mirror of
https://github.com/Ryujinx/Opentk.git
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160 lines
5.1 KiB
C#
160 lines
5.1 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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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.IO;
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using System.Drawing;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Shows how to render and scroll large amounts of text.
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/// </summary>
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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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TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 24.0f));
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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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ITextPrinter text = new TextPrinter();
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string poem = new StreamReader("Data/Poem.txt").ReadToEnd();
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int lines; // How many lines the poem contains.
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float scroll_speed;
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float initial_position;
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float warparound_position;
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float current_position;
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public Text()
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: base(800, 600)
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{ }
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#region OnLoad
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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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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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// line moves outside the screen, then warp it around from the
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// other side of the screen.
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foreach (char c in poem)
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if (c == '\n')
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lines++;
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warparound_position =
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-(lines + 1) * serif.Height;
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}
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#endregion
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#region OnUnload
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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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}
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#endregion
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#region OnResize
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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initial_position = Height + serif.Height; // Start one line below the screen.
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warparound_position =
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-(lines + 1) * serif.Height;
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}
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#endregion
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#region OnUpdateFrame
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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if (Keyboard[Key.Space])
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scroll_speed = 0.0f;
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if (Keyboard[Key.Down])
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scroll_speed += 1;
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if (Keyboard[Key.Up])
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scroll_speed -= 1;
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if (Keyboard[Key.Escape])
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this.Exit();
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}
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#endregion
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#region OnRenderFrame
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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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// We'll start printing from the lower left corner of the screen. The text
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// will slowly move updwards - the user can control the movement speed with
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// the keyboard arrows and the space bar.
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current_position += scroll_speed * (float)e.ScaleFactor;
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if (scroll_speed > 0.0f && current_position > initial_position)
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current_position = warparound_position;
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else if (scroll_speed < 0.0f && current_position < warparound_position)
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current_position = initial_position;
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// TextPrinter.Begin() sets up a 2d orthographic projection, with the x axis
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// moving from 0 to viewport.Width (left to right) and the y axis from
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// 0 to viewport.Height (top to bottom). This is the typical coordinate system
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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.PaleGoldenrod);
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text.Draw((1.0 / e.Time).ToString("F2"), sans);
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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.End();
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SwapBuffers();
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}
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#endregion
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (Text example = new Text())
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{
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// Get the title and category of this example using reflection.
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ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
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example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
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example.Run(30.0, 0.0);
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}
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}
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#endregion
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}
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}
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