Various changes
This commit is contained in:
@ -8,6 +8,7 @@ target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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RenderPipeline.cpp
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Transform.cpp
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Tileset.cpp
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)
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# Subdirs
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78
src/dawn/display/Tileset.cpp
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78
src/dawn/display/Tileset.cpp
Normal file
@ -0,0 +1,78 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Tileset.hpp"
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using namespace Dawn;
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struct Tile Tileset::getTile(int32_t tile) {
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assertTrue(tile >= 0);
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assertTrue(tile < this->tiles.size());
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return this->tiles[tile];
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}
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TilesetGrid::TilesetGrid() {
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}
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TilesetGrid::TilesetGrid(
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int32_t columns,
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int32_t rows,
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int32_t w,
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int32_t h,
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int32_t gapX,
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int32_t gapY,
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int32_t borderX,
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int32_t borderY
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) {
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assertTrue(columns >= 1);
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assertTrue(rows >= 1);
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assertTrue(w >= 1);
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assertTrue(h >= 1);
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assertTrue(gapX >= 0);
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assertTrue(gapY >= 0);
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assertTrue(borderX >= 0);
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assertTrue(borderY >= 0);
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assertTrue(w >= (columns + (gapX * columns) + borderX + borderX));
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assertTrue(h >= (rows + (gapY * rows) + borderY + borderY));
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this->rows = rows;
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this->columns = columns;
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// Calculate division sizes (pixels)
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this->divX = (w - (borderX * 2) - (gapX * (columns - 1))) / columns;
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this->divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
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// Calculate the division sizes (units)
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float_t tdivX = (float_t)this->divX / (float_t)w;
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float_t tdivY = (float_t)this->divY / (float_t)h;
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for(int32_t y = 0; y < rows; y++) {
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for(int32_t x = 0; x < columns; x++) {
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struct Tile tile;
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tile.uv0.x = (borderX + ((float_t)this->divX * x) + (gapX * x)) / w;
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tile.uv1.x = tile.uv0.x + tdivX;
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tile.uv0.y = (borderY + ((float_t)this->divY * y) + (gapY * y)) / h;
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tile.uv1.y = tile.uv0.y + tdivY;
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this->tiles.push_back(tile);
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}
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}
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}
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float_t TilesetGrid::getTileWidth() {
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return this->divX;
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}
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float_t TilesetGrid::getTileHeight() {
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return this->divY;
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}
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struct Tile TilesetGrid::getTileFromGrid(int32_t column, int32_t row) {
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assertTrue(row > 0 && row < this->rows);
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assertTrue(column > 0 && column < this->columns);
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return this->getTile(row + (column * this->rows));
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}
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@ -5,23 +5,25 @@
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#pragma once
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#include "dawnlibs.hpp"
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#include "assert/assert.hpp"
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namespace Dawn {
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struct Tile {
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public:
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glm::vec2 uv0;
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glm::vec2 uv1;
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glm::vec2 uv0;
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glm::vec2 uv1;
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};
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struct Tileset {
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public:
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std::vector<struct Tile> tiles;
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struct Tile getTile(int32_t tile) {
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assertTrue(tile >= 0);
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assertTrue(tile < this->tiles.size());
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return this->tiles[tile];
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}
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/**
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* Returns the tile at the given tile index.
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*
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* @param tile Tile index to get.
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* @return Tile at that index.
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*/
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struct Tile getTile(int32_t tile);
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};
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struct TilesetGrid : public Tileset{
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@ -31,10 +33,23 @@ namespace Dawn {
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int32_t divX;
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int32_t divY;
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TilesetGrid() {
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}
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/**
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* Constructs a new Tileset Grid.
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*/
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TilesetGrid();
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/**
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* Constructs a new Tileset Grid.
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*
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* @param columns How many columns in the grid of tiles.
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* @param rows How many rows in the grid of tiles.
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* @param w Width of the grid.
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* @param h Height of te grid.
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* @param gapX Gap / Gutter between tiles.
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* @param gapY Gap / Gutter between tiles.
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* @param borderX Border at the edge of the grid before the first tiles.
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* @param borderY Border at the edge of the grid before the first tiles.
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*/
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TilesetGrid(
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int32_t columns,
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int32_t rows,
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@ -44,46 +59,29 @@ namespace Dawn {
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int32_t gapY,
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int32_t borderX,
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int32_t borderY
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) {
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assertTrue(columns >= 1);
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assertTrue(rows >= 1);
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assertTrue(w >= 1);
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assertTrue(h >= 1);
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assertTrue(gapX >= 0);
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assertTrue(gapY >= 0);
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assertTrue(borderX >= 0);
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assertTrue(borderY >= 0);
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assertTrue(w >= (columns + (gapX * columns) + borderX + borderX));
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assertTrue(h >= (rows + (gapY * rows) + borderY + borderY));
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);
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this->rows = rows;
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this->columns = columns;
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/**
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* Returns the width of an individual tile.
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*
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* @return The tile width.
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*/
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float_t getTileWidth();
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// Calculate division sizes (pixels)
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this->divX = (w - (borderX * 2) - (gapX * (columns - 1))) / columns;
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this->divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
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/**
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* Returns the height of an individual tile.
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*
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* @return The tile height.
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*/
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float_t getTileHeight();
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// Calculate the division sizes (units)
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float_t tdivX = (float_t)this->divX / (float_t)w;
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float_t tdivY = (float_t)this->divY / (float_t)h;
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for(int32_t y = 0; y < rows; y++) {
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for(int32_t x = 0; x < columns; x++) {
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struct Tile tile;
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tile.uv0.x = (borderX + ((float_t)this->divX * x) + (gapX * x)) / w;
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tile.uv1.x = tile.uv0.x + tdivX;
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tile.uv0.y = (borderY + ((float_t)this->divY * y) + (gapY * y)) / h;
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tile.uv1.y = tile.uv0.y + tdivY;
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this->tiles.push_back(tile);
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}
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}
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}
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struct Tile getTileFromGrid(int32_t row, int32_t column) {
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assertTrue(row > 0 && row < this->rows);
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assertTrue(column > 0 && column < this->columns);
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return this->getTile(row + (column * this->rows));
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}
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/**
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* Returns the tile at a given grid position.
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*
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* @param column Column (0 indexed) to get the tile of.
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* @param row Row (0 indexed) to get the tile of.
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* @return Tile at this grid position.
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*/
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struct Tile getTileFromGrid(int32_t column, int32_t row);
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};
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}
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@ -8,6 +8,12 @@
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#include "assert/assert.hpp"
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namespace Dawn {
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/**
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* Append a list on to another list.
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*
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* @param list Pointer to list that is being appended to.
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* @param append Pointer to list that will be appended.
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*/
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template<typename T>
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void vectorAppend(std::vector<T> *list, std::vector<T> *append) {
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assertNotNull(list);
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@ -20,6 +26,12 @@ namespace Dawn {
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}
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}
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/**
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* Append a list on to another list.
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*
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* @param list Pointer to list that is being appended to.
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* @param append List that will be appended.
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*/
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template<typename T>
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void vectorAppend(std::vector<T> *list, std::vector<T> append) {
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assertNotNull(list);
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@ -25,11 +25,9 @@ void SimpleVNScene::stage() {
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// Camera
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this->camera = Camera::create(this);
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this->camera->transform->lookAtPixelPerfect(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 0),
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this->camera->getRenderTarget()->getHeight(),
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camera->fov
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this->camera->transform->lookAt(
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glm::vec3(0, 0, 3),
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glm::vec3(0, 0, 0)
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);
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this->background = SimpleVisualNovelBackground::create(this);
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@ -22,6 +22,7 @@ target_include_directories(${DAWN_TARGET_NAME}
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add_subdirectory(game)
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add_subdirectory(ui)
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add_subdirectory(visualnovel)
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add_subdirectory(prefabs)
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add_subdirectory(save)
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add_subdirectory(scenes)
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@ -32,6 +33,7 @@ tool_texture(texture_test texture_test.png)
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tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
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tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/sheet.png 1 3)
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tool_tileset(tileset_penny texture_penny ${DIR_GAME_ASSETS}/characters/penny/sheet.png 1 3)
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tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_alice 2048 2048 120)
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@ -41,6 +43,7 @@ add_dependencies(${DAWN_TARGET_NAME}
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language_en
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tileset_death
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tileset_penny
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truetype_alice
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@ -4,9 +4,7 @@
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// https://opensource.org/licenses/MIT
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#include "DawnGame.hpp"
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#include "scenes/SubSceneRendererScene.hpp"
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#include "scenes/Scene_1.hpp"
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#include "scenes/TestUIScene.hpp"
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using namespace Dawn;
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@ -26,7 +24,7 @@ int32_t DawnGame::init() {
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this->renderManager.init();
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this->audioManager.init();
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this->scene = new TestUIScene(this);
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this->scene = new Scene_1(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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6
src/dawnpokergame/prefabs/CMakeLists.txt
Normal file
6
src/dawnpokergame/prefabs/CMakeLists.txt
Normal file
@ -0,0 +1,6 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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add_subdirectory(characters)
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11
src/dawnpokergame/prefabs/characters/CMakeLists.txt
Normal file
11
src/dawnpokergame/prefabs/characters/CMakeLists.txt
Normal file
@ -0,0 +1,11 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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CharacterPrefab.cpp
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DeathPrefab.cpp
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)
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8
src/dawnpokergame/prefabs/characters/CharacterPrefab.cpp
Normal file
8
src/dawnpokergame/prefabs/characters/CharacterPrefab.cpp
Normal file
@ -0,0 +1,8 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "CharacterPrefab.hpp"
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using namespace Dawn;
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82
src/dawnpokergame/prefabs/characters/CharacterPrefab.hpp
Normal file
82
src/dawnpokergame/prefabs/characters/CharacterPrefab.hpp
Normal file
@ -0,0 +1,82 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "scene/Scene.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/AnimationController.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "scene/components/audio/AudioSource.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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namespace Dawn {
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template<class T>
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class CharacterPrefab : public SceneItemPrefab<T> {
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protected:
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/**
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* Character Prefab will request you to initialize your characters'
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* emotions here, including loading assets,
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*
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* @return struct VisualNovelCharacterEmotion
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*/
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virtual struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
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AssetManager *assMan
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) = 0;
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>(T::getCharacterTexture()),
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assMan->get<TilesetAsset>(T::getCharacterTileset())
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};
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}
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// Instance
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VisualNovelCharacter *vnCharacter;
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AnimationController *animation;
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TextureAsset *characterTexture;
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TilesetAsset *characterTileset;
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MeshRenderer *meshRenderer;
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MeshHost *meshHost;
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SimpleTexturedMaterial *material;
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TiledSprite *tiledSprite;
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AudioSource *audioSource;
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CharacterPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
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void prefabInit(AssetManager *man) override {
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characterTexture = man->get<TextureAsset>(T::getCharacterTexture());
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characterTileset = man->get<TilesetAsset>(T::getCharacterTileset());
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// Emotions
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auto emotion = this->defineAndGetInitialEmotion(man);
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// Components
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meshRenderer = this->addComponent<MeshRenderer>();
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meshHost = this->addComponent<MeshHost>();
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material = this->addComponent<SimpleTexturedMaterial>();
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material->texture = &characterTexture->texture;
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = T::getLanguagePrefix() + ".name";
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animation = this->addComponent<AnimationController>();
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tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite->setTileset(&characterTileset->tileset);
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float_t ratio = characterTileset->tileset.getTileWidth() / characterTileset->tileset.getTileHeight();
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tiledSprite->setSize(glm::vec2(ratio, 1.0f));
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tiledSprite->setTile(emotion.tile);
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audioSource = this->addComponent<AudioSource>();
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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}
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};
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}
|
32
src/dawnpokergame/prefabs/characters/DeathPrefab.cpp
Normal file
32
src/dawnpokergame/prefabs/characters/DeathPrefab.cpp
Normal file
@ -0,0 +1,32 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
|
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|
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#include "DeathPrefab.hpp"
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using namespace Dawn;
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std::string DeathPrefab::getCharacterTexture() {
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return "texture_penny";
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}
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std::string DeathPrefab::getCharacterTileset() {
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return "tileset_penny";
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}
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std::string DeathPrefab::getLanguagePrefix() {
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return "character.death";
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}
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struct VisualNovelCharacterEmotion DeathPrefab::defineAndGetInitialEmotion(
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AssetManager *man
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) {
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this->emotionHappy.tile = 0;
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this->emotionConcerned.tile = 1;
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this->emotionSurprised.tile = 2;
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return this->emotionHappy;
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}
|
@ -4,61 +4,25 @@
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// https://opensource.org/licenses/MIT
|
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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "asset/AssetManager.hpp"
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#include "poker/PokerPlayer.hpp"
|
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "prefabs/characters/CharacterPrefab.hpp"
|
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namespace Dawn {
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class DeathPrefab : public SceneItemPrefab<DeathPrefab> {
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class DeathPrefab : public CharacterPrefab<DeathPrefab> {
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||||
protected:
|
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|
||||
struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
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AssetManager *man
|
||||
) override;
|
||||
|
||||
public:
|
||||
VisualNovelCharacter *vnCharacter;
|
||||
AnimationController *animation;
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||||
static std::string getCharacterTexture();
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||||
static std::string getCharacterTileset();
|
||||
static std::string getLanguagePrefix();
|
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|
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struct VisualNovelCharacterEmotion emotionHappy;
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struct VisualNovelCharacterEmotion emotionConcerned;
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struct VisualNovelCharacterEmotion emotionSurprised;
|
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||||
struct VisualNovelCharacterEmotion emotionDefault;
|
||||
|
||||
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
|
||||
return std::vector<Asset*>{
|
||||
assMan->get<TextureAsset>("texture_death"),
|
||||
assMan->get<TilesetAsset>("tileset_death"),
|
||||
assMan->get<AudioAsset>("audio_test")
|
||||
};
|
||||
}
|
||||
|
||||
DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void prefabInit(AssetManager *man) override {
|
||||
auto textureAsset = man->get<TextureAsset>("texture_death");
|
||||
auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
|
||||
auto audioAsset = man->get<AudioAsset>("audio_test");
|
||||
|
||||
// Emotions
|
||||
this->emotionDefault.talkSound = audioAsset;
|
||||
|
||||
auto meshRenderer = this->addComponent<MeshRenderer>();
|
||||
auto meshHost = this->addComponent<MeshHost>();
|
||||
|
||||
auto material = this->addComponent<SimpleTexturedMaterial>();
|
||||
material->texture = &textureAsset->texture;
|
||||
|
||||
vnCharacter = this->addComponent<VisualNovelCharacter>();
|
||||
vnCharacter->nameKey = "character.death.name";
|
||||
|
||||
animation = this->addComponent<AnimationController>();
|
||||
|
||||
auto tiledSprite = this->addComponent<TiledSprite>();
|
||||
tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
|
||||
tiledSprite->setTile(0);
|
||||
|
||||
this->addComponent<AudioSource>();
|
||||
|
||||
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
|
||||
}
|
||||
DeathPrefab(Scene *s, sceneitemid_t i) : CharacterPrefab(s,i) {}
|
||||
};
|
||||
}
|
@ -19,19 +19,32 @@ namespace Dawn {
|
||||
PokerPlayer *pokerPlayer;
|
||||
SimpleTexturedMaterial *material;
|
||||
|
||||
struct VisualNovelCharacterEmotion emotionHappy;
|
||||
struct VisualNovelCharacterEmotion emotionSurprised;
|
||||
struct VisualNovelCharacterEmotion emotionConcerned;
|
||||
|
||||
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
|
||||
return std::vector<Asset*>{
|
||||
assMan->get<TextureAsset>("texture_death"),
|
||||
assMan->get<TilesetAsset>("tileset_death")
|
||||
assMan->get<TextureAsset>("texture_penny"),
|
||||
assMan->get<TilesetAsset>("tileset_penny")
|
||||
};
|
||||
}
|
||||
|
||||
PennyPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
|
||||
|
||||
void prefabInit(AssetManager *man) override {
|
||||
auto textureAsset = man->get<TextureAsset>("texture_death");
|
||||
auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
|
||||
// Assets
|
||||
auto textureAsset = man->get<TextureAsset>("texture_penny");
|
||||
auto tilesetAsset = man->get<TilesetAsset>("tileset_penny");
|
||||
|
||||
// Emotions
|
||||
this->emotionHappy.tile = 0;
|
||||
|
||||
this->emotionSurprised.tile = 1;
|
||||
|
||||
this->emotionConcerned.tile = 2;
|
||||
|
||||
// Components
|
||||
auto meshRenderer = this->addComponent<MeshRenderer>();
|
||||
auto meshHost = this->addComponent<MeshHost>();
|
||||
|
||||
@ -50,11 +63,6 @@ namespace Dawn {
|
||||
tiledSprite->setTile(0);
|
||||
|
||||
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
|
||||
|
||||
// auto anim = new TiledSpriteAnimation(tiledSprite);
|
||||
// anim->addSequentialKeyframes(0.1f, 0, 22);
|
||||
// anim->loop = true;
|
||||
// animation->animation = anim;
|
||||
}
|
||||
};
|
||||
}
|
@ -6,7 +6,5 @@
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
PixelVNScene.cpp
|
||||
PokerVNScene.cpp
|
||||
TestUIScene.cpp
|
||||
)
|
@ -1,28 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "PixelVNScene.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
PixelVNScene::PixelVNScene(DawnGame *game) :
|
||||
SimpleVNScene(game),
|
||||
renderTarget(1280, 720)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> PixelVNScene::getRequiredAssets() {
|
||||
auto assMan = &this->game->assetManager;
|
||||
std::vector<Asset*> assets;
|
||||
vectorAppend(&assets, SimpleVNScene::getRequiredAssets());
|
||||
return assets;
|
||||
}
|
||||
|
||||
void PixelVNScene::vnStage() {
|
||||
this->renderTarget.setClearColor(COLOR_RED);
|
||||
// this->camera->setRenderTarget(&this->renderTarget);
|
||||
auto pixelPerfectCamera = this->camera->item->addComponent<PixelPerfectCamera>();
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "display/TextureRenderTarget.hpp"
|
||||
#include "game/DawnGame.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class PixelVNScene : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override;
|
||||
|
||||
public:
|
||||
TextureRenderTarget renderTarget;
|
||||
|
||||
/**
|
||||
* Create a simple Poker Visual Novel Scene. Simplifies some of the less
|
||||
* interesting parts of a poker VN game.
|
||||
*
|
||||
* @param game Game that this poker scene belongs to.
|
||||
*/
|
||||
PixelVNScene(DawnGame *game);
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override;
|
||||
};
|
||||
}
|
@ -7,20 +7,20 @@
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
PokerVNScene::PokerVNScene(DawnGame *game) : PixelVNScene(game) {
|
||||
PokerVNScene::PokerVNScene(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> PokerVNScene::getRequiredAssets() {
|
||||
auto assMan = &this->game->assetManager;
|
||||
std::vector<Asset*> assets;
|
||||
vectorAppend(&assets, PixelVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, SimpleVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, PokerPlayerDisplay::getAssets(assMan));
|
||||
return assets;
|
||||
}
|
||||
|
||||
void PokerVNScene::vnStage() {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
auto pokerGameItem = this->createSceneItem();
|
||||
this->pokerGame = pokerGameItem->addComponent<PokerGame>();
|
||||
|
||||
|
@ -4,14 +4,14 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "poker/PokerGame.hpp"
|
||||
#include "visualnovel/events/PokerBetLoopEvent.hpp"
|
||||
#include "visualnovel/events/PokerInitialEvent.hpp"
|
||||
#include "ui/PokerPlayerDisplay.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class PokerVNScene : public PixelVNScene {
|
||||
class PokerVNScene : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override;
|
||||
std::vector<Asset*> getRequiredAssets() override;
|
||||
|
@ -4,7 +4,7 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_2.hpp"
|
||||
#include "prefabs/characters/DeathPrefab.hpp"
|
||||
#include "visualnovel/events/characters/VisualNovelFadeCharacterEvent.hpp"
|
||||
@ -12,18 +12,17 @@
|
||||
#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_1 : public PixelVNScene {
|
||||
class Scene_1 : public SimpleVNScene {
|
||||
protected:
|
||||
DeathPrefab *death;
|
||||
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
this->death = DeathPrefab::create(this);
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_2>(this->game);
|
||||
auto scene = new Scene_2(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -33,13 +32,13 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_1(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_1(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
auto man = &this->game->assetManager;
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
vectorAppend(&assets, DeathPrefab::getRequiredAssets(man));
|
||||
assets.push_back(man->get<AudioAsset>("audio_test"));
|
||||
return assets;
|
||||
@ -48,7 +47,7 @@ namespace Dawn {
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, this->death->vnCharacter, this->death->emotionDefault, "scene.1.1"))
|
||||
->then(new VisualNovelTextboxEvent(vnManager, this->death->vnCharacter, this->death->emotionHappy, "scene.1.1"))
|
||||
// ->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_11.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_10 : public PixelVNScene {
|
||||
class Scene_10 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_11>(this->game);
|
||||
auto scene = new Scene_11(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_10(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_10(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_12.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_11 : public PixelVNScene {
|
||||
class Scene_11 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_12>(this->game);
|
||||
auto scene = new Scene_12(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_11(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_11(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_13>(this->game);
|
||||
auto scene = new Scene_13(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_14.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_13 : public PixelVNScene {
|
||||
class Scene_13 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_14>(this->game);
|
||||
auto scene = new Scene_14(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_13(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_13(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_15.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_14 : public PixelVNScene {
|
||||
class Scene_14 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_15>(this->game);
|
||||
auto scene = new Scene_15(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_14(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_14(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_16.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_15 : public PixelVNScene {
|
||||
class Scene_15 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_16>(this->game);
|
||||
auto scene = new Scene_16(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_15(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_15(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_17.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_16 : public PixelVNScene {
|
||||
class Scene_16 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_17>(this->game);
|
||||
auto scene = new Scene_17(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -24,11 +24,11 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
public:
|
||||
Scene_16(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_16(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_18>(this->game);
|
||||
auto scene = new Scene_18(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
|
@ -4,24 +4,24 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_18 : public PixelVNScene {
|
||||
class Scene_18 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_18(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_18(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_3.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_2 : public PixelVNScene {
|
||||
class Scene_2 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_3>(this->game);
|
||||
auto scene = new Scene_3(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,12 +25,12 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_2(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_2(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_4.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_3 : public PixelVNScene {
|
||||
class Scene_3 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_4>(this->game);
|
||||
auto scene = new Scene_4(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,12 +25,12 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_3(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_3(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_5>(this->game);
|
||||
auto scene = new Scene_5(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_6.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_5 : public PixelVNScene {
|
||||
class Scene_5 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_6>(this->game);
|
||||
auto scene = new Scene_6(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,12 +25,12 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_5(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_5(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_7.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_6 : public PixelVNScene {
|
||||
class Scene_6 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_7>(this->game);
|
||||
auto scene = new Scene_7(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,12 +25,12 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_6(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_6(DawnGame *game) : SimpleVNScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_8.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_7 : public PixelVNScene {
|
||||
class Scene_7 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_8>(this->game);
|
||||
auto scene = new Scene_8(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_7(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_7(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_9>(this->game);
|
||||
auto scene = new Scene_9(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
|
@ -4,18 +4,18 @@
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
#include "visualnovel/scene/SimpleVNScene.hpp"
|
||||
#include "scenes/Scene_10.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_9 : public PixelVNScene {
|
||||
class Scene_9 : public SimpleVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_10>(this->game);
|
||||
auto scene = new Scene_10(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
@ -25,11 +25,11 @@ namespace Dawn {
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_9(DawnGame *game) : PixelVNScene(game) {
|
||||
Scene_9(DawnGame *game) : SimpleVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
@ -1,54 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/Scene.hpp"
|
||||
#include "game/DawnGame.hpp"
|
||||
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
template<class T>
|
||||
class SubSceneRendererScene : public Scene {
|
||||
public:
|
||||
Camera *camera;
|
||||
SceneItem *sceneItem;
|
||||
T subScene;
|
||||
|
||||
SubSceneRendererScene(DawnGame *game) : Scene(game), subScene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
return this->subScene.getRequiredAssets();
|
||||
}
|
||||
|
||||
void stage() override {
|
||||
// Stage subscene
|
||||
this->subScene.stage();
|
||||
|
||||
// Create camera to render.
|
||||
this->camera = Camera::create(this);
|
||||
this->camera->getRenderTarget()->setClearColor(COLOR_BLACK);
|
||||
|
||||
// Add render quad.
|
||||
this->sceneItem = this->createSceneItem();
|
||||
auto host = this->sceneItem->addComponent<MeshHost>();
|
||||
auto renderer = this->sceneItem->addComponent<MeshRenderer>();
|
||||
|
||||
auto material = this->sceneItem->addComponent<SimpleTexturedMaterial>();
|
||||
material->texture = this->subScene.renderTarget.getTexture();
|
||||
|
||||
auto renderTargetQuad = this->sceneItem->addComponent<SimpleRenderTargetQuad>();
|
||||
renderTargetQuad->setRenderTarget(&this->subScene.renderTarget);
|
||||
|
||||
auto subSceneController = this->sceneItem->addComponent<SubSceneController>();
|
||||
subSceneController->setSubScene(&this->subScene);
|
||||
|
||||
auto subSceneCameraAlign = this->sceneItem->addComponent<SubSceneCameraAlign>();
|
||||
subSceneCameraAlign->setRenderTarget(&this->subScene.renderTarget);
|
||||
subSceneCameraAlign->setCamera(this->camera);
|
||||
}
|
||||
};
|
||||
}
|
@ -1,70 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "TestUIScene.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
TestUIScene::TestUIScene(DawnGame *game) : Scene(game) {
|
||||
|
||||
}
|
||||
|
||||
std::vector<Asset*> TestUIScene::getRequiredAssets() {
|
||||
std::vector<Asset*> assets;
|
||||
AssetManager *man = &this->game->assetManager;
|
||||
assets.push_back(man->get<TrueTypeAsset>("truetype_alice"));
|
||||
assets.push_back(man->get<TextureAsset>("texture_test"));
|
||||
return assets;
|
||||
}
|
||||
|
||||
void TestUIScene::stage() {
|
||||
AssetManager *man = &this->game->assetManager;
|
||||
|
||||
// Camera
|
||||
this->camera = Camera::create(this);
|
||||
this->camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
|
||||
|
||||
auto testCube = SimpleSpinningCubePrefab::create(this);
|
||||
|
||||
// UI
|
||||
this->canvas = UICanvas::create(this);
|
||||
|
||||
// auto text = man->get<TextureAsset>("texture_test");
|
||||
// auto border = this->canvas->addElement<UIBorder>();
|
||||
// border->texture = &text->texture;
|
||||
// border->setBorderSize(glm::vec2(4, 4));
|
||||
// border->setTransform(
|
||||
// UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH,
|
||||
// glm::vec4(0, 0, 0, 0),
|
||||
// 0.0f
|
||||
// );
|
||||
|
||||
auto assetFont = man->get<TrueTypeAsset>("truetype_alice");
|
||||
|
||||
auto grid = this->canvas->addElement<UIGrid>();
|
||||
grid->setTransform(UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH, glm::vec4(0, 0, 0, 0), 0);
|
||||
grid->setGridSize(4, 4, 8, 8);
|
||||
|
||||
auto menu = new UIMenu(this->canvas, grid->getColumns(), grid->getRows());
|
||||
|
||||
for(int32_t x = 0; x < grid->getColumns(); x++) {
|
||||
for(int32_t y = 0; y < grid->getRows(); y++) {
|
||||
auto label = this->canvas->addElement<UILabel>();
|
||||
label->setFont(&assetFont->font);
|
||||
label->setText("test.1");
|
||||
label->setFontSize(24);
|
||||
grid->addToGrid(label, x, y, UI_COMPONENT_ALIGN_MIDDLE, UI_COMPONENT_ALIGN_MIDDLE);
|
||||
|
||||
auto menuItem = new TestMenuItem;
|
||||
menuItem->label = label;
|
||||
menu->setItem(x, y, menuItem);
|
||||
}
|
||||
|
||||
menu->setPosition(0, 0);
|
||||
this->canvas->setCurrentMenu(menu);
|
||||
}
|
||||
|
||||
this->canvas->setCurrentMenu(menu);
|
||||
}
|
@ -1,52 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/Scene.hpp"
|
||||
#include "game/DawnGame.hpp"
|
||||
#include "scene/components/ui/UICanvas.hpp"
|
||||
#include "ui/UILabel.hpp"
|
||||
#include "ui/UIBorder.hpp"
|
||||
#include "ui/UIGrid.hpp"
|
||||
#include "ui/UISprite.hpp"
|
||||
#include "prefabs/SimpleSpinningCubePrefab.hpp"
|
||||
#include "ui/UIMenu.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class TestMenuItem : public UIMenuItem {
|
||||
public:
|
||||
UILabel *label;
|
||||
void onItemSelected() {
|
||||
|
||||
}
|
||||
|
||||
void onItemOver() {
|
||||
this->label->setText("test.2");
|
||||
}
|
||||
|
||||
void onItemOff() {
|
||||
this->label->setText("test.1");
|
||||
}
|
||||
|
||||
bool_t canBeOvered() {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t canBeSelected() {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class TestUIScene : public Scene {
|
||||
private:
|
||||
Camera *camera = nullptr;
|
||||
UICanvas *canvas = nullptr;
|
||||
|
||||
public:
|
||||
TestUIScene(DawnGame *game);
|
||||
std::vector<Asset*> getRequiredAssets() override;
|
||||
void stage() override;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user