TTF Loading Fixed
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@ -18,4 +18,7 @@ add_subdirectory(save)
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# Assets
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set(LIMINAL_ASSETS_DIR ${DAWN_ASSETS_DIR}/games/liminal)
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tool_vnscene(${LIMINAL_ASSETS_DIR}/test.xml)
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tool_vnscene(${LIMINAL_ASSETS_DIR}/test.xml)
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tool_prefab(${LIMINAL_ASSETS_DIR}/VNTextbox.xml)
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tool_truetype(font_main ${DAWN_ASSETS_DIR}/ark-pixel.ttf)
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@ -10,6 +10,6 @@
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using namespace Dawn;
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Scene * Dawn::dawnGameGetInitialScene(DawnGame *game) {
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// return new HelloWorldScene(game);
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return new TestScene(game);
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return new HelloWorldScene(game);
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// return new TestScene(game);
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}
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@ -7,14 +7,7 @@
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#include "scene/Scene.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "games/vn/components/VNManager.hpp"
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#include "games/vn/events/VNDummyEvent.hpp"
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#include "games/vn/events/VNTextEvent.hpp"
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#include "games/vn/events/VNPositionEvent.hpp"
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#include "games/vn/events/VNSetEvent.hpp"
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#include "games/vn/events/VNChoiceEvent.hpp"
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#include "games/vn/events/VNParallelEvent.hpp"
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#include "games/vn/events/VNWaitEvent.hpp"
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#include "prefabs/VNTextbox.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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@ -33,52 +26,15 @@ namespace Dawn {
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auto cube = SimpleSpinningCubePrefab::create(this);
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auto vnItem = this->createSceneItem();
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auto vnManager = vnItem->addComponent<VNManager>();
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auto eventTest = vnManager->createEvent<VNDummyEvent>();
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auto positionEvent = vnManager->createEvent<VNPositionEvent>();
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positionEvent->to.x = 2.0f;
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positionEvent->item = cube;
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positionEvent->duration = 3.0f;
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auto vnTextEvent = vnManager->createEvent<VNTextEvent>();
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vnTextEvent->text = "Hello World!";
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auto setPropertyEvent = vnManager->createEvent<VNSetEvent<int32_t>>();
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setPropertyEvent->modifies = &test;
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setPropertyEvent->to = 10;
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auto choiceEvent = vnManager->createEvent<VNChoiceEvent>();
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choiceEvent->text = "Choice?";
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choiceEvent->choices["state0"] = "State 0";
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choiceEvent->choices["state1"] = "State 1";
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choiceEvent->choices["state2"] = "State 2";
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choiceEvent->choices["state3"] = "State 3";
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auto parallelEvent = vnManager->createEvent<VNParallelEvent>();
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auto wait0 = vnManager->createEvent<VNWaitEvent>();
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wait0->duration = 1.0f;
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parallelEvent->events.push_back(wait0);
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auto wait1 = vnManager->createEvent<VNWaitEvent>();
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wait1->duration = 3.0f;
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parallelEvent->events.push_back(wait1);
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eventTest
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->then(parallelEvent)
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->then(positionEvent)
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// ->then(vnTextEvent)
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// ->then(setPropertyEvent)
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// ->then(choiceEvent)
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;
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vnManager->setEvent(eventTest);
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auto textbox = VNTextbox::create(this);
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textbox->transform.setParent(canvas->transform);
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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vectorAppend(&assets, SimpleSpinningCubePrefab::prefabAssets(assMan));
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vectorAppend(&assets, VNTextbox::prefabAssets(assMan));
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return assets;
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}
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