Initial Cross Platform Work

This commit is contained in:
2025-04-24 16:39:24 +02:00
parent dbffb7f316
commit 13c2869ba8
170 changed files with 18611 additions and 10292 deletions

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
#include <pd/lithium/command.hpp>
#include <pd/lithium/rect.hpp>
#include <pd/lithium/texture.hpp>
using LIBackendFlags = PD::u32;
enum LIBackendFlags_ {
LIBackendFlags_None = 0,
LIBackendFlags_FlipUV_Y = 1 << 0, // Essential for Font Loading
};
namespace PD {
namespace LI {
class Backend {
public:
Backend(const std::string& name = "NullBackend") : pName(name) {}
~Backend() = default;
// Using Legacy SmartCTOR API here
PD_SMART_CTOR(Backend)
virtual void Init() {}
virtual void Deinit() {}
virtual void NewFrame() {}
virtual void BindTexture(TexAddress addr) {}
virtual void RenderDrawData(const Vec<Command::Ref>& Commands) {}
virtual Texture::Ref LoadTexture(
const std::vector<PD::u8>& pixels, int w, int h,
Texture::Type type = Texture::Type::RGBA32,
Texture::Filter filter = Texture::Filter::LINEAR) {
// Texture loading not supported (when this func not get override)
return nullptr;
}
/** Backend identification name */
const std::string pName = "NullBackend";
LIBackendFlags Flags = 0;
ivec2 ViewPort;
fvec4 ClearColor;
// Optional Index Counter
int IndexCounter = 0;
// Optional Vertex Counter
int VertexCounter = 0;
// Optional Frame Counter
int FrameCounter = 0;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
namespace PD {
namespace LI {
/**
* Lithium Draw Command (containing a list of vertex and index data
* only for this specific command itself)
*/
class Command : public SmartCtor<Command> {
public:
Command() = default;
~Command() = default;
/**
* Copy Constructor [to Copy the Data of a Command Reference]
*/
Command(Command::Ref v) {
this->index = v->index;
this->index_buf = v->index_buf;
this->layer = v->layer;
this->mode = v->mode;
this->tex = v->tex;
this->vertex_buf = v->vertex_buf;
}
/**
* Setter for the Commands layer
* @param v layer value
* @return command reference
*/
Command& Layer(int v) {
layer = v;
return *this;
}
/**
* Getter for the Layer
* @return layer value
*/
int Layer() const { return layer; }
/**
* Setter for the Commands Index [used in sorting]
* @param v index value
* @return command reference
*/
Command& Index(int v) {
index = v;
return *this;
}
/**
* Getter for the Index
* @return index value
*/
int Index() const { return index; }
/**
* Setter for the Commands Texture
* @param v Texture reference
* @return command reference
*/
Command& Tex(Texture::Ref v) {
tex = v;
return *this;
}
/**
* Getter for the Texture reference
* @return Texture reference
*/
Texture::Ref Tex() const { return tex; }
/**
* Function to Push a Vertex to the vertexbuffer
* @param v Vertex to push
* @return command reference
*/
Command& PushVertex(const Vertex& v) {
vertex_buf.push_back(v);
return *this;
}
/**
* Access to the Index list [used to write index data
* to the real indexbuffer]
* @return const reference to commands idx buffer
*/
const std::vector<u16>& IndexList() const { return index_buf; }
/**
* Access to the Vertex list [used to write vertices
* data to the real vertexbuffer]
* @return const reference to commands vertex buffer
*/
const std::vector<Vertex>& VertexList() const { return vertex_buf; }
// ADVANCED
/**
* Advanced function to access index list
*
* - This function is UNSAFE to use cause it allows to modify index data
* @return reference to index list
*/
std::vector<u16>& IndexList() { return index_buf; }
/**
* Advanced function to access vertex list
*
* - This function is UNSAFE to use cause it allows to modify index data
* - Using this in StaticText to change Position color and stuff after it is
* rendered into commands
* @return reference to vertex list
*/
std::vector<Vertex>& VertexList() { return vertex_buf; }
/**
* Function to Push an index value to indexbuffer
* @param v Index value
* @return command reference
*/
Command& PushIndex(u16 v) {
index_buf.push_back(vertex_buf.size() + v);
return *this;
}
/**
* Setter for the Commands RenderMode
* @param v RenderMode
* @return command reference
*/
Command& Rendermode(const RenderMode& v) {
mode = v;
return *this;
}
/**
* Getter for the Commands RenderMode
* @return RenderMode
*/
RenderMode Rendermode() const { return mode; }
/** Setter for Scissor Mode */
Command& SetScissorMode(ScissorMode mode) {
scissor = mode;
return *this;
}
/** Getter for Scissor Mode */
ScissorMode GetScissorMode() const { return scissor; }
/** Setter for Scissor Area */
Command& ScissorRect(const vec4& v) {
scissor_area = v;
return *this;
}
/** Getter for Scissor Area */
vec4 ScissorRect() const { return scissor_area; }
private:
/**
* Vertex Buffer
*
* - Using default vector here as its data will be copied later
*/
std::vector<Vertex> vertex_buf;
/**
* Index Buffer
*
* - Using default vector here as its data will be copied later
*/
std::vector<u16> index_buf;
/** Layer */
int layer;
/** Texture Reference */
Texture::Ref tex;
/** Index */
int index;
/** RenderMode (Default to RenderMode_RGBA) */
RenderMode mode = RenderMode_RGBA;
/** Scissor Mode (for defined area to render) */
ScissorMode scissor = ScissorMode_None;
/** scissor box (top left and bottom right) */
vec4 scissor_area;
};
} // namespace LI
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
// #include <pd/lithium/flags.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
namespace PD {
namespace LI {
/**
* Lithium Draw Command (containing a list of vertex and index data
* only for this specific command itself)
*/
class Command : public SmartCtor<Command> {
public:
Command() = default;
~Command() = default;
Command& AppendIndex(u16 idx) {
IndexBuffer.Add(VertexBuffer.Size() + idx);
return *this;
}
Command& AppendVertex(const Vertex& v) {
VertexBuffer.Add(v);
return *this;
}
Vec<Vertex> VertexBuffer;
Vec<u16> IndexBuffer;
ivec4 ScissorRect;
bool ScissorEnabled = false;
int Layer;
int Index;
Texture::Ref Tex;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/lithium/command.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/pd_p_api.hpp>
namespace PD {
namespace LI {
class PD_LITHIUM_API DrawList : public SmartCtor<DrawList> {
public:
DrawList(Texture::Ref solid) {
WhitePixel = solid;
CurrentTex = solid;
}
~DrawList() {}
Command::Ref PreGenerateCmd();
void AddCommand(Command::Ref v) { pDrawList.Add(v); }
void Clear() { pDrawList.Clear(); }
void SetFont(Font::Ref font) { pCurrentFont = font; }
void SetFontScale(float scale) { pFontScale = scale; }
void DrawSolid() { CurrentTex = WhitePixel; }
void DrawTexture(Texture::Ref tex) { CurrentTex = tex; }
// SECTION: Draw API //
void DrawRect(const fvec2& pos, const fvec2& size, u32 color,
int thickness = 1);
void DrawRectFilled(const fvec2& pos, const fvec2& size, u32 color);
void DrawTriangle(const fvec2& a, const fvec2& b, const fvec2& c, u32 color,
int thickness = 1);
void DrawTriangleFilled(const fvec2& a, const fvec2& b, const fvec2& c,
u32 color);
void DrawCircle(const fvec2& center, float rad, u32 color, int num_segments,
int thickness = 1);
void DrawCircleFilled(const fvec2& center, float rad, u32 color,
int num_segments);
void DrawText(const fvec2& p, const std::string& text, u32 color);
/**
* Take list of points and display it as a line on screen
* @param points List of Positions
* @param clr Color of the Line
* @param flags Additional Flags (Close for go back to starting point)
* @param thickness Thickness of the Line
*/
void DrawPolyLine(const Vec<fvec2>& points, u32 clr, u32 flags = 0,
int thickness = 1);
/**
* Take a List ofpoints and display it as Filled Shape
* @note Keep in mind to setup the list of points clockwise
* @param points List of Points
* @param clr Color of the shape
*/
void DrawConvexPolyFilled(const Vec<fvec2>& points, u32 clr);
// SECTION: PATH API //
/**
* Function to reserve Memory to prevent overhead on
* pusing a lot of points with PathNext
* @param num_points Number of Positions you want to add
*/
void PathReserve(size_t num_points) {
pPath.Reserve(pPath.Size() + num_points);
}
/**
* Clear current Path
* @note PathStroke and PathFill will automatically clear
*/
void PathClear() { pPath.Clear(); }
/**
* Add a Point to the Path
* @note Keep in mind that this function is used for
* setting the starting point
* @param v Position to add
*/
void PathAdd(const fvec2& v) { pPath.Add(v); }
/**
* Path Stroke Create Line from point to point
* @note For Primitives like Rect or Triangle mak sure to use
* UI7DrawFlags_Close to add a line back to the starting point
* @param clr Color od the line
* @param thickness Thickness of the line
* @param flags Additional Drawflags
*/
void PathStroke(u32 clr, int thickness = 1, u32 flags = 0) {
DrawPolyLine(pPath, clr, flags, thickness);
pPath.Clear();
}
/**
* Fill a Path with a Color
* @note **IMPORTANT: ** Paths need to be setup clockwise
* to be rendered correctly
* @param clr Fill Color
*/
void PathFill(u32 clr) {
DrawConvexPolyFilled(pPath, clr);
pPath.Clear();
}
void PathArcToN(const fvec2& c, float radius, float a_min, float a_max,
int segments);
/// @brief Create a Path Rect (uses to Positions instead of Pos/Size)
/// @param a Top Left Position
/// @param b Bottom Right Position
/// @param rounding rounding
/// @param flags DrawFlags (for special rounding rules)
void PathRect(fvec2 a, fvec2 b, float rounding = 0.f, u32 flags = 0);
int Layer = 0;
float pFontScale = 0.7f;
Font::Ref pCurrentFont = nullptr;
Texture::Ref CurrentTex = nullptr;
Texture::Ref WhitePixel = nullptr;
PD::Vec<Command::Ref> pDrawList;
PD::Vec<fvec2> pPath;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
/** Alias for Lithium Text Flags */
using LITextFlags = PD::u32;
/** LITextFlags */
enum LITextFlags_ {
LITextFlags_None = 0, ///< Do nothing
LITextFlags_AlignRight = 1 << 0, ///< Align Right of position
LITextFlags_AlignMid = 1 << 1, ///< Align in the middle of pos and box
LITextFlags_Shaddow = 1 << 2, ///< Draws the text twice to create shaddow
LITextFlags_Wrap = 1 << 3, ///< Wrap Text: May be runs better with TMS
LITextFlags_Short = 1 << 4, ///< Short Text: May be runs better with TMS
LITextFlags_Scroll = 1 << 5, ///< Not implemented [scoll text if to long]
LITextFlags_RenderOOS = 1 << 6 ///< Render Out of Screen
};
/** Aliad for Lithium Render Flags */
using LIRenderFlags = PD::u32;
/** LIRenderFlags */
enum LIRenderFlags_ {
LIRenderFlags_None = 0, ///< Nothing
LIRenderFlags_TMS = 1 << 0, ///< Text Map System
LIRenderFlags_LRS = 1 << 1, ///< Layer Render System
LIRenderFlags_AST = 1 << 2, ///< Auto Static Text
/** Default Enables all of them */
LIRenderFlags_Default =
LIRenderFlags_TMS | LIRenderFlags_LRS | LIRenderFlags_AST,
};
namespace PD {
namespace LI {
/** RenderMode [Required to modify TexENV] */
enum RenderMode {
RenderMode_RGBA, ///< RGBA [for textures or solid colors]
RenderMode_Font, ///< A8 [for textures only crated by 1 color channel]
};
/** Scissor Mode (for ClipRect related rendering) */
enum ScissorMode {
ScissorMode_None = 0, ///< No Scissor
ScissorMode_Inverted = 1, ///< Render Pixels outside the box
ScissorMode_Normal = 3, ///< Only render pixels inside the box
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
#include <pd/lithium/rect.hpp>
#include <pd/lithium/texture.hpp>
namespace PD {
namespace LI {
/** Font Loader for Lithium */
class Font : public SmartCtor<Font> {
public:
/** Codepoint Data holder */
class Codepoint {
public:
Codepoint() = default;
~Codepoint() = default;
/**
* Codepoint ID Getter
* @return 32Bit codepoint value
*/
u32 cp() const { return m_cp; }
/**
* Codepoint ID Setter
* @param v codepoint id
* @return DataHolder reference
*/
Codepoint& cp(u32 v) {
m_cp = v;
return *this;
}
/**
* Getter for the UV Coords
* @return uv coords
*/
vec4 uv() const { return m_uv; }
/**
* Setter for the UV Coords
* @param v uv coords
* @return DataHolder Reference
*/
Codepoint& uv(const vec4& v) {
m_uv = v;
return *this;
}
/**
* Getter for the Texture reference
* @return Texture Reference
*/
Texture::Ref tex() const { return m_tex; }
/**
* Setter for the Texture Reference
* @param v Texture Reference
* @return DataHolder Reference
*/
Codepoint& tex(Texture::Ref v) {
m_tex = v;
return *this;
}
/**
* Getter for the size
* @return Size
*/
vec2 size() const { return m_size; }
/**
* Setter for the Size
* @param v size
* @return DataHolder Reference
*/
Codepoint& size(const vec2& v) {
m_size = v;
return *this;
}
/**
* Getter for the Position offset
* @return offset
*/
float off() const { return m_off; }
/**
* Setter for the Render Offset
* @param v offset
* @return DataHolder Reference
*/
Codepoint& off(float v) {
m_off = v;
return *this;
}
/**
* Getter to check if Codepoint is invalid
* @return true if invalid
*/
bool invalid() const { return m_invalid; }
/**
* Setter for invald state
* @param v true or false
* @return DataHolder Reference
*/
Codepoint& invalid(bool v) {
m_invalid = v;
return *this;
}
private:
/** 32Bit Codepoint ID */
u32 m_cp = 0;
/** UvMap */
vec4 m_uv;
/** Texture Reference */
Texture::Ref m_tex = nullptr;
/** Codepoint Size */
vec2 m_size;
/** Render Position Offset */
float m_off = 0;
/** Invalid check (for skip in renderer) */
bool m_invalid = false;
};
Font() = default;
~Font() = default;
/**
* Load a TTF File
* @param path Path to the TTF file
* @param px_height Pixelheight of the codepoints (limit by 64)
*/
void LoadTTF(const std::string& path, int px_height = 32);
/**
* Load 3DS System Font
*/
void LoadSystemFont();
/**
* Getter for PixelHeight
* @return pixelheigt
*/
int PixelHeight() const { return pixel_height; }
/**
* Getter for Codepoint reference
* @return codepoint dataholder reference
*/
Codepoint& GetCodepoint(u32 c);
/**
* Check if Systemfont is used
* @return true if is system font
*/
bool SystemFont() const { return sysfont; }
private:
/** sysfont set to true if LoadSystemFont got called */
bool sysfont;
/** Pixelheight */
int pixel_height;
/** List of textures (codepoints are using) */
std::vector<Texture::Ref> textures;
/** 32Bit Codepoint Dataholder Reference Map */
std::map<u32, Codepoint> cpmap;
};
} // namespace LI
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
#include <pd/lithium/backend.hpp>
#include <pd/lithium/pd_p_api.hpp>
#include <pd/lithium/rect.hpp>
#include <pd/lithium/texture.hpp>
using LITextFlags = PD::u32;
enum LITextFlags_ {
LITextFlags_None = 0, ///< Do nothing
LITextFlags_AlignRight = 1 << 0, ///< Align Right of position
LITextFlags_AlignMid = 1 << 1, ///< Align in the middle of pos and box
LITextFlags_Shaddow = 1 << 2, ///< Draws the text twice to create shaddow
LITextFlags_Wrap = 1 << 3, ///< Wrap Text: May be runs better with TMS
LITextFlags_Short = 1 << 4, ///< Short Text: May be runs better with TMS
LITextFlags_Scroll = 1 << 5, ///< Not implemented [scoll text if to long]
};
namespace PD {
namespace LI {
/** Font Loader for Lithium */
class PD_LITHIUM_API Font : public SmartCtor<Font> {
public:
/** Codepoint Data holder */
struct Codepoint {
u32 pCodepoint = 0;
fvec4 SimpleUV;
Texture::Ref Tex;
fvec2 Size;
float Offset = 0.f;
bool pInvalid = false;
};
Font(Backend::Ref backend) { pBackend = backend; };
~Font() = default;
/**
* Load a TTF File
* @param path Path to the TTF file
* @param px_height Pixelheight of the codepoints (limit by 64)
*/
void LoadTTF(const std::string& path, int px_height = 32);
/**
* Getter for Codepoint reference
* @return codepoint dataholder reference
*/
Codepoint& GetCodepoint(u32 c);
/**
* Get Text Bounding Box
*/
fvec2 GetTextBounds(const std::string& text, float scale);
/**
* Extended Draw Text Function that vreates a Command List
*/
void CmdTextEx(Vec<Command::Ref>& cmds, const fvec2& pos, u32 color,
float scale, const std::string& text, LITextFlags flags = 0,
const fvec2& box = 0);
/** Pixelheight */
int PixelHeight;
int DefaultPixelHeight = 24;
private:
/** List of textures (codepoints are using) */
std::vector<Texture::Ref> Textures;
/** 32Bit Codepoint Dataholder Reference Map */
std::map<u32, Codepoint> CodeMap;
Backend::Ref pBackend = nullptr;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
#include <pd/lithium/command.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
namespace PD {
namespace LI {
class Renderer;
/**
* Prerendered Object that can be edidet at runtime
* and supports diffrent textures as well
*/
class StaticObject : public SmartCtor<StaticObject> {
public:
StaticObject() = default;
~StaticObject() = default;
/**
* Push a Draw Command to the Static Object
* @param v Command to add
*/
void PushCommand(Command::Ref v) { cmds.push_back(v); }
/**
* Copy the root Object to a copy buffer for modification
*/
void ReCopy() {
cpy.clear();
for (auto it : cmds) {
cpy.push_back(Command::New(it));
}
}
/**
* Modify the Color of a specific Command in the List
* @param idx Index of the Command
* @param col new COlor to replace with
*/
void ReColorQuad(int idx, u32 col) {
if (idx > (int)cpy.size()) {
return;
}
for (auto& it : cpy[idx]->VertexList()) {
it.Color(col);
}
}
/**
* Move the every Command in the Object by a specific offset
* @param off offset position to apply
*/
void MoveIt(vec2 off) {
for (auto& it : cpy) {
for (auto& jt : it->VertexList()) {
jt.pos += off;
}
}
}
/**
* Change Color of all Commands in the List
* @param col new Color to use
*/
void ReColor(u32 col) {
for (auto& it : cpy) {
for (auto& jt : it->VertexList()) {
jt.Color(col);
}
}
}
/**
* Assign a New Layer to all Objects
* @param layer new layer to set to all its commands
*/
void ReLayer(int layer) {
for (auto& it : cpy) {
it->Layer(layer);
}
}
/**
* Change the Commands Index by setting a start index
* @param start Start index position
*/
void ReIndex(int start) {
for (int i = 0; i < (int)cpy.size(); i++) {
cpy[i]->Index(start + i);
}
}
/**
* Set a Custom Scissor Mode for Object Copy List
* @param m New Mode to Set
*/
void ReSetScissorMode(ScissorMode m) {
for (auto& i : cpy) {
i->SetScissorMode(m);
}
}
/**
* Set Custom Scissor Rect to All Objects
* @param v Scissor Rect to set
*/
void ReScissorRect(const vec4& v) {
for (auto& i : cpy) {
i->ScissorRect(v);
}
}
/**
* Get a Reference to the Copy Commands List
* @return command list reference
*/
std::vector<Command::Ref>& List() {
if (cpy.size() != 0) {
return cpy;
}
return cmds;
}
private:
/** Copy Buffer */
std::vector<Command::Ref> cpy;
/** Source Buffer */
std::vector<Command::Ref> cmds;
};
/**
* Text Box container for TMS and AST
*/
class TextBox {
public:
TextBox() = default;
/**
* Baisc Constructor
* @param s Size of the text
* @param time creation time
*/
TextBox(const vec2& s, float time) {
size = s;
time_created = time;
optional = false;
}
~TextBox() = default;
/**
* Setter for Time created
* @param v time
*/
void TimeCreated(float v) { time_created = v; }
/**
* Setter for Size
* @param v size
*/
void Size(const vec2& v) { size = v; }
/**
* Setter for is optional
*
* - optional text contains the result string of wrap/short
* @param v optional
*/
void Optional(bool v) { optional = v; }
/**
* set Result of Short Text or Wrap Text
* @param v text
*/
void Text(const std::string& v) { text = v; }
/**
* Get Size
* @return size
*/
vec2 Size() const { return size; }
/**
* Get Time Created / Updated
* @param time created/updated
*/
float TimeCreated() const { return time_created; }
/**
* Check if Optional or not
* @return is optional
*/
bool Optional() const { return optional; }
/**
* Get Optional Text
* @return text
*/
std::string Text() const { return text; }
private:
/** Text Size */
vec2 size;
/** Time Created / Updated */
float time_created;
/** Is Optional */
bool optional;
/** Text Wrap / Short */
std::string text;
};
/**
* Static Text [abillity to Prerender Texts into a list of Commands]
*/
class StaticText : public SmartCtor<StaticText> {
public:
StaticText() = default;
/**
* Wrap Constructor to Setup
* @param ren Renderer direct pointer reference
* @param pos Position
* @param clr Color
* @param text Text to Render
* @param flags Text Flags
* @param box Additional textbox for specific flags
*/
StaticText(Renderer* ren, const vec2& pos, u32 clr, const std::string& text,
LITextFlags flags = 0, const vec2& box = 0) {
Setup(ren, pos, clr, text, flags, box);
}
~StaticText() = default;
/**
* Function that Sets Up the Rendering
* @param ren Renderer direct pointer reference
* @param pos Position
* @param clr Color
* @param text Text to Render
* @param flags Text Flags
* @param box Additional textbox for specific flags
*/
void Setup(Renderer* ren, const vec2& pos, u32 clr, const std::string& text,
LITextFlags flags = 0, const vec2& box = 0);
/**
* Get Text Size
* @return size
*/
vec2 GetDim() const { return tdim; }
/**
* Get Text Posiotion
* @return position
*/
vec2 GetPos() const { return pos; }
/**
* Setter to Update Color
* @param col color
*/
void SetColor(u32 col);
/**
* Setter to raplace the texts Commands Position
* @param pos new position
*/
void SetPos(const vec2& pos);
/**
* Set Layer of the Text
* @param l layer
*/
void SetLayer(int l);
/**
* Function to unset the used variable
*/
void SetUnused() { used = false; }
/**
* Function to check if the text got rendered
* @return is used
*/
bool Used() const { return used; }
/**
* Function to check if the text got setup
* @return is setup
*/
bool IsSetup() { return text != nullptr; }
/**
* Draw the Text
*/
void Draw();
/** Get the Raw Object for Custom API's */
StaticObject::Ref GetRawObject() { return text; }
/**
* Set Font used by the static Text
* @param fnt Font used
*/
void Font(Font::Ref fnt) { font = fnt; }
/**
* Get Font used by the Text
* @return Font Reference
*/
Font::Ref Font() { return font; }
/**
* Set a Custom Scissor Mode Static Text
* @param m New Mode to Set
*/
void SetScissorMode(ScissorMode m) { text->ReSetScissorMode(m); }
/**
* Set Custom Scissor Rect to Static Text
* @param v Scissor Rect to set
*/
void ScissorRect(const vec4& v) { text->ReScissorRect(v); }
private:
/** Font */
Font::Ref font;
/** Text got Rendered */
bool used;
/** Renderer pointer Reference */
Renderer* ren;
/** Text Size */
vec2 tdim;
/** Text Position */
vec2 pos;
/** Static Text Object */
StaticObject::Ref text;
};
} // namespace LI
} // namespace PD

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@ -1,31 +1,52 @@
// THIS FILE WAS GENERATED BY build_shaders.py!!!
#pragma once
/*
MIT License
Copyright (c) 2024 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <cstddef>
extern unsigned char li7_shader[];
extern size_t li7_shader_size;
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
#ifdef _WIN32 // Windows (MSVC Tested)
#ifdef PD_LITHIUM_BUILD_SHARED
#define PD_LITHIUM_API __declspec(dllexport)
#else
#define PD_LITHIUM_API __declspec(dllimport)
#endif
#elif defined(__APPLE__) // macOS (untested yet)
#ifdef PD_LITHIUM_BUILD_SHARED
#define PD_LITHIUM_API __attribute__((visibility("default")))
#else
#define PD_LITHIUM_API
#endif
#elif defined(__linux__) // Linux (untested yet)
#ifdef PD_LITHIUM_BUILD_SHARED
#define PD_LITHIUM_API __attribute__((visibility("default")))
#else
#define PD_LITHIUM_API
#endif
#elif defined(__3DS__) // 3ds Specific
// Only Static supported
#define PD_LITHIUM_API
#else
#define PD_LITHIUM_API
#endif

View File

@ -1,197 +1,192 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
namespace PD {
namespace LI {
/**
* Container that holds position of a rectangle's corners.
*/
class Rect {
public:
Rect() = default;
/**
* Constructor that initializes the rectangle using top and bottom positions.
* @param t Top left and right corner positions.
* @param b Bottom left and right corner positions.
*/
Rect(const vec4& t, const vec4& b) {
top = t;
bot = b;
}
/**
* Constructor that initializes the rectangle using individual corner
* positions.
* @param tl Top left corner position.
* @param tr Top right corner position.
* @param bl Bottom left corner position.
* @param br Bottom right corner position.
*/
Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
/**
* Constructor that initializes the rectangle using a UV mapping vector.
*
* - The old API used vec4 for UV mapping.
* - Spritesheets have rotated images, so this was updated to use Rect for UV.
*
* @param uv Vec4 UV map.
*/
Rect(const vec4& uv) {
top = vec4(uv.x(), uv.y(), uv.z(), uv.y());
bot = vec4(uv.x(), uv.w(), uv.z(), uv.w());
}
~Rect() = default;
/**
* Get the top left and right corner positions.
* @return Top positions.
*/
vec4 Top() const { return top; }
/**
* Get the bottom left and right corner positions.
* @return Bottom positions.
*/
vec4 Bot() const { return bot; }
/**
* Set the top left and right corner positions.
* @param v New top positions.
* @return Reference to the updated Rect.
*/
Rect& Top(const vec4& v) {
top = v;
return *this;
}
/**
* Set the bottom left and right corner positions.
* @param v New bottom positions.
* @return Reference to the updated Rect.
*/
Rect& Bot(const vec4& v) {
bot = v;
return *this;
}
/**
* Get the top-left corner position.
* @return Top-left position as vec2.
*/
vec2 TopLeft() const { return vec2(top[0], top[1]); }
/**
* Get the top-right corner position.
* @return Top-right position as vec2.
*/
vec2 TopRight() const { return vec2(top[2], top[3]); }
/**
* Get the bottom-left corner position.
* @return Bottom-left position as vec2.
*/
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
/**
* Get the bottom-right corner position.
* @return Bottom-right position as vec2.
*/
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
/**
* Set the top-left corner position.
* @param v New top-left position.
* @return Reference to the updated Rect.
*/
Rect& TopLeft(const vec2& v) {
top[0] = v[0];
top[1] = v[1];
return *this;
}
/**
* Set the top-right corner position.
* @param v New top-right position.
* @return Reference to the updated Rect.
*/
Rect& TopRight(const vec2& v) {
top[2] = v[0];
top[3] = v[1];
return *this;
}
/**
* Set the bottom-left corner position.
* @param v New bottom-left position.
* @return Reference to the updated Rect.
*/
Rect& BotLeft(const vec2& v) {
bot[0] = v[0];
bot[1] = v[1];
return *this;
}
/**
* Set the bottom-right corner position.
* @param v New bottom-right position.
* @return Reference to the updated Rect.
*/
Rect& BotRight(const vec2& v) {
bot[2] = v[0];
bot[3] = v[1];
return *this;
}
/**
* Swap X and Y coordinates for all corners.
*
* - Used in SpiteSheet for the rotated images.
*/
void SwapVec2XY() {
for (int i = 0; i < 4; i += 2) {
float t = top[i];
top[i] = top[i + 1];
top[i + 1] = t;
t = bot[i];
bot[i] = bot[i + 1];
bot[i + 1] = t;
}
}
private:
vec4 top; ///< Top left and right corner positions.
vec4 bot; ///< Bottom left and right corner positions.
};
} // namespace LI
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
namespace PD {
namespace LI {
/**
* Container that holds position of a rectangle's corners.
*/
class Rect {
public:
Rect() = default;
/**
* Constructor that initializes the rectangle using top and bottom positions.
* @param t Top left and right corner positions.
* @param b Bottom left and right corner positions.
*/
Rect(const fvec4& t, const fvec4& b) {
top = t;
bot = b;
}
/**
* Constructor that initializes the rectangle using individual corner
* positions.
* @param tl Top left corner position.
* @param tr Top right corner position.
* @param bl Bottom left corner position.
* @param br Bottom right corner position.
*/
Rect(const fvec2& tl, const fvec2& tr, const fvec2& bl, const fvec2& br) {
top = fvec4(tl, tr);
bot = fvec4(bl, br);
}
/**
* Constructor that initializes the rectangle using a UV mapping vector.
*
* - The old API used vec4 for UV mapping.
* - Spritesheets have rotated images, so this was updated to use Rect for UV.
*
* @param uv Vec4 UV map.
*/
Rect(const fvec4& uv) {
top = vec4(uv.x, uv.y, uv.z, uv.y);
bot = vec4(uv.x, uv.w, uv.z, uv.w);
}
~Rect() = default;
/**
* Get the top left and right corner positions.
* @return Top positions.
*/
fvec4 Top() const { return top; }
/**
* Get the bottom left and right corner positions.
* @return Bottom positions.
*/
fvec4 Bot() const { return bot; }
/**
* Set the top left and right corner positions.
* @param v New top positions.
* @return Reference to the updated Rect.
*/
Rect& Top(const fvec4& v) {
top = v;
return *this;
}
/**
* Set the bottom left and right corner positions.
* @param v New bottom positions.
* @return Reference to the updated Rect.
*/
Rect& Bot(const fvec4& v) {
bot = v;
return *this;
}
/**
* Get the top-left corner position.
* @return Top-left position as vec2.
*/
fvec2 TopLeft() const { return vec2(top.x, top.y); }
/**
* Get the top-right corner position.
* @return Top-right position as vec2.
*/
fvec2 TopRight() const { return vec2(top.z, top.w); }
/**
* Get the bottom-left corner position.
* @return Bottom-left position as vec2.
*/
fvec2 BotLeft() const { return vec2(bot.x, bot.y); }
/**
* Get the bottom-right corner position.
* @return Bottom-right position as vec2.
*/
fvec2 BotRight() const { return vec2(bot.z, bot.w); }
/**
* Set the top-left corner position.
* @param v New top-left position.
* @return Reference to the updated Rect.
*/
Rect& TopLeft(const fvec2& v) {
top.x = v.x;
top.y = v.y;
return *this;
}
/**
* Set the top-right corner position.
* @param v New top-right position.
* @return Reference to the updated Rect.
*/
Rect& TopRight(const fvec2& v) {
top.z = v.x;
top.w = v.y;
return *this;
}
/**
* Set the bottom-left corner position.
* @param v New bottom-left position.
* @return Reference to the updated Rect.
*/
Rect& BotLeft(const fvec2& v) {
bot.x = v.x;
bot.y = v.y;
return *this;
}
/**
* Set the bottom-right corner position.
* @param v New bottom-right position.
* @return Reference to the updated Rect.
*/
Rect& BotRight(const fvec2& v) {
bot.z = v.x;
bot.w = v.y;
return *this;
}
/**
* Swap X and Y coordinates for all corners.
*
* - Used in SpiteSheet for the rotated images.
*/
void SwapVec2XY() {
top.SwapXY();
top.SwapZW();
bot.SwapXY();
bot.SwapZW();
}
private:
fvec4 top; ///< Top left and right corner positions.
fvec4 bot; ///< Bottom left and right corner positions.
};
} // namespace LI
} // namespace PD

View File

@ -1,382 +1,79 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
#include <pd/lib3ds/memory.hpp>
#include <pd/lithium/command.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/objects.hpp>
#include <pd/lithium/screen.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
namespace PD {
namespace LI {
/**
* Lithium base renderer Class.
*/
class Renderer : public SmartCtor<Renderer> {
public:
/**
* Constructor setting up the 2d Rendering Engine
* @param flags Flags to use [can be changed at runtime].
*/
Renderer(LIRenderFlags flags = LIRenderFlags_Default);
/**
* Deconstructor that unloads all the renderer data
*/
~Renderer();
/**
* Prepare render stage for rendering.
*/
void PrepareRender();
/**
* Render a screens Command list.
* @param s Screen to Draw its list on.
*/
void Render(Screen::Ref s);
/**
* Finalize rendering stage.
*/
void FinalizeRender();
/**
* Register Screens (For UI7, probably move this).
* @param bottom set if you register bottom ot top screen.
* @param s Screen to register.
*/
void RegisterScreen(bool bottom, Screen::Ref s) { screens[bottom] = s; }
/**
* Set the Screen next commands will be add to
* @param s Screen of choice
*/
void OnScreen(Screen::Ref s) {
if (!s) {
return;
}
this->screen = s;
area_size = screen->GetSize();
}
/**
* Get cobst reference to active screen.
* @return current screen.
*/
Screen::Ref CurrentScreen() const { return screen; }
/**
* Get Screen of screen regestry.
* @param bottom bottom ot top screen.
* @return screen reference
*/
Screen::Ref GetScreen(bool bottom) {
auto res = screens[bottom];
Assert(res.get(), "Screen is not registered!");
return res;
}
void Rotation(float v) { rot = v; }
float Rotation() const { return rot; }
void TextScale(float v) { text_size = v; }
void DefaultTextScale() { text_size = default_text_size; }
float TextScale() const { return text_size; }
void Layer(int v) { current_layer = v; }
int Layer() const { return current_layer; }
LIRenderFlags& GetFlags() { return flags; }
void Font(Font::Ref v) {
font = v;
font_update = true;
}
Font::Ref Font() const { return font; }
/**
* Use a specific Texture for Next Rectangle.
* @param v texture reference to use.
*/
void UseTex(Texture::Ref v = nullptr) {
if (v == nullptr) {
current_tex = white;
return;
}
current_tex = v;
}
/**
* Draws a Rect based on current Texture
* @param pos Position of the Rect
* @param size Size of the Rect
* @param color Color of the Rect [0xffffffff]
* for full visible texture
* @param uv UV Map (if texture needs a custom uv)
* @note This function is part of Simple Draw API.
*/
void DrawRect(const vec2& pos, const vec2& size, u32 color,
const Rect& uv = vec4(0.f, 1.f, 1.f, 0.f));
/**
* Draw a Solid Rect (uses white tex)
* @note
* - acts as a simplified Draw rect Wrapper
* - This function is part of Simple Draw API.
* @param pos Position of the rect
* @param size Size of the rect
* @param color Color of the rect
*/
void DrawRectSolid(const vec2& pos, const vec2& size, u32 color);
/**
* Render a Triangle
* @param a Position A
* @param b Position B
* @param c Position C
* @param color Color of the triangle
* @note
* - Uses Solid color [white tex]
* - This function is part of Simple Draw API.
*/
void DrawTriangle(const vec2& a, const vec2& b, const vec2& c, u32 color);
/**
* Draw a Circle (Supports Textures)
* @param center_pos Center Position
* @param r Radius of the circle
* @param color Color of the circle
* @param segments Segments to use
* @note
* - Textures could look a bit janky due to uv mapping
* - This function is part of Simple Draw API.
*/
void DrawCircle(const vec2& center_pos, float r, u32 color, int segments);
/**
* Draw a Line between to Positions
* @param a Position A
* @param b Position B
* @param color Color of the line
* @param t Thickness
* @note This function is part of Simple Draw API.
*/
void DrawLine(const vec2& a, const vec2& b, u32 color, int t);
/**
* Render a Text
* @param pos Position of the text
* @param color Color of the Text
* @param text Text to Render
* @param flags flags to use
* @param ap optional size for specific flags
* @note This function is part of Simple Draw API.
*/
void DrawText(const vec2& pos, u32 color, const std::string& text,
u32 flags = 0, const vec2& ap = vec2());
/**
* Draw a Texture as 2D Image
* @param pos Position
* @param tex Texture reference
* @param scale Scale (cause maybe wants to be resized)
* @note
* - Acts as a Simplified wrapper to DrawRect
* - This function is part of Simple Draw API.
*/
void DrawImage(const vec2& pos, Texture::Ref tex,
const vec2& scale = vec2(1.f));
// Debug STUFF
/** DEBUG Get the Number of Vertices of last Frame */
u32 Vertices() const { return vertices; }
/** DEBUG Get the Number of Indices of last frame */
u32 Indices() const { return indices; }
/** DEBUG Get the Number of Commands of last frame */
u32 Commands() const { return commands; }
/** DEBUG Get the Number of Drawcalls of last frame */
u32 DrawCalls() const { return drawcalls; }
/** Auto Static Text Number of Texts */
u32 AstUsage() const { return ast.size(); }
/** Text Map System number of texts */
u32 TmsUsage() const { return tms.size(); }
// TOOLS
/** Rotate a rect corner position by sine and cosine value */
static void RotateCorner(vec2& v, float s, float c);
/** Create a Rect by Position, Size and rotation angle */
static Rect CreateRect(const vec2& pos, const vec2& size, float angle);
/** Create a Line Rect by 2 Position and a thickness value */
static Rect CreateLine(const vec2& a, const vec2& b, int t);
/** Check if a pos and size are inside a vec4 rect */
static bool InBox(const vec2& pos, const vec2& size, const vec4& rect);
/** Check if a pos is inside a vec4 rect */
static bool InBox(const vec2& pos, const vec4& rect);
/** Check if one or all of three positions are somehow inside a vec4 rect */
static bool InBox(const vec2& alpha, const vec2& bravo, const vec2& charlie,
const vec4& rect);
/**
* Get The Address of a Screen
* @note **IMPORTANT** THIS IS FOR 32Bit System
*
* Should find a better way to do this for porting this lib
*/
static u32 Screen32(Screen::Ref s) { return (u32)s.get(); }
/** Function to optimize command order for rendering */
static void OptiCommandList(std::vector<Command::Ref>& list);
/** Returns Viewport with xy */
vec4 GetViewport();
/** Push a Self Created command */
void PushCommand(Command::Ref cmd) {
cmd->Index(cmd_idx++); // Indexing
draw_list[Screen32(screen)].push_back(cmd);
}
/** Automatically sets up a command */
void SetupCommand(Command::Ref cmd);
/** Creates a default Quad Render Command */
void QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv, u32 col);
/** Create a Default Triangle */
void TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
const vec2& c, u32 col);
/**
* Create List of a Text Commands
* @param cmds Link to a command List
* @param pos Position
* @param color Color
* @param text Text
* @param flags Flags
* @param box (Size for wrapping / Offset for Centered Text)
*/
void TextCommand(std::vector<Command::Ref>& cmds, const vec2& pos, u32 color,
const std::string& text, LITextFlags flags, const vec2& box);
vec2 GetTextDimensions(const std::string& text);
/**
* Function to short a text and replace the rest by ...
* @param text Text to short
* @param maxlen Maximum width
* @param newsize New Textbox size
* @return shorted text
*/
std::string ShortText(const std::string& text, int maxlen, vec2& newsize);
/**
* Function to Wrap Text by specific width
*
* **NOT IMPLEMENTED YET**
* @param text text to wrap
* @param maxlen maximum width per line
* @param newsize new textbox size
* @return wrapped text
*/
std::string WrapText(const std::string& text, int maxlen, vec2& newsize);
private:
// Helper Funcitons
/**
* Update the 3DS citro3d texenv for specific RenderMode
* @param mode RenderMode to use.
*/
void UpdateRenderMode(const RenderMode& mode);
/** Current Screen */
Screen::Ref screen;
/** Screen Regestry */
Screen::Ref screens[2];
// Context Related
/** Renderer flags */
LIRenderFlags flags = LIRenderFlags_Default;
/** Area Size */
vec2 area_size;
/** Current Layer */
int current_layer = 0;
/** Current Texture */
Texture::Ref current_tex = nullptr;
/** Single Color Texture (for solid color objs) */
Texture::Ref white = nullptr;
/** Current Font Reference */
Font::Ref font = nullptr;
/** Font updated */
bool font_update;
/** Current Rendermode */
RenderMode mode = RenderMode_RGBA;
/** Text Map System */
std::map<std::string, TextBox> tms;
/** (Auto) Static Text */
std::unordered_map<u32, StaticText::Ref> ast;
// Text Rendering
/** Default FOnt height */
const float default_font_h = 24.f;
/** Default Text Scale */
const float default_text_size = 0.7f;
/** Current Text Scale */
float text_size = 0.7f;
// Special
/** Current Rotation (RECTS) */
float rot = 0.f;
// Rendering
/** Map of drawlist by 32Bit memory Address of their Screen */
std::unordered_map<u32, std::vector<Command::Ref>> draw_list;
/** Vertex Buffer in linear Ram */
std::vector<Vertex, LinearAllocator<Vertex>> vertex_buf;
/** 16Bit index buffer in linear Ram */
std::vector<u16, LinearAllocator<u16>> index_buf;
/** vertex index (render stage) */
u32 vertex_idx = 0;
/** index buf index (render stage) */
u32 index_idx = 0;
/** command index (used for debug count) */
u32 cmd_idx = 0;
// Debug
/** Num of Vertices */
u32 vertices = 0;
/** Num of indices */
u32 indices = 0;
/** Num of Commands */
u32 commands = 0;
/** Num of Drawcalls */
u32 drawcalls = 0;
// Shader
/** Shader code */
DVLB_s* dvlb = nullptr;
/** Shader program */
shaderProgram_s shader;
/** Shader Attribute info */
C3D_AttrInfo attr;
/** projection matrix location */
int uLoc_projection = 0;
// Matrix
/** Precalculated Projectrion Matrix for top screen */
C3D_Mtx top_proj;
/** Precalculated Projectrion Matrix for bottom screen */
C3D_Mtx bot_proj;
};
} // namespace LI
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/lithium/backend.hpp>
#include <pd/lithium/drawlist.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/pd_p_api.hpp>
namespace PD {
namespace LI {
class PD_LITHIUM_API Renderer : public SmartCtor<Renderer> {
public:
Renderer(Backend::Ref backend);
~Renderer() = default;
void Render();
// SECTION: ADVANCED API
void AddCommand(Command::Ref v) { DrawList.Add(v); }
void RegisterDrawList(DrawList::Ref list) { pDrawLists.Add(list); }
Command::Ref PreGenerateCmd();
// SECTION: Open Command and Object creation API
static void RotateCorner(fvec2& pos, float sinus, float cosinus);
static Rect PrimRect(const fvec2& pos, const fvec2& size, float angle = 0.f);
static Rect PrimLine(const fvec2& a, const fvec2& b, int thickness = 1);
static void CmdQuad(Command::Ref cmd, const Rect& quad, const Rect& uv,
u32 color);
static void CmdTriangle(Command::Ref cmd, const fvec2 a, const fvec2 b,
const fvec2 c, u32 clr);
static void CmdPolyLine(const Vec<fvec2>& points, u32 clr, u32 flags = 0,
int thickness = 1);
static void CmdConvexPolyFilled(Command::Ref cmd, const Vec<fvec2>& points,
u32 clr, Texture::Ref tex);
// SECTION: InBounds Checks
static bool InBox(const fvec2& pos, const fvec2& size, const fvec4& area);
static bool InBox(const fvec2& pos, const fvec4& area);
static bool InBox(const fvec2& a, const fvec2& b, const fvec2& c,
const fvec4& area);
// SECTION: Data //
Texture::Ref WhitePixel = nullptr;
Backend::Ref pBackend = nullptr;
Texture::Ref CurrentTex = nullptr;
int Layer = 0;
private:
PD::Vec<Command::Ref> DrawList;
PD::Vec<DrawList::Ref> pDrawLists;
};
} // namespace LI
} // namespace PD

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@ -1,98 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <3ds.h>
#include <citro3d.h>
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
namespace PD {
/**
* 3DS Screen (RenderTarget)
*/
class Screen : public SmartCtor<Screen> {
public:
/** Screens */
enum Screen_ {
Top, ///< Top Screen
Bottom, ///< Bottom Screen
TopRight ///< Top Right Screen area
};
/**
* Constructor to create Screen by Screen Type
* @param screen Screen to grab default init values for
*/
Screen(Screen_ screen) : type(screen) {
if (screen == Top) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == Bottom) {
target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_BOTTOM, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == TopRight) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_RIGHT,
DisplayTransferFlags);
}
}
~Screen() = default;
/** Clear the Screen */
void Clear() { C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x00000000, 0); }
/** Set the Screen active for Rendering */
void Use() { C3D_FrameDrawOn(target); }
/** Get the Screens Size */
vec2 GetSize() const {
return vec2(target->frameBuf.height, target->frameBuf.width);
}
/** Get the Screen Type */
Screen_ ScreenType() const { return type; }
/** Get the Raw Rendertarget object */
C3D_RenderTarget* Get() const { return target; }
/** Operartor to get the raw RenderTarget */
operator C3D_RenderTarget*() const { return target; }
private:
/** Screen Type */
Screen_ type;
/** Default Init Flags */
const u32 DisplayTransferFlags =
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) |
GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) |
GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO));
/** RenderTarget */
C3D_RenderTarget* target;
};
} // namespace PD

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@ -1,66 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <citro3d.h>
#include <tex3ds.h>
#include <pd/core/common.hpp>
#include <pd/lithium/texture.hpp>
namespace PD {
/**
* Tex 3DS Spritesheet integration to Lithium
*/
class SpriteSheet : public SmartCtor<SpriteSheet> {
public:
SpriteSheet() = default;
/**
* Constructor to directly load a spritesheet
* @param path Path to spritesheet
*/
SpriteSheet(const std::string& path) { this->LoadFile(path); }
/**
* Deconstructor to unload the Spritesheet
*/
~SpriteSheet();
/**
* Function to load a Spritesheet
* @param path Path to the file
*/
void LoadFile(const std::string& path);
/** Get a Textures Reference */
Texture::Ref Get(int idx);
/** Get Number of Textures in spritesheet */
int NumTextures() const;
/** Operator to get Texture reference */
Texture::Ref operator[](int idx) { return Get(idx); }
private:
/** Storage of the Spritesheets textures */
std::vector<Texture::Ref> textures;
};
} // namespace PD

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@ -1,153 +1,76 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <citro3d.h>
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
#include <pd/lithium/rect.hpp>
namespace PD {
/**
* Lithium Texture Loader / DataHolder
*/
class Texture : public SmartCtor<Texture> {
public:
/** Texture Type */
enum Type {
RGBA32, ///< RGBA 32
RGB24, ///< RGB24
A8, ///< A8
};
/** Texture Filters */
enum Filter {
NEAREST, ///< Nearest
LINEAR, ///< Linear
};
/** Default constructor */
Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
/**
* Load file Constructor
* @param path path to file
* @param t3x set true if file is a t3x file
*/
Texture(const std::string& path, bool t3x = false) : uv(0.f, 1.f, 1.f, 0.f) {
if (t3x) {
this->LoadT3X(path);
} else {
this->LoadFile(path);
}
}
/**
* Load Memory constructor
* @param data File Data reference
*/
Texture(const std::vector<u8>& data) : uv(0.f, 1.f, 1.f, 0.f) {
this->LoadMemory(data);
}
/**
* Load Pixels constructor
* @param data Pixel Buffer reference
* @param w width
* @param h height
* @param type Buffer Type [Default RGBA32]
* @param filter Filter [DEFAULT NEAREST]
*/
Texture(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST)
: uv(0.f, 1.f, 1.f, 0.f) {
this->LoadPixels(data, w, h, type, filter);
}
/** Deconstructor (aka auto delete) */
~Texture() {
if (autounload) {
Delete();
}
}
/// @brief Deletes image (if not already unloaded)
void Delete();
/// @brief Load a png/jpg/bmp from fs into a gpu tex
/// @param path path to image file
void LoadFile(const std::string& path);
/// @brief Load a png/jpg/bmp from memory
/// @param data reference to data buffer of the file
void LoadMemory(const std::vector<u8>& data);
/// @brief Create Texture out of Pixel Data
/// @param data Data reference
/// @param w width
/// @param h heigt
/// @param type Type of the databuffer
/// @param filter Filter (NEAREST OR LINEAR)
void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
/// @brief Load a texture of a T3X File
/// @note This is used for single texture T3X
/// Not for SpriteSheets
/// @param path path to .t3x file
void LoadT3X(const std::string& path);
/// @brief Input a Texture that you had set up on your own
/// @param tex Texture reference (deletes itself)
/// @param rszs The size of the source image
/// @param uvs Your uv Setup
void LoadExternal(C3D_Tex* tex, vec2 rszs, LI::Rect uvs) {
this->Delete();
this->tex = tex;
this->size = rszs;
this->uv = uvs;
}
vec2 GetRealSize() {
if (!tex) {
return vec2();
}
return vec2(tex->width, tex->height);
}
vec2 GetSize() const { return size; }
C3D_Tex* GetTex() const { return tex; }
LI::Rect GetUV() const { return uv; }
bool IsValid() const { return tex != 0; }
bool AutoUnLoad() const { return autounload; }
void AutoUnLoad(bool v) { autounload = v; }
operator C3D_Tex*() const { return tex; }
operator vec2() const { return size; }
operator LI::Rect() const { return uv; }
operator bool() const { return tex != 0; }
private:
void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
vec2 size;
LI::Rect uv;
C3D_Tex* tex = nullptr;
bool autounload = true;
};
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
#include <pd/lithium/rect.hpp>
namespace PD {
namespace LI {
using TexAddress = uintptr_t;
/**
* Lithium Texture Data Holder
* Memory management is handled by backend
*/
class Texture : public SmartCtor<Texture> {
public:
/** Texture Type */
enum Type {
RGBA32, ///< RGBA 32
RGB24, ///< RGB24
A8, ///< A8
};
/** Texture Filters */
enum Filter {
NEAREST, ///< Nearest
LINEAR, ///< Linear
};
/** Default constructor */
Texture() : UV(0.f, 0.f, 1.f, 1.f) {}
Texture(TexAddress addr, ivec2 size,
LI::Rect uv = fvec4(0.f, 0.f, 1.f, 1.f)) {
Address = addr;
Size = size;
UV = uv;
}
void CopyOther(Texture::Ref tex) {
Address = tex->Address;
Size = tex->Size;
UV = tex->UV;
}
ivec2 GetSize() const { return Size; }
LI::Rect GetUV() const { return UV; }
operator ivec2() const { return Size; }
operator LI::Rect() const { return UV; }
TexAddress Address;
ivec2 Size;
LI::Rect UV;
};
} // namespace LI
} // namespace PD

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@ -1,62 +1,48 @@
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/core/vec.hpp>
namespace PD {
namespace LI {
class Vertex {
public:
Vertex() {}
Vertex(const vec2& p, const vec2& u, u32 c) {
pos[0] = p[0];
pos[1] = p[1];
uv = u;
color = c;
}
~Vertex() {}
Vertex& Pos(const vec2& v) {
pos = v;
return *this;
}
Vertex& Uv(const vec2& v) {
uv = v;
return *this;
}
Vertex& Color(u32 v) {
color = v;
return *this;
}
// private:
vec2 pos;
vec2 uv;
u32 color;
};
} // namespace LI
#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/core.hpp>
namespace PD {
namespace LI {
class Vertex {
public:
Vertex() {}
Vertex(const fvec2& p, const fvec2& u, u32 c) {
Pos.x = p.x;
Pos.y = p.y;
UV = u;
Color = c;
}
~Vertex() {}
// private:
fvec2 Pos;
fvec2 UV;
u32 Color;
};
} // namespace LI
} // namespace PD