SM.Core: + Particle System + scriptable system for scripts ~ Moved Texts- and Particles-namespace to SM.Base.Drawing ~ Changed how you tell the stopwatch to pause. (From method to property) ~ Fixed Randomize.GetFloat(min, max) ~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore. SM.OGL: + "one-file-shader"-support SM2D: + DrawParticles (Control for Texture and Color not there yet) ~ Changed coordnate system to upper-right as (1,1) ~ Changed default shader to "one-file-shader"
130 lines
No EOL
3.5 KiB
C#
130 lines
No EOL
3.5 KiB
C#
#region usings
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Drawing.Text
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{
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/// <summary>
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/// Defines a basis for text drawing.
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/// </summary>
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/// <typeparam name="TTransform">Transformation type</typeparam>
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public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform>
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where TTransform : GenericTransformation, new()
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{
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/// <summary>
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/// The different instances for drawing.
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/// </summary>
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protected Instance[] _instances;
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/// <summary>
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/// The text, that is drawn.
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/// </summary>
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protected string _text;
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/// <summary>
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/// The spacing between numbers.
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/// <para>Default: 1</para>
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/// </summary>
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public float Spacing = 1;
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/// <summary>
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/// Creates a text object with a font.
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/// </summary>
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/// <param name="font">The font.</param>
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protected TextDrawingBasis(Font font)
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{
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_material.Texture = font;
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}
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/// <summary>
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/// The font.
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/// </summary>
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public Font Font
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{
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get => (Font) _material.Texture;
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set
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{
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_material.Texture = value;
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GenerateMatrixes();
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}
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}
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/// <summary>
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/// The text, that is drawn.
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/// </summary>
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public string Text
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{
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get => _text;
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set
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{
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_text = value;
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GenerateMatrixes();
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}
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}
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/// <summary>
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/// The font color.
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/// </summary>
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public Color4 Color
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{
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get => _material.Tint;
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set => _material.Tint = value;
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}
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/// <inheritdoc />
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protected override void DrawContext(ref DrawContext context)
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{
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if (_instances == null) GenerateMatrixes();
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}
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/// <summary>
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/// This generates the instances.
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/// </summary>
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/// <exception cref="Exception">The font doesn't contain a character that is needed for the text.</exception>
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public void GenerateMatrixes()
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{
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if (!Font.WasCompiled) Font.RegenerateTexture();
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_instances = new Instance[_text.Length];
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float x = 0;
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var _last = new CharParameter();
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for (var i = 0; i < _text.Length; i++)
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{
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if (_text[i] == 32)
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{
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x += _last.Width * Spacing;
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continue;
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}
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CharParameter parameter;
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try
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{
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parameter = Font.Positions[_text[i]];
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}
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catch
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{
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throw new Exception("Font doesn't contain '" + _text[i] + "'");
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}
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var matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) *
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Matrix4.CreateTranslation(x, 0, 0);
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_instances[i] = new Instance
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{
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ModelMatrix = matrix,
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TexturePosition = new Vector2(parameter.NormalizedX, 0),
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TextureScale = new Vector2(parameter.NormalizedWidth, 1)
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};
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x += parameter.Width * Spacing;
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_last = parameter;
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}
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}
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}
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} |