~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
139 lines
No EOL
4.3 KiB
C#
139 lines
No EOL
4.3 KiB
C#
#region usings
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Text;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Textures;
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using SM.Data.Fonts;
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#endregion
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namespace SM.Base.Text
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{
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/// <summary>
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/// Represents a font.
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/// </summary>
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public class Font : Texture
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{
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/// <summary>
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/// The char set for the font.
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/// <para>Default: <see cref="FontCharStorage.SimpleUTF8" /></para>
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/// </summary>
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public ICollection<char> CharSet = FontCharStorage.SimpleUTF8;
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/// <summary>
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/// The font family, that is used to find the right font.
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/// </summary>
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public FontFamily FontFamily;
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/// <summary>
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/// The font size.
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/// <para>Default: 12</para>
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/// </summary>
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public float FontSize = 12;
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/// <summary>
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/// The font style.
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/// <para>Default: <see cref="System.Drawing.FontStyle.Regular" /></para>
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/// </summary>
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public FontStyle FontStyle = FontStyle.Regular;
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/// <summary>
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/// This contains all information for the different font character.
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/// </summary>
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public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>();
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/// <summary>
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/// Generates a font from a font family from the specified path.
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/// </summary>
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/// <param name="path">The specified path</param>
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public Font(string path)
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{
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var pfc = new PrivateFontCollection();
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pfc.AddFontFile(path);
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FontFamily = pfc.Families[0];
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}
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/// <summary>
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/// Generates a font from a specified font family.
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/// </summary>
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/// <param name="font">Font-Family</param>
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public Font(FontFamily font)
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{
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FontFamily = font;
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}
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/// <inheritdoc />
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public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge;
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/// <summary>
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/// Regenerates the texture.
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/// </summary>
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public void RegenerateTexture()
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{
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Width = 0;
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Height = 0;
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Positions = new Dictionary<char, CharParameter>();
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var map = new Bitmap(1000, 20);
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var charParams = new Dictionary<char, float[]>();
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using (var f = new System.Drawing.Font(FontFamily, FontSize, FontStyle))
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{
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using (var g = Graphics.FromImage(map))
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{
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g.Clear(Color.Transparent);
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foreach (var c in CharSet)
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{
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var s = c.ToString();
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var size = g.MeasureString(s, f);
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try
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{
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charParams.Add(c, new[] {size.Width, Width});
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}
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catch
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{
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// ignored
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}
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if (Height < size.Height) Height = (int) size.Height;
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Width += (int) size.Width;
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}
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}
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map = new Bitmap(Width, Height);
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using (var g = Graphics.FromImage(map))
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{
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foreach (var keyValuePair in charParams)
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{
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var normalizedX = (keyValuePair.Value[1] + 0.00001f) / Width;
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var normalizedWidth = keyValuePair.Value[0] / Width;
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CharParameter parameter;
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Positions.Add(keyValuePair.Key, parameter = new CharParameter
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{
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NormalizedWidth = normalizedWidth,
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NormalizedX = normalizedX,
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Width = keyValuePair.Value[0],
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X = (int) keyValuePair.Value[1]
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});
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g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, parameter.X, 0);
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}
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}
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}
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Map = map;
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Recompile();
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}
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/// <inheritdoc />
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public override void Compile()
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{
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RegenerateTexture();
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base.Compile();
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}
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}
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} |