Files
Terrarum/src/net/torvald/terrarum/tests/BTeXTest.kt
2024-04-26 03:30:59 +09:00

163 lines
5.1 KiB
Kotlin

package net.torvald.terrarum.tests
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import net.torvald.btex.BTeXParser
import net.torvald.terrarum.FlippingSpriteBatch
import net.torvald.terrarum.btex.BTeXDocument
import net.torvald.terrarum.ceilToInt
import net.torvald.terrarum.gdxClearAndEnableBlend
import net.torvald.terrarum.inUse
/**
* Created by minjaesong on 2023-10-28.
*/
class BTeXTest : ApplicationAdapter() {
val csiR = "\u001B[31m"
val csiG = "\u001B[32m"
val csi0 = "\u001B[m"
val tex = """<btexdoc cover="hardcover" inner="standard" papersize="standard">
<cover>
<title>The Way to Mastery of Lorem Ipsum<br />Or, How To Write and Publish a Book</title>
<author>Terran Publishing</author>
<edition>Test Edition</edition>
</cover>
<toc><tableofcontents /></toc>
<manuscript>
<chapter>What Is a Book</chapter>
<p>This example book is designed to give you the example of the Book Language.</p>
<section>What Really Is a Book</section>
<p>A book is a collection of texts printed in a special way that allows them to be read easily, with
enumerable pages and insertion of other helpful resources, such as illustrations and <a href="btex language">hyperlinks</a>.</p>
<newpage />
<fullpagebox>
<p><span colour="grey">
this page is intentionally left blank
</span></p>
</fullpagebox>
<chapter>Writing Book Using Pen and Papers</chapter>
<p><index id="pen and paper" />If you open a book on a writing table, you will be welcomed with a
toolbar used to put other book elements, such as chapters and sections.</p>
<chapter>Writing Book Using a Typewriter</chapter>
<p><index id="typewriter" />Typewriters can only write in a single style of font, chapters and
sections are not available.</p>
<chapter>Writing Book Using a Computer</chapter>
<p>Writing book using a computer requires the use of the Book Typesetting Engine Extended, or <btex />.</p>
<section>Full Control of the Shape</section>
<p><index id="btex language" />With <btex /> you can fully control how your publishing would look like,
from a pile of papers that look like they have been typed out using typewriter, a pile of printouts
that have pictures in it, to a true hardcover book.</p>
<p><index id="cover" />This style is controlled using the <code>cover</code> attribute on the root tag,
with following values: <code>typewriter</code>, <code>printout</code> and <code>hardcover</code>.</p>
<p>Typewriter and Printout are considered not-bound and readers will only see one page at a time,
while Hardcover is considered bound and two pages are presented to the readers.</p>
</manuscript>
<indexpage><tableofindices /></indexpage>
</btexdoc>
"""
private lateinit var document: BTeXDocument
private lateinit var batch: FlippingSpriteBatch
private lateinit var camera: OrthographicCamera
private lateinit var bg: TextureRegion
override fun create() {
batch = FlippingSpriteBatch(1000)
camera = OrthographicCamera(1280f, 720f)
camera.setToOrtho(true) // some elements are pre-flipped, while some are not. The statement itself is absolutely necessary to make edge of the screen as the origin
camera.update()
batch.projectionMatrix = camera.combined
bg = TextureRegion(Texture(Gdx.files.internal("test_assets/real_bg_with_guides.png")))
document = BTeXParser.invoke(tex)
}
private var scroll = 0
val pageGap = 6
override fun render() {
gdxClearAndEnableBlend(.063f, .070f, .086f, 1f)
val drawX = (1280 - (pageGap + document.pageWidth*2)) / 2
val drawY = 24
batch.inUse {
batch.color = Color.WHITE
batch.draw(bg, 0f, 0f)
if (scroll - 1 in document.pageIndices)
document.render(0f, batch, scroll - 1, drawX, drawY)
if (scroll in document.pageIndices)
document.render(0f, batch, scroll, drawX + (6 + document.pageWidth), drawY)
}
if (Gdx.input.isKeyJustPressed(Input.Keys.LEFT))
scroll = (scroll - 2).coerceAtLeast(0)
else if (Gdx.input.isKeyJustPressed(Input.Keys.RIGHT))
scroll = (scroll + 2).coerceAtMost(document.pageIndices.endInclusive.toFloat().div(2f).ceilToInt().times(2))
}
}
fun main() {
ShaderProgram.pedantic = false
val appConfig = Lwjgl3ApplicationConfiguration()
appConfig.useVsync(false)
appConfig.setResizable(false)
appConfig.setWindowedMode(1280, 720)
appConfig.setForegroundFPS(60)
appConfig.setOpenGLEmulation(Lwjgl3ApplicationConfiguration.GLEmulation.GL30, 3, 2)
Lwjgl3Application(BTeXTest(), appConfig)
}