mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Made FontRenderer static, added scale and linegap to DrawText
it seems I forgot to push the freetype-submodule
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@@ -9,6 +9,7 @@ using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine.World;
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using GlitchyEngine.Renderer.Text;
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using System.IO;
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namespace Sandbox
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{
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@@ -60,6 +61,8 @@ namespace Sandbox
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Texture2D _testTexture ~ _?.ReleaseRef();
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String testText ~ delete _;
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[AllowAppend]
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public this() : base("Example")
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{
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@@ -119,16 +122,20 @@ namespace Sandbox
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_testTexture.SetData<Color>(&colors, 0, 1, 1, 1);
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fonty = new Font(_context, "C:\\Windows\\Fonts\\arial.ttf", 64, true, 'A', 16);
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var japanese = new Font(_context, "C:\\Windows\\Fonts\\YuGothM.ttc", 64, true, '\0', 1);
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var emojis = new Font(_context, "C:\\Windows\\Fonts\\seguiemj.ttf", 64, true, '😂' - 10, 1);
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fonty.Fallback = emojis..ReleaseRefNoDelete();
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var mathstuff = new Font(_context, "C:\\Windows\\Fonts\\cambria.ttc", 64, true, 'α', 1);
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fonty.Fallback = japanese..ReleaseRefNoDelete();
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japanese.Fallback = emojis..ReleaseRefNoDelete();
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emojis.Fallback = mathstuff..ReleaseRefNoDelete();
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fontRenderer = new FontRenderer(_context);
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// Load test text
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var result = File.ReadAllText("test.txt", testText = new String(), true);
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//Log.EngineLogger.Assert(result)
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}
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Font fonty ~ _.ReleaseRef();
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FontRenderer fontRenderer ~ delete _;
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VertexLayout layout ~ delete _;
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GeometryBinding quadBinding ~ _?.ReleaseRef();
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@@ -304,7 +311,8 @@ namespace Sandbox
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_alphaBlendState.Bind();
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Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
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fontRenderer.DrawText(Renderer2D, fonty, "Hallo Welt, wie geht es dir? 😂😂😂\nMir geht es gut, danke der Nachfrage, wie geht es dir?\nMir geht es hervorragend: Meine Engine kann endlich Text rendern\n und es scheint ganz in ordnung zu sein.", 0, 0);
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// Hallo Welt, wie geht es dir? 😂😂😂\nMir geht es gut, danke der Nachfrage. Wie geht es dir?\nMir geht es hervorragend und besser noch: meine Engine kann endlich Text rendern!💕❤\n und es scheint ganz in ordnung zu sein.
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FontRenderer.DrawText(Renderer2D, fonty, testText, 0, 0, .White, .White, 32);
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Renderer2D.End();
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}
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