Mercurial > games > semicongine
view old_tests/test_font.nim @ 1364:8f774d9c2518 default tip
fix: change implementation to allow for easier reload of whole engine
author | sam <sam@basx.dev> |
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date | Tue, 05 Nov 2024 23:28:25 +0700 |
parents | 6360c8d17ce0 |
children |
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import std/times import std/unicode import semicongine proc main() = # setup engine var engine = InitEngine("Test fonts") engine.InitRenderer([]) # 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 Horizontal alignment: F1: Left F2: Center F3: Right Vertical alignment: 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 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) # add character if main_text.text.len < main_text.maxLen - 1: for c in [Key.A, Key.B, Key.C, Key.D, Key.E, Key.F, Key.G, Key.H, Key.I, Key.J, Key.K, Key.L, Key.M, Key.N, Key.O, Key.P, Key.Q, Key.R, Key.S, Key.T, Key.U, Key.V, Key.W, Key.X, Key.Y, Key.Z]: if KeyWasPressed(c): discard mixer[].Play("key") if KeyIsDown(ShiftL) or KeyIsDown(ShiftR): main_text.text = main_text.text & ($c).toRunes else: main_text.text = main_text.text & ($c).toRunes[0].toLower() if KeyWasPressed(Enter): discard mixer[].Play("key") main_text.text = main_text.text & Rune('\n') if KeyWasPressed(Space): discard mixer[].Play("key") main_text.text = main_text.text & Rune(' ') # remove character if KeyWasPressed(Backspace) and main_text.text.len > 0: discard mixer[].Play("key") main_text.text = main_text.text[0 ..< ^1] # alignemtn with F-keys if KeyWasPressed(F1): main_text.horizontalAlignment = Left elif KeyWasPressed(F2): main_text.horizontalAlignment = Center elif KeyWasPressed(F3): main_text.horizontalAlignment = Right elif KeyWasPressed(F4): main_text.verticalAlignment = Top elif KeyWasPressed(F5): main_text.verticalAlignment = Center elif KeyWasPressed(F6): main_text.verticalAlignment = Bottom origin.Refresh() main_text.text = main_text.text & Rune('_') main_text.Refresh() main_text.text = main_text.text[0 ..< ^1] help_text.Refresh() engine.RenderScene(scene) engine.Destroy() when isMainModule: main()