merge: merge changes from upstream master
This commit is contained in:
@@ -0,0 +1,24 @@
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TARGET := tutorial_10.elf
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ENGINEDIR := ../../engine
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#The Directories, Source, Includes, Objects, Binary and Resources
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SRCDIR := src
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INCDIR := inc
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BUILDDIR := obj
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TARGETDIR := bin
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RESDIR := res
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SRCEXT := cpp
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VSMEXT := vsm
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VCLEXT := vcl
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VCLPPEXT := vclpp
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DEPEXT := d
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OBJEXT := o
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#Flags, Libraries and Includes
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CFLAGS :=
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LIB :=
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LIBDIRS :=
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INC := -I$(INCDIR)
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INCDEP := -I$(INCDIR)
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include ../Makefile.tutorials-base
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,37 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Guido Diego Quispe Robles
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*/
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#pragma once
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#include <tyra>
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#define FONT_CHAR_SIZE 96
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namespace Tyra {
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class Font {
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public:
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Font();
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void load(TextureRepository& repository, Renderer2D* renderer);
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void free(TextureRepository& repository);
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void drawText(const char* text, const int& x, const int& y, Color color);
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void drawText(const std::string& text, const int& x, const int& y,
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Color color);
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private:
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const static int chars[FONT_CHAR_SIZE];
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const static int charWidths[FONT_CHAR_SIZE];
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Renderer2D* renderer2D;
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Sprite allFont;
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std::array<Sprite, FONT_CHAR_SIZE> font;
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};
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} // namespace Tyra
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@@ -0,0 +1,45 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
|
||||
# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Guido Diego Quispe Robles
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*/
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#pragma once
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#include <tyra>
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#include "font_sprite.hpp"
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namespace Tyra {
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class Tutorial10 : public Game {
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public:
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explicit Tutorial10(Engine* engine);
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~Tutorial10();
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void init();
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void loop();
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private:
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void loadTexture();
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void loadSprite();
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void handlePad();
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int padTimer;
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Engine* engine;
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Pad* pad;
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Font font;
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Sprite sprite;
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Sprite spriteFlip;
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Sprite spriteScale;
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Sprite spriteStretch;
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std::string strFilter;
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|
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PipelineTextureMappingType textureFilter;
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};
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} // namespace Tyra
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
|
||||
!.gitignore
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,4 @@
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$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
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. $ConfigFile
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RunPCSX2
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@@ -0,0 +1,109 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
|
||||
# | | | \ | |
|
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#-----------------------------------------------------------------------
|
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# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Guido Diego Quispe Robles
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*/
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#include "font_sprite.hpp"
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namespace Tyra {
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const int Font::chars[FONT_CHAR_SIZE]{
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' ', '!', '"', ' ', '$', '%', ' ', '{', '(', ')', ' ', '+', ',', '-',
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'.', '/', '0', '1', '2', '3', '4', '5', '6', '2', '8', '9', ':', ';',
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'<', '=', '>', '?', ' ', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I',
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'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W',
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'X', 'Y', 'Z', ' ', ' ', ' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e',
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'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's',
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't', 'u', 'v', 'w', 'x', 'y', 'z', '[', '}', ']', '~', ' '};
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const int Font::charWidths[FONT_CHAR_SIZE]{
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0, 1, 3, 0, 5, 9, 0, 9, 3, 3, 0, 5, 2, 2, 1, 4, 4, 2, 4, 4, 5, 4, 4, 4,
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4, 4, 1, 2, 4, 5, 4, 4, 0, 6, 5, 5, 5, 4, 4, 5, 5, 1, 4, 5, 4, 7, 5, 5,
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5, 5, 5, 5, 5, 5, 6, 7, 5, 5, 4, 0, 0, 0, 0, 0, 0, 5, 4, 4, 4, 4, 3, 4,
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4, 1, 2, 4, 1, 7, 4, 4, 4, 4, 3, 4, 3, 4, 5, 7, 4, 4, 4, 2, 5, 2, 6, 0,
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};
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Font::Font() {}
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void Font::load(TextureRepository& repository, Renderer2D* renderer) {
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renderer2D = renderer;
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float height = 16.0F;
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float width = 16.0F;
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allFont.mode = MODE_REPEAT;
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allFont.size = Vec2(255, 127);
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auto filepath = FileUtils::fromCwd("earthbound-Font.png");
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auto* texture = repository.add(filepath);
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texture->addLink(allFont.id);
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int column = 0;
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int arrow = 0;
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for (int i = 0; i < FONT_CHAR_SIZE; i++) {
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font[i].id = allFont.id;
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font[i].mode = MODE_REPEAT;
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font[i].size = Vec2(width, height);
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font[i].offset = Vec2(width * column, height * arrow);
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column++;
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if (column == 16) {
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arrow++;
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column = 0;
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}
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}
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}
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void Font::free(TextureRepository& repository) {
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repository.freeBySprite(allFont);
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for (int i = 0; i < FONT_CHAR_SIZE; i++) {
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repository.freeBySprite(font[i]);
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}
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}
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void Font::drawText(const char* text, const int& x, const int& y, Color color) {
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drawText(std::string(text), x, y, color);
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}
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void Font::drawText(const std::string& text, const int& x, const int& y,
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Color color) {
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int sizeText = text.size();
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int offsetY = 0;
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int offsetX = 0;
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for (int i = 0; i < sizeText; i++) {
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int fontPos = text[i];
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Sprite fontSpr = font[0];
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for (int j = 0; j < FONT_CHAR_SIZE; j++) {
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if (fontPos == chars[j]) {
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fontPos = j;
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fontSpr = font[j];
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fontSpr.color = color;
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fontSpr.position = Vec2(x + offsetX, y + offsetY);
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break;
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}
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}
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if (fontPos == '\n') {
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offsetY += 18;
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offsetX = 0.0f;
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} else {
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if ((fontPos != ' ') && (fontPos != '\t')) {
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renderer2D->render(fontSpr);
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offsetX += charWidths[fontPos] + 2;
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} else {
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offsetX += 2;
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}
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}
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}
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}
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} // namespace Tyra
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@@ -0,0 +1,26 @@
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/*
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# _____ ____ ___
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||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Guido Diego Quispe Robles
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*/
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#include "engine.hpp"
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#include "tutorial_10.hpp"
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/**
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* In this tutorial we will learn:
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* - How works the offset of the sprite
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* - How works the texture mapping
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* - How to write text (font)
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*/
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int main() {
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Tyra::Engine engine;
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Tyra::Tutorial10 game(&engine);
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engine.run(&game);
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return 0;
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}
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@@ -0,0 +1,290 @@
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/*
|
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# _____ ____ ___
|
||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
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# Licensed under Apache License 2.0
|
||||
# Guido Diego Quispe Robles
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*/
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#include <tyra>
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#include "tutorial_10.hpp"
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namespace Tyra {
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Tutorial10::Tutorial10(Engine* t_engine)
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: padTimer(0), engine(t_engine), pad(&t_engine->pad) {}
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Tutorial10::~Tutorial10() {
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engine->renderer.getTextureRepository().freeBySprite(sprite);
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engine->renderer.getTextureRepository().freeBySprite(spriteFlip);
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engine->renderer.getTextureRepository().freeBySprite(spriteScale);
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engine->renderer.getTextureRepository().freeBySprite(spriteStretch);
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font.free(engine->renderer.getTextureRepository());
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}
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void Tutorial10::init() {
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engine->renderer.setClearScreenColor(Color(32.0F, 32.0F, 32.0F));
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/** Load all the sprites of the sprite sheet. */
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font.load(engine->renderer.getTextureRepository(),
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&engine->renderer.renderer2D);
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/** Sprite contains rectangle information. */
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loadSprite();
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/** Texture contains png image. */
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loadTexture();
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/** Set the texture filtering. */
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textureFilter = TyraNearest;
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engine->renderer.core.renderer2D.setTextureMappingType(textureFilter);
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}
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void Tutorial10::loop() {
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auto& renderer = engine->renderer;
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/** Change the texture filtering of the texture.
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*
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* The options are:
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* TyraNearest (Point Sampling):
|
||||
* uses the color of the texel closest to the pixel center for the pixel
|
||||
* color.
|
||||
*
|
||||
* TyraLinear (Bilinear Sampling):
|
||||
* the four nearest texels to the pixel center are sampled
|
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* and their colors are combined by weighted average according to distance.
|
||||
*
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* By default it is linear.
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*/
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renderer.core.renderer2D.setTextureMappingType(textureFilter);
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handlePad();
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/** Begin frame will clear our screen. */
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renderer.beginFrame();
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/** Render sprite. */
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renderer.renderer2D.render(sprite);
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renderer.core.renderer2D.setTextureMappingType(TyraLinear);
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renderer.renderer2D.render(spriteFlip);
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renderer.core.renderer2D.setTextureMappingType(textureFilter);
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||||
renderer.renderer2D.render(spriteScale);
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renderer.renderer2D.render(spriteStretch);
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font.drawText("tests with sprite sheet", (512 / 2) - 60, 10,
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Color(255, 255, 255));
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font.drawText("Press Cross for nearest filter", (512 / 2) - 70, 50,
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||||
Color(255, 255, 255));
|
||||
font.drawText("Press Circle for linear filter", (512 / 2) - 65, 70,
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||||
Color(255, 255, 255));
|
||||
font.drawText("Use left stick for move the offsets of the sprites",
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(512 / 2) - 110, 90, Color(255, 255, 255));
|
||||
font.drawText("sprite 32x32\n scaled x3", sprite.position.x + 16,
|
||||
sprite.position.y - 40, Color(255, 255, 255));
|
||||
font.drawText("sprite 32x32\nscaled x3 with flip", spriteFlip.position.x + 4,
|
||||
spriteFlip.position.y - 40, Color(255, 255, 255));
|
||||
font.drawText("sprite 96x96 with\n repeat mode", spriteScale.position.x + 6,
|
||||
spriteScale.position.y - 40, Color(255, 255, 255));
|
||||
font.drawText("sprite 96x96 with\n stretch mode",
|
||||
spriteStretch.position.x + 6, spriteStretch.position.y - 40,
|
||||
Color(255, 255, 255));
|
||||
|
||||
if (textureFilter == TyraLinear) {
|
||||
strFilter = "Filter: Linear";
|
||||
} else {
|
||||
strFilter = "Filter: Nearest";
|
||||
}
|
||||
|
||||
int posX1 = sprite.position.x + 16;
|
||||
int posX2 = spriteFlip.position.x + 16;
|
||||
int posX3 = spriteStretch.position.x + 16;
|
||||
int posX4 = spriteScale.position.x + 16;
|
||||
|
||||
int posY1 = sprite.position.y + (sprite.size.y * sprite.scale) + 16;
|
||||
int posY2 =
|
||||
spriteFlip.position.y + (spriteFlip.size.y * spriteFlip.scale) + 16;
|
||||
int posY3 = spriteStretch.position.y +
|
||||
(spriteStretch.size.y * spriteStretch.scale) + 16;
|
||||
int posY4 =
|
||||
spriteScale.position.y + (spriteScale.size.y * spriteScale.scale) + 16;
|
||||
|
||||
font.drawText(strFilter, posX1, posY1, Color(255, 255, 255));
|
||||
font.drawText("Filter: Linear", posX2, posY2, Color(255, 255, 255));
|
||||
font.drawText(strFilter, posX3, posY3, Color(255, 255, 255));
|
||||
font.drawText(strFilter, posX4, posY4, Color(255, 255, 255));
|
||||
|
||||
/** End frame will perform vsync. */
|
||||
renderer.endFrame();
|
||||
}
|
||||
|
||||
void Tutorial10::handlePad() {
|
||||
if (engine->pad.getClicked().Cross) {
|
||||
textureFilter = TyraNearest;
|
||||
} else if (engine->pad.getClicked().Circle) {
|
||||
textureFilter = TyraLinear;
|
||||
}
|
||||
|
||||
/** Move the offset of the sprites.
|
||||
*
|
||||
* The offset of the sprite need to be equal or greater to zero
|
||||
* or a graphical error occurs.
|
||||
*
|
||||
* And the sum of the sprite size and the offset must be less than 1024
|
||||
* or a graphical error occurs.
|
||||
*
|
||||
* Sum with repeat mode:
|
||||
* Max = sprite.size + sprite.offset.
|
||||
*
|
||||
* Sum with strecth mode:
|
||||
* Max = original size of the image + sprite.offset.
|
||||
*
|
||||
* If it continues moving past these values
|
||||
* in a moment it will return to normal but
|
||||
* the error will be repeated with another value.
|
||||
*/
|
||||
|
||||
if (padTimer <= 0) {
|
||||
if (pad->getLeftJoyPad().v <= 100) { // up
|
||||
sprite.offset -= Vec2(0, 16);
|
||||
spriteFlip.offset -= Vec2(0, 16);
|
||||
spriteScale.offset -= Vec2(0, 16);
|
||||
spriteStretch.offset -= Vec2(0, 16);
|
||||
padTimer = 20;
|
||||
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||
} else if (pad->getLeftJoyPad().v >= 200) { // down
|
||||
sprite.offset += Vec2(0, 16);
|
||||
spriteFlip.offset += Vec2(0, 16);
|
||||
spriteScale.offset += Vec2(0, 16);
|
||||
spriteStretch.offset += Vec2(0, 16);
|
||||
padTimer = 20;
|
||||
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||
}
|
||||
|
||||
if (pad->getLeftJoyPad().h <= 100) { // left
|
||||
sprite.offset -= Vec2(16, 0);
|
||||
spriteFlip.offset -= Vec2(16, 0);
|
||||
spriteScale.offset -= Vec2(16, 0);
|
||||
spriteStretch.offset -= Vec2(16, 0);
|
||||
padTimer = 20;
|
||||
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||
} else if (pad->getLeftJoyPad().h >= 200) { // right
|
||||
sprite.offset += Vec2(16, 0);
|
||||
spriteFlip.offset += Vec2(16, 0);
|
||||
spriteScale.offset += Vec2(16, 0);
|
||||
spriteStretch.offset += Vec2(16, 0);
|
||||
padTimer = 20;
|
||||
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||
}
|
||||
|
||||
} else {
|
||||
padTimer--;
|
||||
}
|
||||
}
|
||||
|
||||
void Tutorial10::loadSprite() {
|
||||
const auto& screenSettings = engine->renderer.core.getSettings();
|
||||
|
||||
int offset = 25;
|
||||
|
||||
sprite.mode = SpriteMode::MODE_REPEAT;
|
||||
|
||||
/** Let's scale it down */
|
||||
sprite.size = Vec2(32.0F, 32.0F);
|
||||
sprite.scale = 3;
|
||||
|
||||
/** Set the position */
|
||||
sprite.position =
|
||||
Vec2(offset, screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||
|
||||
spriteFlip.mode = SpriteMode::MODE_REPEAT;
|
||||
|
||||
spriteFlip.flipHorizontal = true;
|
||||
spriteFlip.flipVertical = true;
|
||||
|
||||
spriteFlip.size = Vec2(32.0F, 32.0F);
|
||||
|
||||
spriteFlip.scale = 3;
|
||||
|
||||
spriteFlip.position =
|
||||
Vec2(((offset * 2) + (32.0F * 3)),
|
||||
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||
|
||||
spriteScale.mode = SpriteMode::MODE_REPEAT;
|
||||
|
||||
spriteScale.size = Vec2(96.0F, 96.0F);
|
||||
|
||||
spriteScale.position =
|
||||
Vec2(((offset * 3) + ((32.0F * 3) * 2)),
|
||||
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||
|
||||
spriteStretch.mode = SpriteMode::MODE_STRETCH;
|
||||
|
||||
spriteStretch.size = Vec2(96.0F, 96.0F);
|
||||
|
||||
spriteStretch.position =
|
||||
Vec2(((offset * 4) + ((32.0F * 3) * 3)),
|
||||
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||
|
||||
TYRA_LOG("Sprite created!");
|
||||
}
|
||||
|
||||
void Tutorial10::loadTexture() {
|
||||
/**
|
||||
* Renderer has high layer functions,
|
||||
* which allows to render:
|
||||
* - Sprite (2D)
|
||||
* - Mesh (3D)
|
||||
*
|
||||
* It uses ONLY low layer functions which are in renderer.core
|
||||
*/
|
||||
auto& renderer = engine->renderer;
|
||||
|
||||
/**
|
||||
* TextureRepository is a repository of textures.
|
||||
* It is a singleton class, with all game textures.
|
||||
* We are linking these textures with sprite's (2D) and mesh (3D) materials.
|
||||
*/
|
||||
auto& textureRepository = renderer.getTextureRepository();
|
||||
|
||||
/**
|
||||
* Texture is stored in "res" directory.
|
||||
* Content of "res" directory is automatically copied into
|
||||
* "bin" directory, which contains our final game.
|
||||
*
|
||||
* File utils automatically add's device prefix to the path,
|
||||
* based on current working directory.
|
||||
*
|
||||
* In PS2 world:
|
||||
* - USB has a "mass:" prefix
|
||||
* - Our PC in PS2Link has a "host:" prefix
|
||||
* - Our PC in PCSX2 has a "host:" prefix
|
||||
*/
|
||||
auto filepath = FileUtils::fromCwd("atlas.png");
|
||||
|
||||
/**
|
||||
* Tyra supports following PNG formats:
|
||||
* 32bpp (RGBA)
|
||||
* 24bpp (RGB)
|
||||
* 8bpp, palletized (RGBA)
|
||||
* 4bpp, palletized (RGBA)
|
||||
*
|
||||
* 8bpp and 4bpp are the fastest.
|
||||
* All of these formats can be easily exported via GIMP.
|
||||
*/
|
||||
auto* texture = textureRepository.add(filepath);
|
||||
|
||||
/** Let's assign this texture to sprite. */
|
||||
texture->addLink(sprite.id);
|
||||
|
||||
spriteFlip.id = sprite.id;
|
||||
spriteScale.id = sprite.id;
|
||||
spriteStretch.id = sprite.id;
|
||||
|
||||
TYRA_LOG("Texture loaded!");
|
||||
}
|
||||
|
||||
} // namespace Tyra
|
||||
Reference in New Issue
Block a user