Beispiel #1
0
void FontManager::loadAll(std::string directory)
{
  if (directory.size() == 0)
    return;

  OSFile file;

  OSDir dir(directory.c_str());

  while (dir.getNextFile(file, true)) {
    const char *ext = file.getExtension();

    if (ext) {
      if (strcasecmp(ext, "fmt") == 0) {
	TextureFont *pFont = new TextureFont;
	if (pFont) {
	  if (pFont->load(file)) {
	    std::string	str = pFont->getFaceName();
	    GetTypeFaceName((char*)str.c_str());

	    FontFaceMap::iterator faceItr = faceNames.find(str);
	    
	    int faceID = 0;
	    if (faceItr == faceNames.end()) {
	      // its new
	      FontSizeMap faceList;
	      fontFaces.push_back(faceList);
	      faceID = (int)fontFaces.size() - 1;
	      faceNames[str] = faceID;
	    } else {
	      faceID = faceItr->second;
	    }

	    fontFaces[faceID][pFont->getSize()] = pFont;
	  } else {
	    DEBUG4("Font Texture load failed: %s\n", file.getOSName());
	    delete(pFont);
	  }
	}
      }
    }
  }
}
Beispiel #2
0
int main()
{
    auto error_callback = [](int error, const char* description)
    {
        slog.e(TAG, "Error (%d): %s\n", error, description);
    };
    glfwSetErrorCallback(error_callback);

    if(glfwInit() != GLFW_TRUE)
    {
        slog.e(TAG, "Failed to initialize GLFW library" );
        return -1;
    }

    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Open a window and create its OpenGL context
    GLFWwindow* window = glfwCreateWindow(window_size.width, window_size.height, TAG, NULL, NULL);
    if(!window)
    {
        slog.e(TAG, "Failed to open GLFW window. Not OpenGL 3.3 compatible");
        glfwTerminate();
        return -2;
    }
    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = true; // Needed for core profile
    if(glewInit() != GLEW_OK)
    {
        slog.e(TAG, "Failed to initialize GLEW library");
        glfwTerminate();
        return -3;
    }

    // Ensure we can capture the escape key being pressed below
    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

    // Hide the mouse and enable unlimited mouvement
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    glfwPollEvents();

    // Set the mouse at the center of the screen
    glfwSetCursorPos(window, window_size.width/2, window_size.height/2);

    // Enable depth test
    glEnable(GL_DEPTH_TEST);

    // Accept fragment if it closer to the camera than the former one
    glDepthFunc(GL_LESS);

    // Cull triangles which normal is not towards the camera
    glEnable(GL_CULL_FACE);

//	double lastTime = glfwGetTime();

    std::string dir = File::dirname(__FILE__);
    bool flag = Program::loadFromFile(program, dir + "/font.vert", dir + "/font.frag");
    assert(flag);
    program.use();

    font.load(File::getResourcePath() + "/font/FreeSans.ttf", 48);
    while(true)
    {
        // Dark blue background
        glClearColor(0.0f, 0.0f, 0.24f, 0.0f);

        glClear(GL_COLOR_BUFFER_BIT);


        // Check if the ESC key was pressed or the window was closed
        if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS
                || glfwWindowShouldClose(window) != 0)
            break;
    }

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    return 0;
}