FPS Label Implemented
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@ -6,7 +6,7 @@
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#pragma once
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#include "scene/Scene.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "scene/components/ui/UILabel.hpp"
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#include "prefabs/FPSLabel.hpp"
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#include "scene/components/ui/UIImage.hpp"
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#include "display/font/BitmapFont.hpp"
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@ -17,38 +17,20 @@ namespace Dawn {
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SimpleSpinningCubePrefab *cube;
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UICanvas *canvas;
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UILabel *label;
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UIImage *image;
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BitmapFont font;
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Texture test;
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void stage() override {
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
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cube = SimpleSpinningCubePrefab::create(this);
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cube->material->texture = &test;
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struct Color colors[] = {
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COLOR_RED, COLOR_BLUE, COLOR_GREEN,
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COLOR_MAGENTA, COLOR_DARK_GREY, COLOR_WHITE,
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COLOR_BLACK, COLOR_CORNFLOWER_BLUE, COLOR_RED
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};
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test.setSize(3, 3);
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test.buffer(colors);
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canvas = UICanvas::create(this);
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auto imageItem = this->createSceneItem();
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image = imageItem->addComponent<UIImage>();
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image->color = COLOR_BLACK;
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imageItem->transform.setParent(canvas->transform);
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auto labelItem = this->createSceneItem();
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label = labelItem->addComponent<UILabel>();
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auto labelItem = FPSLabel::create(this);
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labelItem->transform.setParent(canvas->transform);
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label->text = "Hello World, how are you today? I hope you are doing well. I really like the fact I can ramble in my text for once.";
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label->maxWidth = 220;
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image->alignment = glm::vec4(0, 0, label->getContentWidth(), label->getContentHeight());
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labelItem->label->alignX = UI_COMPONENT_ALIGN_END;
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labelItem->label->alignment = glm::vec4(0, 0, 0, 0);
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labelItem->label->fontSize = 16;
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}
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std::vector<Asset*> getRequiredAssets() override {
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