Mercurial > games > semicongine
changeset 1378:31f57a969ffd
fix: make text-tests buildable again
author | sam <sam@basx.dev> |
---|---|
date | Sun, 08 Dec 2024 22:00:31 +0700 |
parents | aaf8fa2c7bb2 |
children | 4aa9e703af48 |
files | tests/test_text.nim |
diffstat | 1 files changed, 11 insertions(+), 5 deletions(-) [+] |
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--- a/tests/test_text.nim Sun Dec 08 08:21:27 2024 +0700 +++ b/tests/test_text.nim Sun Dec 08 22:00:31 2024 +0700 @@ -12,18 +12,22 @@ type FontDS = object fontAtlas: Image[Gray] -proc test_01_static_label_new(time: float32) = +proc test_01_static_label(time: float32) = var font = loadFont("Overhaul.ttf", lineHeightPixels = 160) var renderdata = initRenderData() var pipeline = - createPipeline[GlyphShader[200]](renderPass = vulkan.swapchain.renderPass) + createPipeline[DefaultFontShader[FontDS]](renderPass = vulkan.swapchain.renderPass) - var ds = asDescriptorSetData(GlyphDescriptors[200](fontAtlas: font.fontAtlas.copy())) + var ds = asDescriptorSetData(FontDS(fontAtlas: font.fontAtlas.copy())) uploadImages(renderdata, ds) initDescriptorSet(renderdata, pipeline.layout(0), ds) + var label1 = + initTextbox(renderdata, pipeline.layout(0), font, 0.0005, "Hello semicongine!") + var start = getMonoTime() while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: + label1.refresh() withNextFrame(framebuffer, commandbuffer): bindDescriptorSet(commandbuffer, ds, 0, pipeline) withRenderPass( @@ -42,7 +46,8 @@ destroyPipeline(pipeline) destroyRenderData(renderdata) -proc test_01_static_label(time: float32) = +#[ +proc test_01_static_label_new(time: float32) = var font = loadFont("Overhaul.ttf", lineHeightPixels = 160) var renderdata = initRenderData() var pipeline = @@ -82,6 +87,7 @@ checkVkResult vkDeviceWaitIdle(vulkan.device) destroyPipeline(pipeline) destroyRenderData(renderdata) + ]# proc test_02_multiple_animated(time: float32) = var font1 = loadFont("Overhaul.ttf", lineHeightPixels = 40) @@ -287,7 +293,7 @@ setupSwapchain(renderpass = renderpass) # tests a simple triangle with minimalistic shader and vertex format - test_01_static_label_new(time) + # test_01_static_label_new(time) test_01_static_label(time) test_02_multiple_animated(time) test_03_layouting(time)