Updated some docs, prepping for font.

This commit is contained in:
2022-10-23 01:27:20 -07:00
parent 182eb70361
commit f486caddd2
5 changed files with 144 additions and 7 deletions

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@ -11,4 +11,5 @@ target_sources(${DAWN_TARGET_NAME}
)
# Subdirs
add_subdirectory(font)
add_subdirectory(mesh)

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@ -39,31 +39,105 @@ namespace Dawn {
public:
SceneItem &item;
/**
* Constructs a new transform instance. Currently I have bound transforms
* to their parent SceneItem, but in future I may allow them to become
* disconnected from each other, for example I really could use a special
* transform designed purely for UI elements, since they don't act like
* normal scene items, but for now Transforms and SceneItems are 1:1
*
* @param item Item that this transform belongs to.
*/
Transform(SceneItem &item);
/**
* Orients this transform to look at a given point in world space.
*
* @param position Position of the origin of this transform.
* @param look Position in world space this transform looks at.
*/
void lookAt(glm::vec3 position, glm::vec3 look);
void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
/**
* Returns the local position (position relative to "my parent").
* @return The 3D local position in parent-relative space.
*/
glm::vec3 getLocalPosition();
/**
* Update / Set the local position of this transform relative to my parent
* @param position Position to set for the local transform.
*/
void setLocalPosition(glm::vec3 position);
/**
* Retusn the scale of this item, relative to my parent.
* @return 3D Scale vector of this item in parent-relative space.
*/
glm::vec3 getLocalScale();
void setLocalScale(glm::vec3 scale);
glm::quat getLocalRotation();
void setLocalRotation(glm::quat rotation);
/**
* Set the local scale of this item.
* @param scale Scale of this item, relative to its parent.
*/
void setLocalScale(glm::vec3 scale);
/**
* Returns the local rotation for this transform.
* @return The local rotation (parent-relative).
*/
glm::quat getLocalRotation();
/**
* Set the local (parent-relative) rotation for this transform.
* @param rotation Rotation in parent relative space.
*/
void setLocalRotation(glm::quat rotation);
/**
* Returns the transform matrix for this transform, in parent-relative
* space.
* @return The transform origin in parent-relative space.
*/
glm::mat4 getLocalTransform();
/**
* Sets the local transform matrix for this transform.
* @param transform Local (parent-relative) transform to set.
*/
void setLocalTransform(glm::mat4 transform);
/**
* Returns the transformation matrix for this transform, in world-space.
* @return The transform origin in world-space.
*/
glm::mat4 getWorldTransform();
void setWorldTransform(glm::mat4 transform);
/**
* Updates the transform's world-space.
* @param transform Sets the transform position in world-space.
*/
void setWorldTransform(glm::mat4 transform);
/**
* Updates the transform that this transform is a child of. Will also
* handle disconnecting any existing parent.
*
* @param p Parent that this transform is now a child of.
*/
void setParent(Transform *p);
/**
* Returns the parent transform of this transform, or nullptr if there is
* no parent for this transform.
* @return Pointer to the parent transform, or nullptr.
*/
Transform * getParent();
/**
* Dispose and clenaup this transform, also removes self from parent.
*/
~Transform();
};
}

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@ -0,0 +1,10 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Font.cpp
)

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@ -0,0 +1,8 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Font.hpp"
using namespace Dawn;

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@ -0,0 +1,44 @@
/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/mesh/Mesh.hpp"
#include "display/Texture.hpp"
namespace Dawn {
class FontMeasure {
public:
virtual float_t getWidth() = 0;
virtual float_t getHeight() = 0;
virtual int32_t getQuadsOnLine(int32_t line);
virtual int32_t getQuadIndexOnLine(int32_t line);
virtual int32_t getLineCount();
virtual int32_t getQuadCount();
};
class Font {
public:
Font();
virtual void init() = 0;
virtual void buffer(
std::string text,
float_t fontSize,
float_t maxWidth,
Mesh &mesh,
FontMeasure &measure
) = 0;
virtual Texture & getTexture() = 0;
virtual void draw(Mesh &mesh, int32_t startCharacter, int32_t length) = 0;
virtual float_t getLineHeight(float_t fontSize) = 0;
virtual float_t getDefaultFontSize() = 0;
virtual ~Font();
};
}