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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@ -48,7 +48,7 @@ int32_t DawnHost::init(DawnGame *game) {
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// Load GLAD
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glfwMakeContextCurrent(this->data->window);
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glfwSwapInterval(0);
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glfwSwapInterval(1);
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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// Override the defaults
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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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