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日本語フォントによるランダムウォーク。
ソースコードで日本語(Unicode)を扱うにはu8プレフィックスを付けます。
Random walk with Japanese font.
To handle Japanese (Unicode) in source code, add the u8 prefix.
[ Source ]
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; vector<glm::vec3> location_list; vector<int> param_list; vector<int> word_index_list; vector<vector<int>> route_info_list; vector<int> index_list; ofTrueTypeFont font; int font_size; vector<string> words; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(0.5); ofEnableDepthTest(); int span = 30; for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { this->location_list.push_back(glm::vec3(x, y, 0)); this->param_list.push_back(0); this->word_index_list.push_back(0); } } for (auto& location : this->location_list) { vector<int> route_info = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { route_info.push_back(index); } } this->route_info_list.push_back(route_info); } for (int i = 0; i < 20; i++) { this->index_list.push_back((int)ofRandom(this->location_list.size())); } this->font_size = 23; ofTrueTypeFontSettings font_settings("fonts/msgothic.ttc", this->font_size); font_settings.antialiased = true; font_settings.addRanges(ofAlphabet::Japanese); this->font.load(font_settings); this->words = { u8"あ", u8"い", u8"う", u8"え", u8"お", u8"か", u8"き", u8"く", u8"け", u8"こ", u8"さ", u8"し", u8"す", u8"せ", u8"そ", u8"た", u8"ち", u8"つ", u8"て", u8"と", u8"な", u8"に", u8"ぬ", u8"ね", u8"の", u8"は", u8"ひ", u8"ふ", u8"へ", u8"ほ", u8"ま", u8"み", u8"む", u8"め", u8"も", u8"や", u8"ゆ", u8"よ", u8"ら", u8"り", u8"る", u8"れ", u8"ろ", u8"わ", u8"を", u8"ん", }; } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 3 != 0) { for (int i = 0; i < this->index_list.size(); i++) { this->word_index_list[this->index_list[i]] = (int)ofRandom(this->words.size()); } return; } for (int i = 0; i < this->index_list.size(); i++) { int next_index = this->route_info_list[this->index_list[i]][(int)ofRandom(this->route_info_list[this->index_list[i]].size())]; for (int k = 0; k < this->route_info_list[this->index_list[i]].size(); k++) { if (this->param_list[next_index] <= 0) { this->param_list[next_index] = 45; this->index_list[i] = next_index; this->word_index_list[next_index] = (int)ofRandom(this->words.size()); break; } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < this->location_list.size(); i++) { if (this->param_list[i] > 0) { ofFill(); ofSetColor(ofMap(this->param_list[i], 0, 45, 239, 39)); this->font.drawString(this->words[this->word_index_list[i]], this->location_list[i].x - 15, this->location_list[i].y - 15); } if (this->param_list[i] > 0) { this->param_list[i] -= 1; } ofNoFill(); ofSetColor(39); ofDrawRectangle(this->location_list[i] - glm::vec2(15, 15), 30, 30); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |