FPS Label Implemented
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@ -44,7 +44,10 @@ void BitmapFont::buffer(
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size_t j = 0;
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size_t wordStart = 0;
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glm::vec2 xy0(0, 0);
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glm::vec2 tileSize = glm::vec2(tileset->getTileWidth(), tileset->getTileHeight());
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glm::vec2 tileSize =
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glm::vec2(tileset->getTileWidth(), tileset->getTileHeight()) *
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(fontSize / this->getDefaultFontSize())
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;
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// Buffer quads
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while(c = text[i++]) {
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@ -139,9 +142,9 @@ void BitmapFont::draw(Mesh *mesh, int32_t start, int32_t len) {
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}
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float_t BitmapFont::getLineHeight(float_t fontSize) {
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return 16.0f;
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return tileset->getTileHeight();
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}
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float_t BitmapFont::getDefaultFontSize() {
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return 16.0f;
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return tileset->getTileHeight();
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}
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32
src/dawn/prefabs/FPSLabel.hpp
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32
src/dawn/prefabs/FPSLabel.hpp
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@ -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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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "scene/components/ui/UILabel.hpp"
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namespace Dawn {
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class FPSLabel : public SceneItemPrefab<FPSLabel>, public StateOwner {
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *man) {
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return {};
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}
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UILabel *label;
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FPSLabel(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
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void prefabInit(AssetManager *man) override {
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label = this->addComponent<UILabel>();
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label->text = "No Frame";
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useEvent([&](float_t delta){
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std::string strFps = std::to_string((int32_t)(1.0f / delta));
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std::string strTick = std::to_string((int32_t)(delta * 1000.0f));
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label->text = strFps + "FPS (" + strTick + "ms)";
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}, scene->eventSceneUnpausedUpdate);
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}
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};
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}
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