Implemented basic game dll interaction
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@@ -1,8 +1,5 @@
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#include "FontAsset.h"
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#include "Graphics/GraphicsResources.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include "Window/WindowManager.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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@@ -25,55 +22,12 @@ FontAsset::~FontAsset()
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}
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void FontAsset::save()
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void FontAsset::save(Gfx::PGraphics graphics)
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{
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assert(false && "Cannot save font files");
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}
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// in case of the space character there is no bitmap
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// so we create a single pixel empty texture
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uint8 transparentPixel = 0;
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void FontAsset::load()
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void FontAsset::load(Gfx::PGraphics graphics)
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{
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FT_Library ft;
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FT_Error error = FT_Init_FreeType(&ft);
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assert(!error);
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FT_Face face;
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error = FT_New_Face(ft, getFullPath().c_str(), 0, &face);
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assert(!error);
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FT_Set_Pixel_Sizes(face, 0, 48);
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for(uint32 c = 0; c < 256; ++c)
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{
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Gfx::PGraphics graphics = WindowManager::getGraphics();
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if(FT_Load_Char(face, c, FT_LOAD_RENDER))
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{
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std::cout << "error loading " << (char)c << std::endl;
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continue;
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}
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Glyph& glyph = glyphs[c];
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glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
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glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top);
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glyph.advance = face->glyph->advance.x;
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TextureCreateInfo imageData;
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imageData.format = Gfx::SE_FORMAT_R8_UINT;
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imageData.width = face->glyph->bitmap.width;
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imageData.height = face->glyph->bitmap.rows;
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imageData.resourceData.data = face->glyph->bitmap.buffer;
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imageData.resourceData.size = imageData.width * imageData.height;
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if(imageData.width == 0 || imageData.width == 0)
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{
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glyph.size.x = 1;
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glyph.size.y = 1;
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glyph.bearing.x = 0;
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glyph.bearing.y = 0;
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imageData.width = 1;
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imageData.height = 1;
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imageData.resourceData.size = sizeof(uint8);
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imageData.resourceData.data = &transparentPixel;
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}
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glyph.texture = graphics->createTexture2D(imageData);
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}
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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}
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