This shows off all the features of the text renderer in Bottomless-Pit. There are multiple instances, rotation, and custom fonts involved.
use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::{Engine, EngineBuilder};
use bottomless_pit::input::MouseKey;
use bottomless_pit::render::RenderInformation;
use bottomless_pit::resource::ResourceId;
use bottomless_pit::text::{Font, TextMaterial};
use bottomless_pit::vectors::Vec2;
use bottomless_pit::Game;
fn main() {
let mut engine = EngineBuilder::new()
.set_clear_colour(Colour::BLACK)
.build()
.unwrap();
let comic = Font::new("examples/Comic.ttf", &mut engine);
let text_mat = TextMaterial::new("AA", Colour::RED, 100.0, 100.0, &mut engine);
let text_example = TextExample { text_mat, comic };
engine.run(text_example);
}
struct TextExample {
text_mat: TextMaterial,
comic: ResourceId<Font>,
}
impl Game for TextExample {
fn render<'pass, 'others>(
&'others mut self,
mut render_handle: RenderInformation<'pass, 'others>,
) where
'others: 'pass,
{
self.text_mat
.add_instance(Vec2 { x: 0.0, y: 0.0 }, Colour::WHITE, &render_handle);
self.text_mat.add_instance_with_rotation(
Vec2 { x: 100.0, y: 0.0 },
Colour::WHITE,
45.0,
&render_handle,
);
self.text_mat.draw(&mut render_handle);
}
fn update(&mut self, engine_handle: &mut Engine) {
if engine_handle.is_mouse_key_pressed(MouseKey::Left) {
self.text_mat
.set_text_with_font("hel", Colour::GREEN, &self.comic, engine_handle);
self.text_mat.set_font_size(40.0, engine_handle);
self.text_mat.prepare(engine_handle);
}
}
}