Mercurial > games > semicongine
diff tests/test_font.nim @ 1139:114f395b9144
did: finish refactoring and updated all tests accordingly
author | sam <sam@basx.dev> |
---|---|
date | Sat, 08 Jun 2024 14:58:25 +0700 |
parents | 02e1d2658ff5 |
children |
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--- a/tests/test_font.nim Tue Jun 04 22:08:48 2024 +0700 +++ b/tests/test_font.nim Sat Jun 08 14:58:25 2024 +0700 @@ -11,10 +11,10 @@ # build scene var scene = Scene(name: "main") - var font = loadFont("DejaVuSans.ttf", lineHeightPixels = 210'f32) - var origin = initPanel(transform = Scale(0.01, 0.01)) - var main_text = font.initText("".toRunes, maxLen = 255, color = NewVec4f(1, 0.15, 0.15, 1), maxWidth = 1.0, transform = Scale(0.0005, 0.0005)) - var help_text = font.initText("""Controls + var font = LoadFont("DejaVuSans.ttf", lineHeightPixels = 210'f32) + var origin = InitPanel(transform = Scale(0.01, 0.01)) + var main_text = font.InitText("".toRunes, maxLen = 255, color = NewVec4f(1, 0.15, 0.15, 1), maxWidth = 1.0, transform = Scale(0.0005, 0.0005)) + var help_text = font.InitText("""Controls Horizontal alignment: F1: Left @@ -24,16 +24,16 @@ F4: Top F5: Center F6: Bottom""".toRunes, horizontalAlignment = Left, verticalAlignment = Top, transform = Translate(-0.9, -0.9) * Scale(0.0002, 0.0002)) - scene.add origin - scene.add main_text - scene.add help_text + scene.Add origin + scene.Add main_text + scene.Add help_text engine.LoadScene(scene) mixer[].LoadSound("key", "key.ogg") mixer[].SetLevel(0.5) while engine.UpdateInputs() and not KeyIsDown(Escape): var t = cpuTime() - main_text.color = NewVec4f(sin(t) * 0.5 + 0.5, 0.15, 0.15, 1) + main_text.Color = NewVec4f(sin(t) * 0.5 + 0.5, 0.15, 0.15, 1) # add character if main_text.text.len < main_text.maxLen - 1: @@ -66,11 +66,11 @@ elif KeyWasPressed(F5): main_text.verticalAlignment = Center elif KeyWasPressed(F6): main_text.verticalAlignment = Bottom - origin.refresh() + origin.Refresh() main_text.text = main_text.text & Rune('_') - main_text.refresh() + main_text.Refresh() main_text.text = main_text.text[0 ..< ^1] - help_text.refresh() + help_text.Refresh() engine.RenderScene(scene) engine.Destroy()