Font Testing
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@ -4,9 +4,13 @@
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// https://opensource.org/licenses/MIT
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#include "DawnPokerGame.hpp"
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#include "asset/assets/TextureAsset.hpp"
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using namespace Dawn;
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std::shared_ptr<TrueTypeAsset> asset;
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std::shared_ptr<TextureAsset> assetTexture;
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DawnGame::DawnGame(DawnHost &host) :
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host(host),
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renderManager(*this)
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@ -23,14 +27,32 @@ int32_t DawnGame::init() {
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auto camera = cameraObject->addComponent<Camera>();
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camera->transform.lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
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auto canvas = UICanvas::createCanvas(this->scene);
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auto test = canvas->addElement<UISprite>();
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test->setTransform(
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UI_COMPONENT_ALIGN_START,
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UI_COMPONENT_ALIGN_START,
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glm::vec4(0, 0, 32, 32),
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0
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);
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// auto canvas = UICanvas::createCanvas(this->scene);
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// auto test = canvas->addElement<UISprite>();
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// test->setTransform(
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// UI_COMPONENT_ALIGN_START,
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// UI_COMPONENT_ALIGN_START,
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// glm::vec4(0, 0, 32, 32),
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// 0
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// );
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asset = this->assetManager.load<TrueTypeAsset>("truetype_ark");
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assetTexture = this->assetManager.load<TextureAsset>("texture_test");
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while(!asset->loaded || !assetTexture->loaded) {
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this->assetManager.update();
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}
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auto text = this->scene->createSceneItem();
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auto meshRenderer = text->addComponent<MeshRenderer>();
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auto material = text->addComponent<Material>();
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meshRenderer->mesh = std::make_shared<Mesh>();
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// meshRenderer->mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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// QuadMesh::bufferQuadMesh(*meshRenderer->mesh, glm::vec2(0, 0), glm::vec2(0, 0), glm::vec2(1, 1), glm::vec2(1, 1), 0, 0);
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struct FontMeasure measure;
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asset->font.buffer("Test", 16.0f, -1, *meshRenderer->mesh, &measure);
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material->textureValues[material->getShader()->getParameterByName("u_Text")] = std::shared_ptr<Texture>(&asset->font.getTexture());
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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@ -6,4 +6,5 @@
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#pragma once
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#include "game/DawnGame.hpp"
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#include "scene/components/Components.hpp"
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#include "ui/UISprite.hpp"
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#include "ui/UISprite.hpp"
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#include "asset/assets/TrueTypeAsset.hpp"
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