Started a map icon gen tool that will load the fonts and create tile sprites for everything I use.

master
Zed A. Shaw 17 hours ago
parent 056b0b307b
commit dbc2000434
  1. 7
      meson.build
  2. 62
      tools/icongen.cpp

@ -169,6 +169,13 @@ executable('zedcaster',
override_options: exe_defaults, override_options: exe_defaults,
dependencies: dependencies) dependencies: dependencies)
executable('icongen',
[ 'dbc.cpp', 'tools/icongen.cpp' ],
cpp_args: cpp_args,
link_args: link_args,
override_options: exe_defaults,
dependencies: dependencies)
executable('fragviewer', executable('fragviewer',
[ 'textures.cpp', 'config.cpp', [ 'textures.cpp', 'config.cpp',
'dbc.cpp', 'tools/fragviewer.cpp' ], 'dbc.cpp', 'tools/fragviewer.cpp' ],

@ -0,0 +1,62 @@
#include <fmt/core.h>
#include "dbc.hpp"
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "constants.hpp"
int main() {
unsigned int font_size = 30;
sf::Vector2u size{32, 32};
sf::RenderTexture render{size};
render.setSmooth(false);
sf::Font font{FONT_FILE_NAME};
font.setSmooth(false);
wchar_t display_char = 3848;
std::wstring content{display_char};
sf::Text icon{font, content, font_size};
icon.setFillColor({0, 0, 0, 255});
render.draw(icon);
render.clear({0,0,0,0});
// fit the glyph in our box height
auto glyph = font.getGlyph(content[0], font_size, false);
while(glyph.textureRect.size.y < int(size.y)-1) {
font_size++;
glyph = font.getGlyph(content[0], font_size, false);
}
auto font_texture = font.getTexture(font_size);
sf::Sprite sprite{font_texture, glyph.textureRect};
auto t_size = glyph.textureRect.size;
dbc::check(int(size.x - t_size.x) > 0, "font too big on x");
dbc::check(int(size.y - t_size.y) > 0, "font too big on y");
sf::Vector2f center{
(float(size.x) - float(t_size.x)) / 2.0f,
(float(size.y) - float(t_size.y)) / 2.0f};
sf::Vector2f scale{float(size.x) / float(t_size.x), float(size.y) / float(t_size.y)};
fmt::println("scale={},{}; t_size={},{}; size={},{}",
scale.x, scale.y, t_size.x, t_size.y, size.x, size.y);
sprite.setScale(scale);
sprite.setPosition({0,0});
sprite.setColor({0, 0, 0, 255});
render.draw(sprite);
render.display();
sf::Image out_img = render.getTexture().copyToImage();
bool worked = out_img.saveToFile("./screenshot.png");
dbc::check(worked, "Failed to write screenshot.png");
return 0;
}
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