Various changes

This commit is contained in:
2023-01-29 15:13:24 -08:00
parent 329383da30
commit 3b458aaf96
40 changed files with 410 additions and 447 deletions

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@ -8,6 +8,7 @@ target_sources(${DAWN_TARGET_NAME}
PRIVATE
RenderPipeline.cpp
Transform.cpp
Tileset.cpp
)
# Subdirs

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@ -0,0 +1,78 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Tileset.hpp"
using namespace Dawn;
struct Tile Tileset::getTile(int32_t tile) {
assertTrue(tile >= 0);
assertTrue(tile < this->tiles.size());
return this->tiles[tile];
}
TilesetGrid::TilesetGrid() {
}
TilesetGrid::TilesetGrid(
int32_t columns,
int32_t rows,
int32_t w,
int32_t h,
int32_t gapX,
int32_t gapY,
int32_t borderX,
int32_t borderY
) {
assertTrue(columns >= 1);
assertTrue(rows >= 1);
assertTrue(w >= 1);
assertTrue(h >= 1);
assertTrue(gapX >= 0);
assertTrue(gapY >= 0);
assertTrue(borderX >= 0);
assertTrue(borderY >= 0);
assertTrue(w >= (columns + (gapX * columns) + borderX + borderX));
assertTrue(h >= (rows + (gapY * rows) + borderY + borderY));
this->rows = rows;
this->columns = columns;
// Calculate division sizes (pixels)
this->divX = (w - (borderX * 2) - (gapX * (columns - 1))) / columns;
this->divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
// Calculate the division sizes (units)
float_t tdivX = (float_t)this->divX / (float_t)w;
float_t tdivY = (float_t)this->divY / (float_t)h;
for(int32_t y = 0; y < rows; y++) {
for(int32_t x = 0; x < columns; x++) {
struct Tile tile;
tile.uv0.x = (borderX + ((float_t)this->divX * x) + (gapX * x)) / w;
tile.uv1.x = tile.uv0.x + tdivX;
tile.uv0.y = (borderY + ((float_t)this->divY * y) + (gapY * y)) / h;
tile.uv1.y = tile.uv0.y + tdivY;
this->tiles.push_back(tile);
}
}
}
float_t TilesetGrid::getTileWidth() {
return this->divX;
}
float_t TilesetGrid::getTileHeight() {
return this->divY;
}
struct Tile TilesetGrid::getTileFromGrid(int32_t column, int32_t row) {
assertTrue(row > 0 && row < this->rows);
assertTrue(column > 0 && column < this->columns);
return this->getTile(row + (column * this->rows));
}

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@ -5,23 +5,25 @@
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
namespace Dawn {
struct Tile {
public:
glm::vec2 uv0;
glm::vec2 uv1;
glm::vec2 uv0;
glm::vec2 uv1;
};
struct Tileset {
public:
std::vector<struct Tile> tiles;
struct Tile getTile(int32_t tile) {
assertTrue(tile >= 0);
assertTrue(tile < this->tiles.size());
return this->tiles[tile];
}
/**
* Returns the tile at the given tile index.
*
* @param tile Tile index to get.
* @return Tile at that index.
*/
struct Tile getTile(int32_t tile);
};
struct TilesetGrid : public Tileset{
@ -31,10 +33,23 @@ namespace Dawn {
int32_t divX;
int32_t divY;
TilesetGrid() {
}
/**
* Constructs a new Tileset Grid.
*/
TilesetGrid();
/**
* Constructs a new Tileset Grid.
*
* @param columns How many columns in the grid of tiles.
* @param rows How many rows in the grid of tiles.
* @param w Width of the grid.
* @param h Height of te grid.
* @param gapX Gap / Gutter between tiles.
* @param gapY Gap / Gutter between tiles.
* @param borderX Border at the edge of the grid before the first tiles.
* @param borderY Border at the edge of the grid before the first tiles.
*/
TilesetGrid(
int32_t columns,
int32_t rows,
@ -44,46 +59,29 @@ namespace Dawn {
int32_t gapY,
int32_t borderX,
int32_t borderY
) {
assertTrue(columns >= 1);
assertTrue(rows >= 1);
assertTrue(w >= 1);
assertTrue(h >= 1);
assertTrue(gapX >= 0);
assertTrue(gapY >= 0);
assertTrue(borderX >= 0);
assertTrue(borderY >= 0);
assertTrue(w >= (columns + (gapX * columns) + borderX + borderX));
assertTrue(h >= (rows + (gapY * rows) + borderY + borderY));
);
this->rows = rows;
this->columns = columns;
/**
* Returns the width of an individual tile.
*
* @return The tile width.
*/
float_t getTileWidth();
// Calculate division sizes (pixels)
this->divX = (w - (borderX * 2) - (gapX * (columns - 1))) / columns;
this->divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
/**
* Returns the height of an individual tile.
*
* @return The tile height.
*/
float_t getTileHeight();
// Calculate the division sizes (units)
float_t tdivX = (float_t)this->divX / (float_t)w;
float_t tdivY = (float_t)this->divY / (float_t)h;
for(int32_t y = 0; y < rows; y++) {
for(int32_t x = 0; x < columns; x++) {
struct Tile tile;
tile.uv0.x = (borderX + ((float_t)this->divX * x) + (gapX * x)) / w;
tile.uv1.x = tile.uv0.x + tdivX;
tile.uv0.y = (borderY + ((float_t)this->divY * y) + (gapY * y)) / h;
tile.uv1.y = tile.uv0.y + tdivY;
this->tiles.push_back(tile);
}
}
}
struct Tile getTileFromGrid(int32_t row, int32_t column) {
assertTrue(row > 0 && row < this->rows);
assertTrue(column > 0 && column < this->columns);
return this->getTile(row + (column * this->rows));
}
/**
* Returns the tile at a given grid position.
*
* @param column Column (0 indexed) to get the tile of.
* @param row Row (0 indexed) to get the tile of.
* @return Tile at this grid position.
*/
struct Tile getTileFromGrid(int32_t column, int32_t row);
};
}

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@ -8,6 +8,12 @@
#include "assert/assert.hpp"
namespace Dawn {
/**
* Append a list on to another list.
*
* @param list Pointer to list that is being appended to.
* @param append Pointer to list that will be appended.
*/
template<typename T>
void vectorAppend(std::vector<T> *list, std::vector<T> *append) {
assertNotNull(list);
@ -20,6 +26,12 @@ namespace Dawn {
}
}
/**
* Append a list on to another list.
*
* @param list Pointer to list that is being appended to.
* @param append List that will be appended.
*/
template<typename T>
void vectorAppend(std::vector<T> *list, std::vector<T> append) {
assertNotNull(list);

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@ -25,11 +25,9 @@ void SimpleVNScene::stage() {
// Camera
this->camera = Camera::create(this);
this->camera->transform->lookAtPixelPerfect(
glm::vec3(0, 0, 0),
glm::vec3(0, 0, 0),
this->camera->getRenderTarget()->getHeight(),
camera->fov
this->camera->transform->lookAt(
glm::vec3(0, 0, 3),
glm::vec3(0, 0, 0)
);
this->background = SimpleVisualNovelBackground::create(this);

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@ -22,6 +22,7 @@ target_include_directories(${DAWN_TARGET_NAME}
add_subdirectory(game)
add_subdirectory(ui)
add_subdirectory(visualnovel)
add_subdirectory(prefabs)
add_subdirectory(save)
add_subdirectory(scenes)
@ -32,6 +33,7 @@ tool_texture(texture_test texture_test.png)
tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/sheet.png 1 3)
tool_tileset(tileset_penny texture_penny ${DIR_GAME_ASSETS}/characters/penny/sheet.png 1 3)
tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_alice 2048 2048 120)
@ -41,6 +43,7 @@ add_dependencies(${DAWN_TARGET_NAME}
language_en
tileset_death
tileset_penny
truetype_alice

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@ -4,9 +4,7 @@
// https://opensource.org/licenses/MIT
#include "DawnGame.hpp"
#include "scenes/SubSceneRendererScene.hpp"
#include "scenes/Scene_1.hpp"
#include "scenes/TestUIScene.hpp"
using namespace Dawn;
@ -26,7 +24,7 @@ int32_t DawnGame::init() {
this->renderManager.init();
this->audioManager.init();
this->scene = new TestUIScene(this);
this->scene = new Scene_1(this);
return DAWN_GAME_INIT_RESULT_SUCCESS;
}

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@ -0,0 +1,6 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(characters)

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@ -0,0 +1,11 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
CharacterPrefab.cpp
DeathPrefab.cpp
)

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@ -0,0 +1,8 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CharacterPrefab.hpp"
using namespace Dawn;

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@ -0,0 +1,82 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "scene/Scene.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/AnimationController.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/audio/AudioSource.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
namespace Dawn {
template<class T>
class CharacterPrefab : public SceneItemPrefab<T> {
protected:
/**
* Character Prefab will request you to initialize your characters'
* emotions here, including loading assets,
*
* @return struct VisualNovelCharacterEmotion
*/
virtual struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
AssetManager *assMan
) = 0;
public:
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
return std::vector<Asset*>{
assMan->get<TextureAsset>(T::getCharacterTexture()),
assMan->get<TilesetAsset>(T::getCharacterTileset())
};
}
// Instance
VisualNovelCharacter *vnCharacter;
AnimationController *animation;
TextureAsset *characterTexture;
TilesetAsset *characterTileset;
MeshRenderer *meshRenderer;
MeshHost *meshHost;
SimpleTexturedMaterial *material;
TiledSprite *tiledSprite;
AudioSource *audioSource;
CharacterPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
void prefabInit(AssetManager *man) override {
characterTexture = man->get<TextureAsset>(T::getCharacterTexture());
characterTileset = man->get<TilesetAsset>(T::getCharacterTileset());
// Emotions
auto emotion = this->defineAndGetInitialEmotion(man);
// Components
meshRenderer = this->addComponent<MeshRenderer>();
meshHost = this->addComponent<MeshHost>();
material = this->addComponent<SimpleTexturedMaterial>();
material->texture = &characterTexture->texture;
vnCharacter = this->addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = T::getLanguagePrefix() + ".name";
animation = this->addComponent<AnimationController>();
tiledSprite = this->addComponent<TiledSprite>();
tiledSprite->setTileset(&characterTileset->tileset);
float_t ratio = characterTileset->tileset.getTileWidth() / characterTileset->tileset.getTileHeight();
tiledSprite->setSize(glm::vec2(ratio, 1.0f));
tiledSprite->setTile(emotion.tile);
audioSource = this->addComponent<AudioSource>();
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
}
};
}

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@ -0,0 +1,32 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DeathPrefab.hpp"
using namespace Dawn;
std::string DeathPrefab::getCharacterTexture() {
return "texture_penny";
}
std::string DeathPrefab::getCharacterTileset() {
return "tileset_penny";
}
std::string DeathPrefab::getLanguagePrefix() {
return "character.death";
}
struct VisualNovelCharacterEmotion DeathPrefab::defineAndGetInitialEmotion(
AssetManager *man
) {
this->emotionHappy.tile = 0;
this->emotionConcerned.tile = 1;
this->emotionSurprised.tile = 2;
return this->emotionHappy;
}

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@ -4,61 +4,25 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "asset/AssetManager.hpp"
#include "poker/PokerPlayer.hpp"
#include "scene/components/Components.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
#include "display/animation/TiledSpriteAnimation.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "prefabs/characters/CharacterPrefab.hpp"
namespace Dawn {
class DeathPrefab : public SceneItemPrefab<DeathPrefab> {
class DeathPrefab : public CharacterPrefab<DeathPrefab> {
protected:
struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
AssetManager *man
) override;
public:
VisualNovelCharacter *vnCharacter;
AnimationController *animation;
static std::string getCharacterTexture();
static std::string getCharacterTileset();
static std::string getLanguagePrefix();
struct VisualNovelCharacterEmotion emotionHappy;
struct VisualNovelCharacterEmotion emotionConcerned;
struct VisualNovelCharacterEmotion emotionSurprised;
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) {}
};
}

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@ -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;
}
};
}

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@ -6,7 +6,5 @@
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
PixelVNScene.cpp
PokerVNScene.cpp
TestUIScene.cpp
)

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@ -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>();
}

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@ -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;
};
}

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@ -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>();

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@ -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;

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@ -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;

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@ -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;
}

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@ -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;
}

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@ -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()
);

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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()
);

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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()
);

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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()
);

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@ -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;
}

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@ -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);
}
};
}

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@ -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);
}

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@ -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;
};
}