1.0.11
+ Windows now have a default icon ~ Changed CVector.Set(params float[]) to CVector.SetRaw(params float[]) ~ I hope, the text rendering is now fixed. ~ Mouse2D.InWorld(Camera) now uses Camera.CalculatedWorldScale.
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14 changed files with 78 additions and 24 deletions
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@ -3,8 +3,10 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using SM.Base.Animation;
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using SM.Base.Controls;
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using SM.Base.Drawing;
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using SM.Base.Drawing.Text;
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using SM.Base.Time;
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using SM.Base.Window;
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@ -27,16 +29,54 @@ namespace SM_TEST
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{
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Font font = new Font(@"C:\Windows\Fonts\Arial.ttf")
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{
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FontSize = 20,
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CharSet = new List<char>(){'H', 'i', 'I', ','}
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FontSize = 30,
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};
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font.RegenerateTexture();
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window = new GLWindow(1280, 720, "0ms", WindowFlags.Window, VSyncMode.Off);
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window.ApplySetup(new Window2DSetup());
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window.SetScene(scene = new Scene());
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scene.Background.Color = Color4.Blue;
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scene.Camera = new Camera()
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{
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RequestedWorldScale = new Vector2(0, 10)
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};
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ItemCollection col = new ItemCollection();
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DrawObject2D textTex = new DrawObject2D()
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{
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Texture = font,
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Material = {Blending = true}
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};
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float aspect = font.Height / (float) font.Width;
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textTex.Transform.Size.Set(font.Width * aspect, font.Height * aspect);
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textTex.Transform.Position.Set(textTex.Transform.Size.X / 2, 0);
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Vector2 fontSize = new Vector2(font.Width * aspect, font.Height * aspect);
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Material uvMaterial = new Material()
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{
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Tint = new Color4(1f, 0, 0, .5f),
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Blending = true
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};
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col.Transform.Size.Set(1);
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DrawText test = new DrawText(font, "Level Completed")
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{
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Material = uvMaterial,
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Font = font
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};
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test.Transform.Size.Set(aspect);
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test.Transform.Position.Set(0, 2);
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col.Add(test, textTex);
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scene.Objects.Add(col);
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window.UpdateFrame += WindowOnUpdateFrame;
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window.RenderFrame += Window_RenderFrame;
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