82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
// 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 "scene/Scene.hpp"
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#include "scene/components/display/CameraTexture.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "prefabs/VNTextbox.hpp"
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#include "display/TextureRenderTarget.hpp"
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#include "scene/components/ui/UIImage.hpp"
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#include "prefabs/EthPrefab.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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protected:
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Camera *camera;
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Camera *camNew;
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UICanvas *canvas;
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TextureRenderTarget *renderTarget;
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Texture text;
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TilesetGrid grid;
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CameraTexture *camTexture;
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UIImage *image;
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int32_t test = 0;
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void stage() override {
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canvas = UICanvas::create(this);
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camera = Camera::create(this);
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glm::vec3 off = glm::vec3(0, 0, 0);
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camera->transform->lookAt(glm::vec3(10, 10, 10) + off, glm::vec3(0, 0, 0) + off);
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auto textbox = VNTextbox::create(this);
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textbox->transform.setParent(canvas->transform);
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camNew = Camera::create(this);
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camTexture = camNew->item->addComponent<CameraTexture>();
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camNew->fov = 0.436332f;
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camNew->transform->lookAt(glm::vec3(0, 0, 5), glm::vec3(0, 0, 0));
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camTexture->renderTarget.setSize(1, 1);
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auto uiTest = this->createSceneItem();
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uiTest->transform.setParent(canvas->transform);
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image = uiTest->addComponent<UIImage>();
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image->texture = camTexture->renderTarget.getTexture();
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image->alignment = glm::vec4(0, 0, 50, 0);
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image->alignX = UI_COMPONENT_ALIGN_START;
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image->alignUnitRight = UI_COMPONENT_ALIGN_UNIT_PERCENT;
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image->alignY = UI_COMPONENT_ALIGN_STRETCH;
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this->grid = TilesetGrid(
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1, 13,
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741, 10270,
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0, 0,
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0, 0
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);
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auto eth = EthPrefab::create(this);
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eth->tiledSprite->tileset = &grid;
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useEvent([&]{
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assertNotNull(camTexture);
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assertNotNull(image);
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std::cout << "Size Update" << std::endl;
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camTexture->renderTarget.setSize(image->getWidth(), image->getHeight());
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}, image->eventAlignmentUpdated);
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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vectorAppend(&assets, VNTextbox::prefabAssets(assMan));
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vectorAppend(&assets, EthPrefab::prefabAssets(assMan));
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return assets;
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}
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public:
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HelloWorldScene(DawnGame *game) : Scene(game) {}
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};
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} |