Пример #1
0
void Project::CreateSettings(const std::string &path, const std::string& name) {
    GameWorld world;
    
    GameObject* root = world.CreateRoot();
    root->AddComponent<ProjectSettings>()->name = name;
    
    std::ofstream file;
    file.open(path);
    root->ToJson(file);
    file.close();
}
Пример #2
0
void Project::CreateNewWorld(const std::string &worldPath) {
    GameWorld world;
    
    GameObject* root = world.CreateRoot();
    
    GameObject* cube = root->CreateObject();
    cube->AddComponent<Transform>();
    cube->AddComponent<Mesh>()->GetMesh<Vertex>().AddCube(0, 1);
    cube->AddComponent<Renderable>();
    
    std::ofstream file;
    file.open(worldPath);
    root->ToJson(file);
    file.close();
}
Пример #3
0
    void Initialize() {
        
        
        GameObject* root = world.CreateRoot();
        Gui* gui = root->CreateSystem<Gui>();
        root->CreateSystem<LayoutSystem>();
        
        gui->Setup("images.png", "images.xml", Context().Viewport());
        
        
        
        box = gui->CreateControl(root, "Box", 100, 300);
        box->AddComponent<Draggable>();
        box->AddComponent<Layouter>()->ChildrenLayoutMode = Layouter::LayoutMode::Vertical;
        box->GetComponent<Layouter>()->SetAll(300);
        
        
        for(int i=0; i<4; i++) {
            GameObject* row = gui->CreateControl(box, "Box");
            row->AddComponent<Layouter>()->Min = {300, 1};
            row->GetComponent<Layouter>()->Max = {300.0f, static_cast<float>((i == 1 ? 60 : 20))};
            row->GetComponent<Layouter>()->Desired = {300.0f, static_cast<float>((i == 1 ? 60 : 20))};
            
            
            row->GetComponent<Layouter>()->ChildrenLayoutMode = Layouter::LayoutMode::Horizontal;
        
            AddTextBox(row, gui, {50, 20}, {50,20});
            AddTextBox(row, gui, {100, 20}, {5000,20});
            //AddTextBox(row, gui, {200, 20}, {300,20});
        }
        
        dragger = gui->CreateControl(root, "Box", 100, 30);
        dragger->AddComponent<Draggable>();

        
        //auto font = gui->CreateFont("Font.fnt", "Font");
        
        //gui->CreateClipper(box, true);
        //auto label = gui->CreateLabel(box, 100, 200, font, "Hej med dig", 50);
        //gui->CreateClipper(box, false);
        
        
        
        
        /*
        GameObject* root = world.CreateRoot();
        
        Selectable* sel1 = 0;
        {
            GameObject* object = root->CreateChild();
            sel1 = object->AddComponent<Selectable>();
            sel1->Selected.Changed.Bind(this, &Game::SelectedChanged, object);
            std::cout << "1. empty = " << (sel1->Selected.Changed.Empty() ? "true" : "false") << std::endl;
            object->Remove();
        }
        world.Update(0);
        Selectable* sel2 = 0;
        {
            GameObject* object = root->CreateChild();
            sel2 = object->AddComponent<Selectable>();
            //sel2->Selected.Changed.Bind(this, &Game::SelectedChanged, object);
            std::cout << "2. empty = " << (sel2->Selected.Changed.Empty() ? "true" : "false") << std::endl;
            object->Remove();
        }
        if (sel1 == sel2) {
            std::cout << "Same" << std::endl;
        }
        
        Component cDefault = Component();
        //cDefault.Value = 123;
        
        Component comp1 = cDefault;
        comp1.Value.Changed.Bind(this, &Game::SelectedChanged, (GameObject*)0);
        
        comp1.Value = cDefault.Value;
        
        comp1 = cDefault;
        {
        
        }
        */
        
    }
 void Initialize() {
     root = world.CreateRoot();
     root->CreateSystem<RenderSystem>();
     root->CreateSystem<FontTextureSystem>();
     root->CreateSystem<FirstPersonMoverSystem>();
     root->CreateSystem<LabelMeshSystem>();
     root->CreateSystem<ColorSystem>();
     
     GameObject* camera = root->CreateObject();
     camera->AddComponent<Camera>();
     camera->AddComponent<Transform>()->Position = {0,0,5};
     camera->AddComponent<FirstPersonMover>();
     
     GameObject* font = root->CreateObject();
     bool succes = font->AddComponent<Font>()->LoadTTF("/Library/Fonts/Times New Roman.ttf");//"/Users/Jeppe/Library/Fonts/NuevaStd-Bold_ttf.ttf");
     if (!succes) {
         std::cout << "Font could not be loaded"<<std::endl;
     }
     //font->GetComponent<Font>()->CharacterSetEverySize = 2;
     font->AddComponent<TextureComponent>();
     font->AddComponent<Renderable>()->BlendMode = BlendModeType::Alpha;
     font->AddComponent<Mesh>()->GetMesh<Vertex>().AddQuad(0, 40, Colour::White());
     //font->AddComponent<Transform>()->Position = {0,0,1};
     
     {
         label = root->CreateObject();
         label->AddComponent<Transform>();
         label->AddComponent<Sizeable>()->Size = {64,64};
         label->AddComponent<Renderable>()->BlendMode = BlendModeType::Alpha;
         label->AddComponent<TextureComponent>(font);
         label->AddComponent<Mesh>();
         label->AddComponent<Font>(font);
         label->AddComponent<Label>()->Text = "Testing";
         label->GetComponent<Label>()->FontSize = 12;
         label->GetComponent<Label>()->WordWrap = false;
         label->GetComponent<Label>()->HAlignment = Font::HAlignment::Center;
         label->GetComponent<Label>()->VAlignment = Font::VAlignment::Middle;
         
         
         
         label->AddComponent<Colorable>()->Color = Colour::Black();
     }
     
     {
         label2 = root->CreateObject();
         label2->AddComponent<Transform>()->Position = {0,12};
         label2->AddComponent<Sizeable>()->Size = {120,64};
         label2->AddComponent<Renderable>()->BlendMode = BlendModeType::Alpha;
         label2->AddComponent<TextureComponent>(font);
         //label2->AddComponent<Mesh>();
         label2->AddComponent<Font>(font);
         //label2->AddComponent<Label>()->Text = "Cubism, is a new puzzle game from Jeppe Nielsen";
         //label2->GetComponent<Label>()->FontSize = 64;
         //label2->GetComponent<Label>()->WordWrap = true;
         
     }
     
     {
     GameObject* cube = root->CreateObject();
     cube->AddComponent<Transform>()->Position = {32,32,-1};
     cube->AddComponent<Mesh>()->GetMesh<Vertex>().AddCube(0, {32,32,0.02f});
     cube->AddComponent<Renderable>();
     }
     {
     GameObject* cube = root->CreateObject();
     cube->AddComponent<Transform>()->Position = {1,0,0};
     cube->AddComponent<Mesh>()->GetMesh<Vertex>().AddCube(0, {0.02f,6.0f,0.02f});
     cube->AddComponent<Renderable>();
     }
     counter = 0;
     timer = 2.0f;
 
     Input.ButtonDown.Bind([font] (std::string button) {
         font->GetComponent<Font>()->Clear();
         //std::string path = "/Projects/PocketEngine/Games/TestFreeType/test.png";
         //font->GetComponent<TextureComponent>()->Texture().SaveToPng(path, GL_RGBA);
     });
 }