Removed UI and restored debugGrid

This commit is contained in:
2023-03-20 14:06:42 -07:00
parent 5e592ab078
commit 10f635f70a
3 changed files with 3 additions and 38 deletions

View File

@ -5,9 +5,6 @@ on:
jobs:
build:
runs-on: ubuntu-latest
env:
VITASDK: /usr/local/vitasdk
steps:
- name: Checkout
uses: actions/checkout@v3
@ -26,6 +23,7 @@ jobs:
- name: Build Game
run: |
export VITASDK=/usr/local/vitasdk
export PATH=$VITASDK/bin:$PATH
mkdir build
cd build

View File

@ -28,7 +28,7 @@ void Scene::update() {
this->itemsNotInitialized.clear();
#if DAWN_DEBUG_BUILD
// this->debugGrid();
this->debugGrid();
this->debugOrigin();
this->debugHitboxes();
#endif

View File

@ -6,56 +6,23 @@
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
#include "scene/components/ui/UILabel.hpp"
#include "scene/components/ui/UIImage.hpp"
#include "display/font/BitmapFont.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
protected:
Camera *camera;
SimpleSpinningCubePrefab *cube;
UICanvas *canvas;
UILabel *label;
UIImage *image;
BitmapFont font;
void stage() override {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
cube = SimpleSpinningCubePrefab::create(this);
canvas = UICanvas::create(this);
auto imageItem = this->createSceneItem();
image = imageItem->addComponent<UIImage>();
image->color = COLOR_BLACK;
imageItem->transform.setParent(canvas->transform);
auto labelItem = this->createSceneItem();
label = labelItem->addComponent<UILabel>();
labelItem->transform.setParent(canvas->transform);
auto assMan = &this->game->assetManager;
auto texture = assMan->get<TextureAsset>("testbitmap_texture");
auto tileset = assMan->get<TilesetAsset>("testbitmap_tileset");
this->font.texture = &texture->texture;
this->font.tileset = &tileset->tileset;
label->text = "Hello World, how are you today? I hope you are doing well. I really like the fact I can ramble in my text for once.";
label->font = &font;
label->maxWidth = 220;
image->alignment = glm::vec4(0, 0, label->getContentWidth(), label->getContentHeight());
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
assets.push_back(assMan->get<TextureAsset>("testbitmap_texture"));
assets.push_back(assMan->get<TilesetAsset>("testbitmap_tileset"));
return assets;
}