Set up the intro gamestate; Added opacity and scale controls to UI elements
This commit is contained in:
parent
9158de2f39
commit
cdcd8a1994
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@ -4,10 +4,11 @@ in vec2 texCoord;
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uniform sampler2D text;
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uniform vec3 textColor;
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uniform float opacity;
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out vec4 color;
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void main() {
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vec4 temp = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
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color = vec4(textColor.xyz, 1.0) * temp;
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color = vec4(textColor.xyz, opacity) * temp;
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}
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@ -3,9 +3,12 @@
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in vec2 texCoord;
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uniform sampler2D tex;
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uniform float opacity;
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out vec4 color;
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void main() {
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color = texture(tex, texCoord);
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vec3 texColor = texture(tex, texCoord).rgb;
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color = vec4(texColor.rgb, opacity);
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}
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BIN
NFPackCreator/AssetBuild/base/textures/logo.png
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BIN
NFPackCreator/AssetBuild/base/textures/logo.png
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After Width: | Height: | Size: 96 KiB |
@ -54,7 +54,7 @@ namespace nf {
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void Application::addDefaultState(const std::string& stateName) {
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if (!m_defaultStateAdded) {
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if (m_states.find(stateName) != m_states.end()) {
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m_DefaultState = m_states[stateName];
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m_defaultState = stateName;
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m_defaultStateAdded = true;
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}
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else
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@ -64,6 +64,10 @@ namespace nf {
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Error("More than one default state defined!");
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}
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const std::string& Application::getDefaultState() {
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return m_defaultState;
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}
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void Application::run() {
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showWindow(true);
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m_running = true;
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@ -146,7 +150,6 @@ namespace nf {
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y = m_mouseDiffY;
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m_mouseDiffX = 0;
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m_mouseDiffY = 0;
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//TODO: Replace with atomic?
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}
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void Application::registerWindowClass() {
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@ -283,6 +286,7 @@ namespace nf {
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void Application::doStateChange() {
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m_stateChange = false;
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//TODO: Do fade in and out here
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m_currentState->onExit();
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m_currentState = m_states[m_nextState];
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m_currentState->onEnter();
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@ -116,7 +116,7 @@ namespace nf {
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curr->numImages++;
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if (curr->numImages == 6) {
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m_assets[cmName] = curr;
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m_assets[cmName + (std::string)".cm"] = curr;
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}
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cubemapCount++;
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@ -175,5 +175,7 @@ namespace nf {
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AModel* BaseAssets::cylinder;
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AModel* BaseAssets::torus;
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ATexture* BaseAssets::logo;
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AFont* BaseAssets::defaultFont;
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}
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@ -2,6 +2,7 @@
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#include "Application.h"
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#include "Utility.h"
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#include "Input.h"
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namespace nf {
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IntroGamestate::IntroGamestate(Application* app) :
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@ -12,18 +13,36 @@ namespace nf {
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void IntroGamestate::onEnter() {
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Log("Intro onEnter!");
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m_counter = 0;
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logoTex.create(BaseAssets::logo, Vec2(0.0, 0.0));
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logoTex.centered(true, true);
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text.create("(C) Grayson Riffe 2021", Vec2(0.01, 0.025), Vec3(0.8));
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text.setScale(0.6);
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}
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void IntroGamestate::update(double deltaTime) {
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if (m_counter >= 120) {
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app->changeState("Main State");
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if (m_counter >= 240) {
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app->changeState(app->getDefaultState());
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}
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static double opacity = 0.0;
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static double scale = 1.0;
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logoTex.setOpacity(opacity);
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logoTex.setScale(scale);
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text.setOpacity(opacity);
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if (m_counter >= 20) {
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opacity += 0.02;
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scale += 0.002;
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}
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m_counter++;
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if (app->isInput(NFI_ESCAPE))
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app->quit();
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}
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void IntroGamestate::render(Renderer& renderer) {
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renderer.render(logoTex);
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renderer.render(text);
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}
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void IntroGamestate::onExit() {
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@ -3,7 +3,10 @@
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#include "Utility.h"
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namespace nf {
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Drawable::Drawable() {
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Drawable::Drawable() :
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m_vao(nullptr),
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m_ib(nullptr)
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{
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}
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@ -8,28 +8,34 @@
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#include "Shader.h"
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namespace nf {
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Text::Text() {
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Text::Text() :
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m_font(nullptr),
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m_scale(1.0f),
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m_opacity(1.0f)
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{
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}
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void Text::create(const std::string& string, const Vec2& position, const Vec3& color, unsigned int size, Asset* font) {
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void Text::create(const std::string& string, const Vec2& position, const Vec3& color, double opacity, double scale, Asset* font) {
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m_constructed = true;
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m_string = string;
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m_position = position;
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m_color = color;
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FT_Library ft;
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if (FT_Init_FreeType(&ft))
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Error("Could not initialize FreeType!");
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FT_Face face;
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m_scale = (float)scale;
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m_opacity = (float)opacity;
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AFont& newFont = *(AFont*)font;
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if (newFont.alreadyLoaded) {
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m_font = newFont.loadedFont;
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}
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else {
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m_font = new Font;
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FT_Library ft;
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if (FT_Init_FreeType(&ft))
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Error("Could not initialize FreeType!");
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FT_Face face;
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if (FT_New_Memory_Face(ft, (const unsigned char*)newFont.data, newFont.size, 0, &face))
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Error("Could not load font!");
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FT_Set_Pixel_Sizes(face, 0, size);
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FT_Set_Pixel_Sizes(face, 0, 160);
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for (unsigned char c = 0; c < 128; c++) {
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FT_Load_Char(face, c, FT_LOAD_RENDER);
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unsigned int tex;
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@ -61,6 +67,18 @@ namespace nf {
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m_string = string;
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}
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void Text::setColor(const Vec3& color) {
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m_color = color;
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}
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void Text::setScale(double scale) {
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m_scale = (float)scale;
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}
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void Text::setOpacity(double opacity) {
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m_opacity = (float)opacity;
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}
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const char* Text::identity() {
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return "text";
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}
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@ -75,9 +93,9 @@ namespace nf {
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float textHeight = 0.0f;
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for (si = m_string.begin(); si != m_string.end(); si++) {
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Character& c = m_font->m_characters[*si];
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textWidth += (c.advance >> 6) * scale;
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textWidth += (c.advance >> 6) * scale * m_scale;
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if (c.size.y >= textHeight)
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textHeight = (float)c.size.y * scale;
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textHeight = (float)c.size.y * scale * m_scale;
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}
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if (m_centeredX)
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currX = ((float)windowWidth - textWidth) / 2;
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@ -86,12 +104,13 @@ namespace nf {
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}
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glm::vec3 color = { m_color.x, m_color.y, m_color.z };
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shader->setUniform("textColor", color);
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shader->setUniform("opacity", m_opacity);
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for (si = m_string.begin(); si != m_string.end(); si++) {
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Character& c = m_font->m_characters[*si];
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float x = currX + (float)c.bearing.x * scale;
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float y = currY - float(c.size.y - c.bearing.y) * scale;
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float w = (float)c.size.x * scale;
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float h = (float)c.size.y * scale;
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float x = currX + (float)c.bearing.x * scale * m_scale;
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float y = currY - float(c.size.y - c.bearing.y) * scale * m_scale;
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float w = (float)c.size.x * scale * m_scale;
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float h = (float)c.size.y * scale * m_scale;
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float vb[3][4] = {
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x, y + h,
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x, y,
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@ -112,7 +131,7 @@ namespace nf {
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m_vao->setBufferData(0, vb, sizeof(vb));
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m_vao->setBufferData(1, tc, sizeof(tc));
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glDrawArrays(GL_TRIANGLES, 0, 6);
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currX += (c.advance >> 6) * scale;
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currX += (c.advance >> 6) * scale * m_scale;
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}
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}
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#include "Assets.h"
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#include "Texture.h"
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#include "Shader.h"
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namespace nf {
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UITexture::UITexture() :
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m_texture(nullptr),
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m_scale(1.0f)
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m_scale(1.0f),
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m_opacity(1.0f)
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{
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}
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void UITexture::create(Asset* textureAsset, const Vec2& position, double scale) {
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void UITexture::create(Asset* textureAsset, const Vec2& position, double scale, double opacity) {
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m_constructed = true;
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ATexture* tex = (ATexture*)textureAsset;
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m_position = position;
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m_scale = (float)scale;
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m_opacity = (float)opacity;
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if (tex->alreadyLoaded) {
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m_texture = tex->loadedTexture;
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}
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@ -39,6 +42,14 @@ namespace nf {
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return "texture";
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}
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void UITexture::setScale(double scale) {
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m_scale = (float)scale;
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}
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void UITexture::setOpacity(double opacity) {
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m_opacity = (float)opacity;
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}
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void UITexture::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) {
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float posX = (float)m_position.x * windowWidth, posY = (float)m_position.y * windowHeight;
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float scale = windowWidth / 5.0f;
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@ -69,6 +80,7 @@ namespace nf {
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m_texture->bind();
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m_vao->setBufferData(0, vb, sizeof(vb));
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m_vao->setBufferData(1, tc, sizeof(tc));
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shader->setUniform("opacity", m_opacity);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@ -82,6 +82,7 @@ namespace nf {
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BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
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BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
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BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
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BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
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BaseAssets::defaultFont = (AFont*)m_baseAP["default.ttf"];
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}
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#include "Utility.h"
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namespace nf {
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Texture::Texture() {
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Texture::Texture() :
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m_x(0),
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m_y(0)
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{
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glGenTextures(1, &m_id);
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}
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std::string readFile(const std::string& filename) {
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std::ifstream in;
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in.open(filename, std::ios::binary);
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//TODO: Test this change
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if (!in)
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Error("File \"" + (std::string)filename + (std::string)"\" could not be read!");
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std::stringstream ss;
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@ -20,6 +20,7 @@ namespace nf {
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Renderer* getRenderer() const;
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void addState(Gamestate* state, const std::string& stateName);
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void addDefaultState(const std::string& stateName);
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const std::string& getDefaultState();
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void run();
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void changeState(const std::string& stateName);
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void showWindow(bool show);
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@ -67,7 +68,7 @@ namespace nf {
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//Mapped to const char* to be referenced later in the frontend
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std::unordered_map<std::string, Gamestate*> m_states;
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Gamestate* m_sIntro;
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Gamestate* m_DefaultState;
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std::string m_defaultState;
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bool m_defaultStateAdded;
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Gamestate* m_currentState;
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bool m_stateChange;
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@ -7,39 +7,39 @@ namespace nf {
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struct Font;
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struct Asset {
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char* data;
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char* data = nullptr;
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bool alreadyLoaded = false;
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virtual ~Asset();
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};
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struct AModel : Asset {
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Model* loadedModel;
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Model* loadedModel = nullptr;
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~AModel() override;
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};
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struct ATexture : Asset {
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size_t size;
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Texture* loadedTexture;
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size_t size = 0;
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Texture* loadedTexture = nullptr;
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~ATexture() override;
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};
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struct ACubemap : Asset {
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char* frontData;
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size_t frontSize;
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char* backData;
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size_t backSize;
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char* topData;
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size_t topSize;
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char* bottomData;
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size_t bottomSize;
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char* leftData;
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size_t leftSize;
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char* rightData;
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size_t rightSize;
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char* frontData = nullptr;
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size_t frontSize = 0;
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char* backData = nullptr;
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size_t backSize = 0;
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char* topData = nullptr;
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size_t topSize = 0;
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char* bottomData = nullptr;
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size_t bottomSize = 0;
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char* leftData = nullptr;
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size_t leftSize = 0;
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char* rightData = nullptr;
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size_t rightSize = 0;
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unsigned int numImages;
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unsigned int numImages = 0;
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~ACubemap();
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};
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@ -49,8 +49,8 @@ namespace nf {
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};
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struct AFont : Asset {
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size_t size;
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Font* loadedFont;
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size_t size = 0;
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Font* loadedFont = nullptr;
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~AFont() override;
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};
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@ -76,8 +76,9 @@ namespace nf {
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static AModel* cylinder;
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static AModel* torus;
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static ATexture* logo;
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static AFont* defaultFont;
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//static ATexture* logo;
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};
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}
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@ -1,5 +1,7 @@
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#pragma once
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#include "Gamestate.h"
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#include "UITexture.h"
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#include "Text.h"
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namespace nf {
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class IntroGamestate : public Gamestate {
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@ -14,6 +16,7 @@ namespace nf {
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void onExit() override;
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private:
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int m_counter;
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//TODO: Flesh out intro gamestate
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UITexture logoTex;
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Text text;
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};
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}
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@ -89,6 +89,7 @@ namespace nf {
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Renderer* getRenderer() const;
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void addState(Gamestate* state, const std::string& stateName);
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void addDefaultState(const std::string& stateName);
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const std::string& getDefaultState();
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void run();
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void changeState(const std::string& stateName);
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void showWindow(bool show);
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@ -136,7 +137,7 @@ namespace nf {
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//Mapped to const char* to be referenced later in the frontend
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std::unordered_map<std::string, Gamestate*> m_states;
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Gamestate* m_sIntro;
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Gamestate* m_DefaultState;
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std::string m_defaultState;
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bool m_defaultStateAdded;
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Gamestate* m_currentState;
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bool m_stateChange;
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@ -7,10 +7,10 @@
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namespace nf {
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struct Character {
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unsigned int texID;
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unsigned int texID = 0;
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Vec2 size;
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Vec2 bearing;
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unsigned int advance;
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unsigned int advance = 0;
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};
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struct Font {
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@ -21,9 +21,12 @@ namespace nf {
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public:
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Text();
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void create(const std::string& string, const Vec2& position, const Vec3& color = {1.0, 1.0, 1.0}, unsigned int size = 160, Asset* font = BaseAssets::defaultFont);
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void setText(const std::string& string);
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void create(const std::string& string, const Vec2& position, const Vec3& color = {1.0, 1.0, 1.0}, double opacity = 1.0, double scale = 1.0, Asset* font = BaseAssets::defaultFont);
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const char* identity() override;
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void setText(const std::string& string);
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void setColor(const Vec3& color);
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void setScale(double scale);
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void setOpacity(double opacity);
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void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) override;
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~Text();
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@ -31,5 +34,7 @@ namespace nf {
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std::string m_string;
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Font* m_font;
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Vec3 m_color;
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float m_scale;
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float m_opacity;
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};
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}
|
@ -10,13 +10,16 @@ namespace nf {
|
||||
public:
|
||||
UITexture();
|
||||
|
||||
void create(Asset* textureAsset, const Vec2& position, double scale = 1.0);
|
||||
void create(Asset* textureAsset, const Vec2& position, double scale = 1.0, double opacity = 1.0 );
|
||||
const char* identity() override;
|
||||
void setScale(double scale);
|
||||
void setOpacity(double opacity);
|
||||
void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) override;
|
||||
|
||||
~UITexture();
|
||||
private:
|
||||
Texture* m_texture;
|
||||
float m_scale;
|
||||
float m_opacity;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user