Barely progress on tilesets
This commit is contained in:
src
83
src/dawn/display/Tileset.hpp
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83
src/dawn/display/Tileset.hpp
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@ -0,0 +1,83 @@
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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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#pragma once
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#include "dawnlibs.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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};
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struct Tileset {
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public:
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std::vector<struct Tile> tiles;
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};
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struct TilesetGrid : public Tileset{
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public:
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int32_t rows;
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int32_t columns;
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TilesetGrid(
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int32_t columns,
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int32_t rows,
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int32_t width,
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int32_t height,
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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(width >= 1);
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assertTrue(height >= 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(width >= (columns + (gapX * columns) + borderX + borderX));
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assertTrue(height >= (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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float_t divX = (
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(float_t)width - ((float_t)borderX * 2.0f) -
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((float_t)gapX * ((float_t)columns - 1))
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) / columns;
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float_t divY = (
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(float_t)height - ((float_t)borderY * 2.0f) -
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((float_t)gapY * ((float_t)rows - 1))
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) / rows;
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// Calculate the division sizes (units)
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float_t tdivX = divX / (float_t)width;
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float_t tdivY = divY / (float_t)height;
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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 + (divX * x) + (gapX * x)) / width;
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tile.uv1.x = tile.uv0.x + tdivX;
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tile.uv0.y = (borderY + (divY * y) + (gapY * y)) / height;
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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 getTile(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->tiles[row + (column * this->rows)];
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}
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};
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}
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@ -28,7 +28,7 @@ namespace Dawn {
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bool_t finished = false;
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float_t time = 0;
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float_t duration = 0;
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easefunction_t *easing = &easeLinear;
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easefunction_t *easing = &easeOutQuad;
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std::vector<struct TimelineItem<T>> timelineItems;
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Event<> eventAnimationEnd;
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@ -8,14 +8,4 @@ target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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TrueTypeFont.cpp
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FontMeasure.cpp
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)
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tool_truetype(truetype_ark
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ark-pixel.ttf
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truetype_ark
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96
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96
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10
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)
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add_dependencies(${DAWN_TARGET_NAME} truetype_ark)
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)
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@ -48,4 +48,15 @@ void QuadMesh::bufferQuadMesh(
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QuadMesh::bufferQuadMeshWithZ(
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mesh, xy0, uv0, xy1, uv1, 0, verticeStart, indiceStart
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);
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}
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void QuadMesh::initQuadMesh(
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Mesh *mesh,
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glm::vec2 xy0, glm::vec2 uv0,
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glm::vec2 xy1, glm::vec2 uv1,
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float_t z
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) {
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assertNotNull(mesh);
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mesh->createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::bufferQuadMeshWithZ(mesh, xy0, uv0, xy1, uv1, z, 0, 0);
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}
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@ -49,5 +49,12 @@ namespace Dawn {
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glm::vec2 xy1, glm::vec2 uv1,
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int32_t verticeStart, int32_t indiceStart
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);
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static void initQuadMesh(
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Mesh *mesh,
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glm::vec2 xy0, glm::vec2 uv0,
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glm::vec2 xy1, glm::vec2 uv1,
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float_t z
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);
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};
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}
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@ -35,6 +35,11 @@ void SceneItem::init() {
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bool_t waiting = false;
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auto it2 = deps.begin();
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while(it2 != deps.end()) {
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if(*it2 == nullptr) {
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continue;
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++it2;
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}
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// Has the dep not yet inited?
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if(!(*it2)->hasInitialized) {
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waiting = true;
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@ -5,7 +5,9 @@
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#pragma once
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#include "scene/components/display/Camera.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/Material.hpp"
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#include "scene/components/display/TiledSprite.hpp"
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#include "scene/components/ui/UICanvas.hpp"
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@ -8,5 +8,7 @@ target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Camera.cpp
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Material.cpp
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MeshHost.cpp
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MeshRenderer.cpp
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TiledSprite.cpp
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)
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16
src/dawn/scene/components/display/MeshHost.cpp
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16
src/dawn/scene/components/display/MeshHost.cpp
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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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#include "MeshHost.hpp"
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using namespace Dawn;
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MeshHost::MeshHost(SceneItem *item) :
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mesh(),
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SceneItemComponent(item)
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{
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}
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17
src/dawn/scene/components/display/MeshHost.hpp
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17
src/dawn/scene/components/display/MeshHost.hpp
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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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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "display/mesh/Mesh.hpp"
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namespace Dawn {
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class MeshHost : public SceneItemComponent {
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public:
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Mesh mesh;
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MeshHost(SceneItem *item);
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};
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}
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@ -4,8 +4,25 @@
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// https://opensource.org/licenses/MIT
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#include "MeshRenderer.hpp"
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#include "MeshHost.hpp"
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#include "scene/SceneItem.hpp"
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using namespace Dawn;
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MeshRenderer::MeshRenderer(SceneItem *item) : SceneItemComponent(item) {
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}
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std::vector<SceneItemComponent*> MeshRenderer::getDependencies() {
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return std::vector<SceneItemComponent*>{
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this->item->getComponent<MeshHost>()
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};
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}
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void MeshRenderer::onStart() {
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SceneItemComponent::onStart();
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if(mesh == nullptr) {
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auto host = this->item->getComponent<MeshHost>();
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if(host != nullptr) this->mesh = &host->mesh;
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}
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}
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@ -18,5 +18,8 @@ namespace Dawn {
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* @param item Scene Item this mesh renderer belongs to.
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*/
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MeshRenderer(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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}
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35
src/dawn/scene/components/display/TiledSprite.cpp
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35
src/dawn/scene/components/display/TiledSprite.cpp
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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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#include "TiledSprite.hpp"
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#include "scene/SceneItem.hpp"
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using namespace Dawn;
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TiledSprite::TiledSprite(SceneItem *item) : SceneItemComponent(item) {
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}
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std::vector<SceneItemComponent*> TiledSprite::getDependencies() {
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this->renderer = this->item->getComponent<MeshRenderer>();
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this->host = this->item->getComponent<MeshHost>();
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return std::vector<SceneItemComponent*>{
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this->renderer,
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this->host
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};
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}
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void TiledSprite::onStart() {
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SceneItemComponent::onStart();
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assertNotNull(this->host);
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QuadMesh::initQuadMesh(&this->host->mesh,
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glm::vec2(0, 0), glm::vec2(0, 0),
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glm::vec2(1, 1), glm::vec2(0.125f, 0.125f),
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0
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);
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}
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25
src/dawn/scene/components/display/TiledSprite.hpp
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25
src/dawn/scene/components/display/TiledSprite.hpp
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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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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "display/Tileset.hpp"
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namespace Dawn {
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class TiledSprite : public SceneItemComponent {
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protected:
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MeshRenderer *renderer;
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MeshHost *host;
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public:
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TiledSprite(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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}
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@ -17,5 +17,23 @@ target_include_directories(${DAWN_TARGET_NAME}
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# Subdirs
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add_subdirectory(game)
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add_subdirectory(prefabs)
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add_subdirectory(ui)
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add_subdirectory(visualnovel)
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add_subdirectory(visualnovel)
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# Assets
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tool_texture(texture_test texture_test.png)
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tool_texture(texture_penny characters/penny/penny-blink.png)
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tool_truetype(truetype_ark
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ark-pixel.ttf
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truetype_ark
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96
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96
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10
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)
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add_dependencies(${DAWN_TARGET_NAME}
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texture_test
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texture_penny
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truetype_ark
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)
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@ -7,8 +7,4 @@
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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DawnGame.cpp
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)
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tool_texture(texture_test texture_test.png texture_test)
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add_dependencies(${DAWN_TARGET_NAME} texture_test)
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)
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10
src/dawnpokergame/prefabs/CMakeLists.txt
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10
src/dawnpokergame/prefabs/CMakeLists.txt
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@ -0,0 +1,10 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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# target_sources(${DAWN_TARGET_NAME}
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# PRIVATE
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# VNPlayer.cpp
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# )
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33
src/dawnpokergame/prefabs/VNPenny.hpp
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33
src/dawnpokergame/prefabs/VNPenny.hpp
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@ -0,0 +1,33 @@
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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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#pragma once
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#include "asset/AssetManager.hpp"
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#include "asset/Asset.hpp"
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#include "poker/PokerPlayer.hpp"
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#include "scene/components/Components.hpp"
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namespace Dawn {
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class VNPenny {
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public:
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static std::vector<Asset*> getAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>("texture_penny")
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};
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}
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static SceneItem * create(Scene *scene) {
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auto item = scene->createSceneItem();
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auto meshRenderer = item->addComponent<MeshRenderer>();
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auto material = item->addComponent<Material>();
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auto meshHost = item->addComponent<MeshHost>();
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auto tiledSprite = item->addComponent<TiledSprite>();
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auto pokerPlayer = item->addComponent<PokerPlayer>();
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return item;
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}
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};
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}
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@ -16,6 +16,7 @@
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#include "visualnovel/events/PokerInitialEvent.hpp"
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#include "visualnovel/events/SimpleLoopEvent.hpp"
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#include "ui/PokerPlayerDisplay.hpp"
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#include "prefabs/VNPenny.hpp"
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namespace Dawn {
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class TestScene : public Scene {
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@ -30,6 +31,7 @@ namespace Dawn {
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vectorAppend(&assets, &PokerGameTextbox::getAssets(assMan));
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vectorAppend(&assets, &PokerPlayerDisplay::getAssets(assMan));
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vectorAppend(&assets, &VNPenny::getAssets(assMan));
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return assets;
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}
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@ -52,12 +54,11 @@ namespace Dawn {
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auto pokerGame = pokerGameItem->addComponent<PokerGame>();
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for(int32_t i = 0; i < 5; i++) {
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auto pokerPlayerInstance = this->createSceneItem();
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auto pokerPlayer = pokerPlayerInstance->addComponent<PokerPlayer>();
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auto player = VNPenny::create(this);
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auto uiPlayer = canvas->addElement<PokerPlayerDisplay>();
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uiPlayer->setTransform(UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_STRETCH, glm::vec4(i * 220, 0, 0, 0), 0);
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uiPlayer->setPlayer(pokerPlayer);
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uiPlayer->setPlayer(player->getComponent<PokerPlayer>());
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}
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auto betting = vnManager
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@ -3,5 +3,11 @@
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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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VNPlayer.cpp
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)
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# Subdirs
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add_subdirectory(events)
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12
src/dawnpokergame/visualnovel/VNPlayer.cpp
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12
src/dawnpokergame/visualnovel/VNPlayer.cpp
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@ -0,0 +1,12 @@
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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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#include "VNPlayer.hpp"
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using namespace Dawn;
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VNPlayer::VNPlayer(SceneItem *item) : SceneItemComponent(item) {
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}
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18
src/dawnpokergame/visualnovel/VNPlayer.hpp
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18
src/dawnpokergame/visualnovel/VNPlayer.hpp
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@ -0,0 +1,18 @@
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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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#pragma once
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#include "dawnlibs.hpp"
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#include "scene/SceneItemComponent.hpp"
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namespace Dawn {
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class VNPlayer : public SceneItemComponent {
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protected:
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public:
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VNPlayer(SceneItem *item);
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};
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}
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@ -7,9 +7,9 @@ add_subdirectory(texturegen)
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add_subdirectory(truetypegen)
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# Texture Tool
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function(tool_texture target in out)
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function(tool_texture target in)
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add_custom_target(${target}
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COMMAND texturegen "${DAWN_ASSETS_SOURCE_DIR}/${in}" "${DAWN_ASSETS_BUILD_DIR}/${out}"
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COMMAND texturegen "${DAWN_ASSETS_SOURCE_DIR}/${in}" "${DAWN_ASSETS_BUILD_DIR}/${target}"
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COMMENT "Generating texture ${target} from ${in}"
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DEPENDS texturegen
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)
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|
Reference in New Issue
Block a user