Extra2D/examples/text_rendering/main.cpp

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/**
* @file main.cpp
* @brief Extra2D
*
* 使 RenderBackend
* OpenGL
*/
#include <extra2d/extra2d.h>
#include <iostream>
using namespace extra2d;
class TextRenderingScene : public Scene {
public:
void onEnter() override {
// 加载字体
// 注意:请确保有字体文件在 assets/fonts/ 目录下
// 如果没有,可以使用系统字体路径
if (!renderer_) {
std::cerr << "Renderer not available!" << std::endl;
return;
}
try {
font_ = renderer_->createFontAtlas("assets/fonts/arial.ttf", 24);
} catch (...) {
std::cerr << "Failed to load font from assets/fonts/arial.ttf"
<< std::endl;
// 尝试使用备用路径
try {
font_ = renderer_->createFontAtlas("C:/Windows/Fonts/arial.ttf", 24);
} catch (...) {
std::cerr << "Failed to load font from system path!" << std::endl;
font_ = nullptr;
}
}
if (font_) {
std::cout << "Font loaded successfully!" << std::endl;
std::cout << " Font size: " << font_->getFontSize() << std::endl;
std::cout << " Line height: " << font_->getLineHeight() << std::endl;
std::cout << " Ascent: " << font_->getAscent() << std::endl;
std::cout << " Descent: " << font_->getDescent() << std::endl;
}
}
void onExit() override { font_.reset(); }
void onRender(RenderBackend &renderer) override {
Scene::onRender(renderer);
if (!font_) {
return;
}
float y = 100.0f;
float x = 100.0f;
// 渲染标题(自动批处理,无需手动调用 begin/end
renderText(renderer, "Extra2D Text Rendering Demo", x, y,
Color(1.0f, 0.8f, 0.2f, 1.0f));
y += font_->getLineHeight() * 2;
// 渲染不同颜色的文字
renderText(renderer, "Red Text", x, y, Color(1.0f, 0.2f, 0.2f, 1.0f));
y += font_->getLineHeight();
renderText(renderer, "Green Text", x, y, Color(0.2f, 1.0f, 0.2f, 1.0f));
y += font_->getLineHeight();
renderText(renderer, "Blue Text", x, y, Color(0.2f, 0.2f, 1.0f, 1.0f));
y += font_->getLineHeight() * 2;
// 渲染多行文字
renderText(renderer, "This is a multi-line text example.", x, y,
Color(1.0f, 1.0f, 1.0f, 1.0f));
y += font_->getLineHeight();
renderText(renderer, "You can render text with different colors", x, y,
Color(0.8f, 0.8f, 0.8f, 1.0f));
y += font_->getLineHeight();
renderText(renderer, "and styles using FontAtlas.", x, y,
Color(0.6f, 0.6f, 0.6f, 1.0f));
y += font_->getLineHeight() * 2;
// 渲染半透明文字
renderText(renderer, "Semi-transparent text (50% opacity)", x, y,
Color(1.0f, 1.0f, 1.0f, 0.5f));
y += font_->getLineHeight() * 2;
// 渲染操作提示
renderText(renderer, "Press ESC to exit", x, y,
Color(0.5f, 0.5f, 0.5f, 1.0f));
// 注意:无需手动调用 renderer.endSpriteBatch(),帧结束时会自动刷新
}
void setRenderer(RenderBackend *renderer) { renderer_ = renderer; }
private:
void renderText(RenderBackend &renderer, const std::string &text, float x,
float y, const Color &color) {
if (!font_) {
return;
}
// 使用 RenderBackend 的 drawText 方法
renderer.drawText(*font_, text, Vec2(x, y), color);
}
Ptr<FontAtlas> font_;
RenderBackend *renderer_ = nullptr;
};
int main(int argc, char *argv[]) {
(void)argc;
(void)argv;
std::cout << "Extra2D Text Rendering Demo - Starting..." << std::endl;
Application &app = Application::get();
// 注册模块
app.use<WindowModule>([](auto &cfg) {
cfg.w = 1280;
cfg.h = 720;
cfg.title = "Extra2D Text Rendering Demo";
cfg.priority = 0;
cfg.backend = "glfw";
});
app.use<RenderModule>([](auto &cfg) { cfg.priority = 10; });
app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
std::cout << "Initializing application..." << std::endl;
if (!app.init()) {
std::cerr << "Failed to initialize application!" << std::endl;
return -1;
}
std::cout << "Application initialized successfully!" << std::endl;
auto *win = app.window();
if (win) {
std::cout << "Window: " << win->width() << "x" << win->height()
<< std::endl;
}
// 设置事件监听
auto eventService = ServiceLocator::instance().getService<IEventService>();
if (eventService) {
eventService->addListener(EventType::KeyPressed, [](Event &e) {
auto &keyEvent = std::get<KeyEvent>(e.data);
if (keyEvent.keyCode == static_cast<int>(Key::Escape)) {
e.handled = true;
Application::get().quit();
}
});
}
// 获取渲染器
RenderBackend *renderer = app.renderer();
// 创建并配置场景
auto scene = makeShared<TextRenderingScene>();
scene->setRenderer(renderer);
scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
if (win) {
scene->setViewportSize(static_cast<float>(win->width()),
static_cast<float>(win->height()));
}
// 配置相机
auto cameraService = ServiceLocator::instance().getService<ICameraService>();
if (cameraService && win) {
ViewportConfig vpConfig;
vpConfig.logicWidth = static_cast<float>(win->width());
vpConfig.logicHeight = static_cast<float>(win->height());
vpConfig.mode = ViewportMode::AspectRatio;
cameraService->setViewportConfig(vpConfig);
cameraService->updateViewport(win->width(), win->height());
cameraService->applyViewportAdapter();
}
app.enterScene(scene);
std::cout << "\nControls:" << std::endl;
std::cout << " ESC - Exit" << std::endl;
std::cout << "\nRunning main loop...\n" << std::endl;
app.run();
std::cout << "Shutting down..." << std::endl;
app.shutdown();
std::cout << "Goodbye!" << std::endl;
return 0;
}