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#include <iostream>
#include "jin.h"
using namespace jin::core;
using namespace jin::graphics;
using namespace jin::input;
using namespace jin::audio;
using namespace jin::filesystem;
Shader* shader = nullptr;
TextureFont* font = nullptr;
Text text = Text(
Encode::UTF8,
u8R"(
this is a test
you know what i mean
texture font test ^_^
)"
);
float dt;
void onLoad()
{
const char* font_shader = R"(
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_SHADER
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
)";
shader = Shader::createShader(font_shader);
Filesystem* fs = Filesystem::get();
fs->mount("../Debug");
Buffer buffer;
fs->read("font2.png", &buffer);
Bitmap* bitmap = Bitmap::createBitmap(buffer.data, buffer.size);
const char* charset = u8R"( !"#$£€%&'()*+,-./0123456789;:<=>?`'^@abcdefghijklmnopqrstuvwxyz|~[\]_)";
font = TextureFont::createTextureFont(bitmap, Text(Encode::UTF8, charset, strlen(charset)), Color(255, 0, 0, 255), 16);
}
void onEvent(jin::input::Event* e)
{
static Game* game = Game::get();
if (e->type == EventType::QUIT)
game->stop();
}
void onUpdate(int ms)
{
dt += ms / (float)1000;
}
void onDraw()
{
gl.setClearColor(255, 255, 255, 255);
glClear(GL_COLOR_BUFFER_BIT);
glColor4f(1, 1, 1, 1);
shader->use();
font->print(text, 10, 10, 16);
shader->unuse();
}
int main(int argc, char* argv[])
{
Game* game = Game::get();
Game::Setting setting;
setting.loader = onLoad;
setting.eventHandler = onEvent;
setting.updater = onUpdate;
setting.drawer = onDraw;
game->init(&setting);
Window* wnd = Window::get();
Window::Setting wndSetting;
wndSetting.width = 600;
wndSetting.height = 512;
wndSetting.title = "Jin v0.1.1";
wndSetting.fps = 60;
wndSetting.vsync = false;
wndSetting.fullscreen = false;
wndSetting.resizable = false;
wnd->init(&wndSetting);
game->run();
game->quit();
wnd->quit();
return 0;
}
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