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Here is a snippet how to show a simple text with Mogre.
Table of contents
Discussion thread: here
How to use it
in the SceneCreation stuff :
TextManager textManager = new TextManager(); textManager.AddText(new Text("Hello World !") { Position = new System.Drawing.Point(10,10) }); textManager.AddText(new Text("Merry X Mas") { Position = new System.Drawing.Point(10,30) }); textManager.AddText(new Text("And A happy New YEAR !") { Position = new System.Drawing.Point(10, 50) }); textManager.ShowAllText();
The class
All needed code is included to this class.
Copy and paste this to a *.cs file.
using System; using System.Collections.Generic; using System.Text; using Mogre; namespace AdditionalClasses { public class TextManager { OverlayContainer _OverlayPanel; Overlay _TextOverlay; public TextManager() { this.Initalize(); } private void Initalize() { // Create the font resources ResourceGroupManager.Singleton.AddResourceLocation("Media/fonts", "FileSystem"); Load("Default.ttf", Font.Default, 26); Load("DefaultBold.ttf", Font.DefaultBold, 28); Load("Torchlight.ttf", Font.Torchlight, 36); Load("Consolas.ttf", Font.Consolas, 26); // Create the overlay panel _OverlayPanel = OverlayManager.Singleton.CreateOverlayElement("Panel", new Guid().ToString()) as OverlayContainer; _OverlayPanel.MetricsMode = GuiMetricsMode.GMM_PIXELS; _OverlayPanel.SetPosition(10, 10); _OverlayPanel.SetDimensions(300, 120); _TextOverlay = OverlayManager.Singleton.Create(new Guid().ToString()); _TextOverlay.Add2D(_OverlayPanel); } private void Load(string fontFileName, string fontRef, int size) { ResourcePtr font = FontManager.Singleton.Create(fontRef, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME); font.SetParameter("type", "truetype"); font.SetParameter("source", fontFileName); font.SetParameter("size", size.ToString()); font.SetParameter("resolution", "96"); font.Load(); } public void HideAllText() { _TextOverlay.Hide(); } public void ShowAllText() { _TextOverlay.Show(); } public void AddText(Text text) { _OverlayPanel.AddChild(text._TextArea); } public void RemoveText(Text text) { _OverlayPanel.RemoveChild(text.TextName); OverlayManager.Singleton.DestroyOverlayElement(text.TextName); } public void RemoveText(string textName) { _OverlayPanel.RemoveChild(textName); OverlayManager.Singleton.DestroyOverlayElement(textName); } } public class Text { public TextAreaOverlayElement _TextArea; public string TextName = Guid.NewGuid().ToString(); public Text(string caption) { _TextArea = OverlayManager.Singleton.CreateOverlayElement("TextArea", TextName) as TextAreaOverlayElement; _TextArea.MetricsMode = GuiMetricsMode.GMM_PIXELS; _TextArea.SetPosition(0, 0); _TextArea.SetDimensions(300, 120); _TextArea.CharHeight = 20; _TextArea.FontName = Font.Default; _TextArea.Caption = caption; _TextArea.Colour = ColourValue.Black; } public void Hide() { _TextArea.Hide(); } public void Show() { _TextArea.Show(); } public System.Drawing.Point Position { set { _TextArea.SetPosition(value.X, value.Y); } get { return new System.Drawing.Point((int)_TextArea._getLeft(), (int)_TextArea._getTop()); } } public string FontName { set { _TextArea.FontName = value; } get { return _TextArea.FontName; } } public float CharacterHeight { set { _TextArea.CharHeight = value; } get { return _TextArea.CharHeight; } } public ColourValue Color { set { _TextArea.Colour = value; } get { return _TextArea.Colour; } } public ColourValue ColorTop { set { _TextArea.ColourTop = value; } get { return _TextArea.ColourTop; } } public ColourValue ColorBottom { set { _TextArea.ColourBottom = value; } get { return _TextArea.ColourBottom; } } } public class Font { public const string Default = "FONT.DEFAULT"; public const string DefaultBold = "FONT.DEFAULT.BOLD"; public const string Torchlight = "FONT.TORCHLIGHT"; public const string Consolas = "FONT.CONSOLAS"; } }
See also
- MOGRE MovableText by Billboards - shows text, clamped to a SceneNode
- MOGRE MovableText - shows text, clamped to a SceneNode
- MovableTextOverlay - shows text, clamped to a SceneNode
- Easy Debug Text for MOGRE - shows a text, which can be updated
- SpriteManager2d | MOGRE SpriteManager2d - code snippet
- OgreSprites - similar, but without use of Billboard
- ManualObject 2D
- Overlay
- Billboard
- GUI - several gui systems
Contributors to this page: materialDefender
,
jacmoe
and
Beauty
.
Page last modified on Wednesday 04 of April, 2012 21:14:31 UTC by materialDefender
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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