vertices.Add(new Vector2(x_pos, y_pos + char_height));
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vertices.Add(new Vector2(rect.Left, rect.Bottom));
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vertices.Add(new Vector2(x_pos + char_width, y_pos + char_height));
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vertices.Add(new Vector2(rect.Right, rect.Bottom));
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vertices.Add(new Vector2(x_pos + char_width, y_pos));
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vertices.Add(new Vector2(rect.Right, rect.Top));
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indices.Add(vertices.Count - 8);
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indices.Add(vertices.Count - 6);
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indices.Add(vertices.Count - 4);
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indices.Add(vertices.Count - 4);
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indices.Add(vertices.Count - 2);
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indices.Add(vertices.Count - 8);
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}
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}
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#endregion
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#endregion
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}
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}
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