115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Text;
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using System.Drawing.Drawing2D;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Input;
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using System.Diagnostics;
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namespace LayoutBXLYT
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{
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public class Textbox
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{
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public int GlyphsPerLine = 16;
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public int GlyphLineCount = 16;
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public int GlyphWidth = 11;
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public int GlyphHeight = 22;
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public int CharXSpacing = 11;
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public int AtlasOffsetX = -3, AtlassOffsetY = -1;
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public int FontSize = 14;
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public bool BitmapFont = false;
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public string FromFile; //= "joystix monospace.ttf";
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public string FontName = "Consolas";
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public Textbox()
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{
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GenerateFontImage();
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}
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void GenerateFontImage()
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{
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int bitmapWidth = GlyphsPerLine * GlyphWidth;
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int bitmapHeight = GlyphLineCount * GlyphHeight;
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using (Bitmap bitmap = new Bitmap(bitmapWidth, bitmapHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb))
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{
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Font font;
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if (!String.IsNullOrWhiteSpace(FromFile))
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{
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var collection = new PrivateFontCollection();
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collection.AddFontFile(FromFile);
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var fontFamily = new FontFamily(Path.GetFileNameWithoutExtension(FromFile), collection);
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font = new Font(fontFamily, FontSize);
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}
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else
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{
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font = new Font(new FontFamily(FontName), FontSize);
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}
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using (var g = Graphics.FromImage(bitmap))
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{
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if (BitmapFont)
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{
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g.SmoothingMode = SmoothingMode.None;
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g.TextRenderingHint = TextRenderingHint.SingleBitPerPixel;
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}
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else
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{
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g.SmoothingMode = SmoothingMode.HighQuality;
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g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
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//g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit;
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}
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for (int p = 0; p < GlyphLineCount; p++)
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{
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for (int n = 0; n < GlyphsPerLine; n++)
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{
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char c = (char)(n + p * GlyphsPerLine);
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g.DrawString(c.ToString(), font, Brushes.White,
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n * GlyphWidth + AtlasOffsetX, p * GlyphHeight + AtlassOffsetY);
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}
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}
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}
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// bitmap.Save(FontBitmapFilename);
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}
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// Process.Start(FontBitmapFilename);
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}
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int TextureWidth;
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int TextureHeight;
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public void DrawText(int x, int y, string text)
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{
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GL.Begin(PrimitiveType.Quads);
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float u_step = (float)GlyphWidth / (float)TextureWidth;
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float v_step = (float)GlyphHeight / (float)TextureHeight;
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for (int n = 0; n < text.Length; n++)
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{
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char idx = text[n];
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float u = (float)(idx % GlyphsPerLine) * u_step;
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float v = (float)(idx / GlyphsPerLine) * v_step;
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GL.TexCoord2(u, v);
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GL.Vertex2(x, y);
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GL.TexCoord2(u + u_step, v);
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GL.Vertex2(x + GlyphWidth, y);
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GL.TexCoord2(u + u_step, v + v_step);
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GL.Vertex2(x + GlyphWidth, y + GlyphHeight);
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GL.TexCoord2(u, v + v_step);
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GL.Vertex2(x, y + GlyphHeight);
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x += CharXSpacing;
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}
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GL.End();
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}
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}
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}
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