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src/ecs/UIFontComponent.h
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83
src/ecs/UIFontComponent.h
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/*
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* UIFontComponent.h
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*
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* Created on: May 14, 2020
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* Author: ayoungblood
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*/
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#ifndef SRC_ECS_UIFONTCOMPONENT_H_
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#define SRC_ECS_UIFONTCOMPONENT_H_
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#define ASCII_START_IDX 32
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#define ASCII_COUNT 96
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#define ASCII_ROW_COUNT 16
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#include "Components.h"
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#include "SDL2/SDL.h"
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#include "../assetmgr/AssetManager.h"
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class UIFontComponent : public Component
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{
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private:
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// SDL_Texture * texture;
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// Font dimensions
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int _LetterWidth;
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int _LetterHeight;
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// Track current letter on texture
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SDL_Rect _LetterClips[ASCII_COUNT];
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public:
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// SDL_RendererFlip spriteFlip = SDL_FLIP_NONE;
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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Vector2D position;
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// UIFontComponent() = default;
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UIFontComponent(std::string id, int letterW, int letterH, int xpos, int ypos, int scale)
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{
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texture = Game::assets->GetTexture(id);
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srcRect = UIFontComponent::SetCharClips(texture, xpos, ypos);
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position.x = xpos;
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position.y = ypos;
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destRect.x = xpos;
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destRect.y = ypos;
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destRect.w = letterW * scale;
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destRect.h = letterH * scale;
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}
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~UIFontComponent()
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{
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SDL_DestroyTexture(texture);
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}
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void update() override
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{
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}
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void draw() override
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{
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TextureManager::Draw(texture, srcRect, destRect, SDL_FLIP_NONE);
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}
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SDL_Rect SetCharClips(SDL_Texture* fontTex, int x, int y)
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{
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SDL_Rect letterClip;
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for (int i = 0; i < ASCII_COUNT; ++i)
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{
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_LetterClips[i].x = x + ((i % ASCII_ROW_COUNT) * _LetterWidth);
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_LetterClips[i].y = y + ((i / ASCII_ROW_COUNT) * _LetterHeight);
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_LetterClips[i].w = _LetterWidth;
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_LetterClips[i].h = _LetterHeight;
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letterClip = _LetterClips[i];
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}
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return letterClip;
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}
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};
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#endif /* SRC_ECS_UIFONTCOMPONENT_H_ */
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