# Stage 1.7

- Added File to Memory and FastHashMomory
- Add Protection that only one app can exist
- Add a Trace exist Variable as GetTraceRef automatically creates a trace
- Outsource the LI::Rect to its own header
- Add a CurrentScreen func
- Use Rect for uv (to manually set all corners)
- Rect still supports to use vec4 for uv
- Add tex3ds Spritesheet support
- Add T3X Loader to Texture (if single tex)
- Integrate an autounload into Texture as in case of spritesheet the Tex needs to be unloaded manually
- Safe some performance in texture loading by combining the Loops (best thing ive ever found)
- Use the Momory Hash to only render one error icon into the TTF Texture
- Also Try loading the whole 16-Bit range
- Use GPU_A8 format for TTF rendering to save 24Bits per pixel and use the same Rendermode as System Font
- Simplify Quad Command by using modern vec api
- Integrate Text aligning
- Fix FPS displayed twice in Performance overlay
- UI7 DrawList now has its own AST system
  - TODO: do the same layering for the objects as Text uses
- Map Drawcommands with a bool that declares either bottom or top screen was active
- Add first basic Manu functions
- Fix Typos in Theme
- Add a basic UI7 Context Handler

## Extra
- Added JetBrainsMono font in Test app
## Bugs:
- Performance Overlay Freezes 3ds hardware and crashes Citra with Vulkan when System Font is used
- UI7 Menu scrolling is as scruffed as back in RenderD7 0.9.5
This commit is contained in:
2025-01-29 03:14:29 +01:00
parent d55f485b8d
commit 2914f2c8e5
33 changed files with 1198 additions and 211 deletions

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@ -32,6 +32,7 @@ SOFTWARE.
#include <pd/common/timetrace.hpp>
// Graphics
#include <pd/graphics/lithium.hpp>
#include <pd/graphics/spritesheet.hpp>
#include <pd/graphics/texture.hpp>
// Maths
#include <pd/maths/bit_util.hpp>
@ -46,4 +47,11 @@ SOFTWARE.
// UI7
#include <pd/ui7/ui7.hpp>
/// Setup these as non Namespaced access by default
#ifndef PD_MATH_NAMESPACED
using vec2 = PD::vec2;
using vec3 = PD::vec3;
using vec4 = PD::vec4;
#endif
// namespace Palladium = PD;

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@ -32,9 +32,14 @@ SOFTWARE.
namespace PD {
/// @brief Template Class for User Application
class App : public SmartCtor<App> {
class App {
public:
App() = default;
App() {
if (too) {
Error("Only one App can be created at the same time!");
}
too++;
}
~App() = default;
/// @brief Templete function where the user can Init his stuff
@ -50,8 +55,8 @@ class App : public SmartCtor<App> {
/// @brief Function to run the App
/// (int main() {
/// auto app = PD::New<UserApp>();
/// app->Run();
/// UserApp app;
/// app.Run();
/// return 0;
/// })
void Run();
@ -71,5 +76,8 @@ class App : public SmartCtor<App> {
u64 last_time;
float app_time;
float fps;
/// The Only One
static int too;
};
} // namespace PD

10
include/pd/common/io.hpp Normal file
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@ -0,0 +1,10 @@
#pragma once
#include <pd/common/common.hpp>
namespace PD {
namespace IO {
std::vector<u8> LoadFile2Mem(const std::string& path);
u32 HashMemory(const std::vector<u8>& data);
} // namespace IO
} // namespace PD

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@ -32,6 +32,7 @@ using TraceMap = std::map<std::string, TT::Res::Ref>;
u64 GetTime();
u64 GetNanoTime();
TT::Res::Ref& GetTraceRef(const std::string& id);
bool TraceExist(const std::string& id);
TraceMap& GetTraceMap();
} // namespace Sys
} // namespace PD

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@ -26,6 +26,7 @@ SOFTWARE.
#include <pd/common/common.hpp>
#include <pd/common/memory.hpp>
#include <pd/graphics/rect.hpp>
#include <pd/graphics/screen.hpp>
#include <pd/graphics/texture.hpp>
#include <pd/maths/vec.hpp>
@ -46,32 +47,6 @@ enum LITextFlags_ {
namespace PD {
namespace LI {
/// @brief Container that holds top and bottom corners of a quad
class Rect {
public:
Rect() = default;
Rect(const vec4& t, const vec4& b) {
top = t;
bot = b;
}
Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
~Rect() = default;
vec4 Top() const { return top; }
vec4 Bot() const { return bot; }
vec2 TopLeft() const { return vec2(top[0], top[1]); }
vec2 TopRight() const { return vec2(top[2], top[3]); }
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
private:
vec4 top;
vec4 bot;
};
class Font : public SmartCtor<Font> {
public:
class Codepoint {
@ -172,7 +147,7 @@ class Vertex {
/// @brief Required to Set the TexENV
enum RenderMode {
RenderMode_RGBA,
RenderMode_SysFont,
RenderMode_Font,
};
/// @brief Reform the Drawcommand by generating the Vertexbuffer into it
class Command : public SmartCtor<Command> {
@ -362,6 +337,7 @@ class Renderer : public SmartCtor<Renderer> {
void SetColor(u32 col);
void SetPos(const vec2& pos);
void SetLayer(int l);
void SetUnused() { used = false; }
bool Used() const { return used; }
@ -397,6 +373,10 @@ class Renderer : public SmartCtor<Renderer> {
area_size = bottom ? bot->GetSize() : top->GetSize();
}
Screen::Screen_ CurrentScreen() const {
return bottom ? Screen::Bottom : Screen::Top;
}
void Rotation(float v) { rot = v; }
float Rotation() const { return rot; }
void TextScale(float v) { text_size = v; }
@ -404,6 +384,7 @@ class Renderer : public SmartCtor<Renderer> {
float TextScale() const { return text_size; }
void Layer(int v) { current_layer = v; }
int Layer() const { return current_layer; }
RenderFlags& GetFlags() { return flags; }
void Font(Font::Ref v) {
font = v;
font_update = true;
@ -424,7 +405,7 @@ class Renderer : public SmartCtor<Renderer> {
/// @param color Color
/// @param uv UV Map
void DrawRect(const vec2& pos, const vec2& size, u32 color,
const vec4& uv = vec4(0.f, 1.f, 1.f, 0.f));
const Rect& uv = vec4(0.f, 1.f, 1.f, 0.f));
/// @brief Draw a Solid Rect (uses white tex)
/// @note acts as a simplified Draw rect Wrapper
/// @param pos Position
@ -488,7 +469,7 @@ class Renderer : public SmartCtor<Renderer> {
/// @brief Automatically sets up a command
void SetupCommand(Command::Ref cmd);
/// @brief Creates a default Quad Render Command
void QuadCommand(Command::Ref cmd, const Rect& quad, const vec4& uv, u32 col);
void QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv, u32 col);
/// @brief Create a Default Triangle
void TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
const vec2& c, u32 col);

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@ -0,0 +1,82 @@
#pragma once
#include <pd/common/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
/// @brief Container that holds top and bottom corners of a quad
class Rect {
public:
Rect() = default;
Rect(const vec4& t, const vec4& b) {
top = t;
bot = b;
}
Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
/// This Constructor Fixes the issue of rewriting some Stuff in the Text
/// Renderer
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;
vec4 Top() const { return top; }
vec4 Bot() const { return bot; }
Rect& Top(const vec4& v) {
top = v;
return *this;
}
Rect& Bot(const vec4& v) {
bot = v;
return *this;
}
vec2 TopLeft() const { return vec2(top[0], top[1]); }
vec2 TopRight() const { return vec2(top[2], top[3]); }
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
Rect& TopLeft(const vec2& v) {
top[0] = v[0];
top[1] = v[1];
return *this;
}
Rect& TopRight(const vec2& v) {
top[2] = v[0];
top[3] = v[1];
return *this;
}
Rect& BotLeft(const vec2& v) {
bot[0] = v[0];
bot[1] = v[1];
return *this;
}
Rect& BotRight(const vec2& v) {
bot[2] = v[0];
bot[3] = v[1];
return *this;
}
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;
vec4 bot;
};
} // namespace LI
} // namespace PD

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@ -0,0 +1,26 @@
#pragma once
#include <citro3d.h>
#include <tex3ds.h>
#include <pd/common/common.hpp>
#include <pd/graphics/lithium.hpp>
#include <pd/graphics/texture.hpp>
namespace PD {
class SpriteSheet {
public:
SpriteSheet() {}
SpriteSheet(const std::string& path) { this->LoadFile(path); }
~SpriteSheet();
void LoadFile(const std::string& path);
Texture::Ref Get(int idx);
int NumTextures() const;
Texture::Ref operator[](int idx) { return Get(idx); }
private:
std::vector<Texture::Ref> textures;
};
} // namespace PD

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@ -27,6 +27,7 @@ SOFTWARE.
#include <citro3d.h>
#include <pd/common/common.hpp>
#include <pd/graphics/rect.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
@ -46,8 +47,12 @@ class Texture : public SmartCtor<Texture> {
Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
/// @brief Load file Constructor
/// @param path path to file
Texture(const std::string& path) : uv(0.f, 1.f, 1.f, 0.f) {
this->LoadFile(path);
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);
}
}
/// @brief Load Memory constructor
/// @param data File Data reference
@ -66,7 +71,11 @@ class Texture : public SmartCtor<Texture> {
this->LoadPixels(data, w, h, type, filter);
}
/// @brief Deconstructor (aka auto delete)
~Texture() { Delete(); }
~Texture() {
if (autounload) {
Delete();
}
}
/// @brief Deletes image (if not already unloaded)
void Delete();
@ -86,11 +95,17 @@ class Texture : public SmartCtor<Texture> {
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, vec4 uvs) {
void LoadExternal(C3D_Tex* tex, vec2 rszs, LI::Rect uvs) {
this->Delete();
this->tex = tex;
this->size = rszs;
@ -105,19 +120,23 @@ class Texture : public SmartCtor<Texture> {
}
vec2 GetSize() const { return size; }
C3D_Tex* GetTex() const { return tex; };
vec4 GetUV() const { return uv; }
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 vec4() const { return uv; }
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;
vec4 uv;
LI::Rect uv;
C3D_Tex* tex = nullptr;
bool autounload = true;
};
} // namespace PD

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@ -21,16 +21,16 @@ class MessageMgr : public PD::SmartCtor<MessageMgr> {
bool ShouldBeRemoved() const { return (tbr && pos.IsFinished()) || kill; }
private:
PD::Color col_bg; // Background Color
PD::Color col_text; // Text Color
float lifetime = 0.f; // LifeTime
PD::Tween<vec2> pos; // Position effect
std::string title; // Title
std::string msg; // Message
vec2 size; // Size of the Background
bool tbr = false; // To be Removed ?
bool kill = false; // Instant Kill
int s = 0; // Slot
PD::Color col_bg; // Background Color
PD::Color col_text; // Text Color
float lifetime = 0.f; // LifeTime
PD::Tween<vec2> pos; // Position effect
std::string title; // Title
std::string msg; // Message
vec2 size; // Size of the Background
bool tbr = false; // To be Removed ?
bool kill = false; // Instant Kill
int s = 0; // Slot
};
MessageMgr(PD::LI::Renderer::Ref r) { ren = r; }
~MessageMgr() {}

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@ -38,7 +38,7 @@ class DrawList : public SmartCtor<DrawList> {
void AddTriangle(vec2 pos0, vec2 pos1, vec2 pos2, const UI7Color& clr);
void AddText(vec2 pos, const std::string& text, const UI7Color& clr,
LITextFlags flags = 0, vec2 box = vec2());
void AddImage(vec2 pos, Texture::Ref img);
void AddImage(vec2 pos, Texture::Ref img, vec2 size = 0.f);
void Clear();
void Process();
@ -47,9 +47,22 @@ class DrawList : public SmartCtor<DrawList> {
void Layer(int v) { layer = v; }
private:
/// @brief Base Layer offset (Internal Used)
int BaseLayer() const { return base; }
/// @brief Base Layer offset (Internal Used)
void BaseLayer(int v) { base = v; }
/// @brief Exopose Renderer here for Menus [DONT KNOW IF THIUS GETS REMOVED]
LI::Renderer::Ref GetRenderer() { return ren; }
friend class Menu;
friend class Context;
int layer;
int base;
LI::Renderer::Ref ren;
std::vector<LI::Command::Ref> commands;
std::unordered_map<u32, LI::Renderer::StaticText::Ref> static_text;
std::vector<std::pair<bool, LI::Command::Ref>> commands;
};
} // namespace UI7
} // namespace PD

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@ -7,13 +7,23 @@ namespace PD {
namespace UI7 {
class ID {
public:
ID(const std::string& text) { id = PD::Strings::FastHash(text); }
ID(const std::string& text) {
id = PD::Strings::FastHash(text);
name = text;
}
ID(const char* text) {
id = PD::Strings::FastHash(text);
name = text;
}
~ID() {}
std::string GetName() const { return name; }
operator u32() const { return id; }
private:
u32 id;
std::string name;
};
} // namespace UI7
} // namespace PD

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@ -23,14 +23,20 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/controls/hid.hpp>
#include <pd/ui7/drawlist.hpp>
#include <pd/ui7/flags.hpp>
#include <pd/ui7/id.hpp>
namespace PD {
namespace UI7 {
class Menu : public SmartCtor<Menu> {
public:
Menu(u32 id) {
Menu(ID id, Theme* tl, Hid::Ref h) {
linked_theme = tl;
this->inp = h;
this->id = id;
this->name = id.GetName();
scrolling[0] = false;
scrolling[1] = false;
scrollbar[0] = false;
@ -38,10 +44,75 @@ class Menu : public SmartCtor<Menu> {
scroll_allowed[0] = false;
scroll_allowed[1] = false;
};
~Menu() {};
~Menu() {}
/// Objects
void Label(const std::string& label);
bool Button(const std::string& label);
void Checkbox(const std::string& label, bool& v);
void Image(Texture::Ref img, vec2 size = 0.f);
/// Basic API
void SameLine();
void Separator();
void SeparatorText(const std::string& label);
/// API for Custom Objects
bool HandleScrolling(vec2& pos, const vec2& size);
vec2 Cursor() const { return cursor; }
void Cursor(const vec2& v) {
bcursor = cursor;
cursor = v;
}
void RestoreCursor() {
cursor = bcursor;
bcursor = vec2();
}
/// Draw Lists
DrawList::Ref BackList() { return back; }
void BackList(DrawList::Ref v) { back = v; }
DrawList::Ref MainList() { return main; }
void MainList(DrawList::Ref v) { main = v; }
DrawList::Ref FrontList() { return front; }
void FrontList(DrawList::Ref v) { front = v; }
/// Advanced
void DebugLabels();
/// Uneditable Stuff
std::string GetName() const { return name; }
u32 GetID() const { return id; }
private:
/// Advanced Handlers
void PreHandler(UI7MenuFlags flags);
void PostHandler();
/// Basic Settings
vec2 BackupCursor() const { return bcursor; }
void BackupCursor(const vec2& v) { bcursor = v; }
vec2 SameLineCursor() const { return slcursor; }
void SameLineCursor(const vec2& v) { slcursor = v; }
vec4 ViewArea() const { return view_area; }
void ViewArea(const vec4& v) { view_area = v; }
vec2 ScrollOffset() const { return scrolling_off; }
void ScrollOffset(const vec2& v) { scrolling_off = v; }
vec2 ScrollMod() const { return scroll_mod; }
void ScrollMod(const vec2& v) { scroll_mod = v; }
/// Advanced
void CursorMove(const vec2& szs);
/// Internal Processing
void Update(float delta);
/// This ability is crazy useful
friend class Context;
/// Data
UI7MenuFlags flags = 0;
u32 id;
std::string name;
vec2 cursor;
vec2 bcursor;
vec2 slcursor;
@ -65,6 +136,12 @@ class Menu : public SmartCtor<Menu> {
vec2 mouse;
vec2 bslpos;
vec2 last_size;
// Theme
Theme* linked_theme;
// Input Reference
Hid::Ref inp;
};
} // namespace UI7
} // namespace PD

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@ -32,14 +32,14 @@ enum UI7Color_ {
UI7Color_Button,
UI7Color_ButtonDead,
UI7Color_ButtonActive,
UI7Color_ButtonDisabled,
UI7Color_ButtonHovered,
UI7Color_Text,
UI7Color_TextDead,
UI7Color_Header,
UI7Color_Selector,
UI7Color_Checkmark,
UI7Color_FrameBackground,
UI7Color_FragmeBackgroundHovered,
UI7Color_FrameBackgroundHovered,
UI7Color_Progressbar,
UI7Color_ListEven,
UI7Color_ListOdd,
@ -115,20 +115,4 @@ class Theme {
std::vector<std::pair<UI7Color, u32>> changes;
};
} // namespace UI7
/// Using UI7Color as a Class to be able to
/// define it as struct as well as using it as enum
class UI7Color {
public:
UI7Color() {
/// No Color
}
UI7Color(unsigned int c) { color = c; }
UI7Color(UI7Color_ c) {}
~UI7Color() {}
operator u32() const { return color; }
private:
u32 color;
};
} // namespace PD

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@ -23,23 +23,45 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/controls/hid.hpp> //// WOW A NON UI/ Header
#include <pd/ui7/drawlist.hpp>
#include <pd/ui7/flags.hpp>
#include <pd/ui7/id.hpp>
#include <pd/ui7/menu.hpp>
#include <pd/ui7/theme.hpp>
#include <unordered_map>
namespace PD {
namespace UI7 {
class Context : public SmartCtor<Context> {
public:
Context() {}
Context(LI::Renderer::Ref ren, Hid::Ref hid) {
this->ren = ren;
this->inp = hid;
Theme::Default(theme);
back = DrawList::New(ren);
front = DrawList::New(ren);
}
~Context() {}
bool BeginMenu(const ID& id, UI7MenuFlags flags = 0);
Menu::Ref GetCurrentMenu();
void EndMenu();
/// Theme Management
Theme& GetTheme() { return theme; }
/// @brief Update Context (Render menus)
/// @param delta deltatime
void Update(float delta);
/// Expose DrawLists
DrawList::Ref BackList() { return back; }
DrawList::Ref FrontList() { return front; }
private:
// Linked Renderer / Hid
LI::Renderer::Ref ren;
Hid::Ref inp;
// Timing
float delta;
float time;
@ -50,11 +72,14 @@ class Context : public SmartCtor<Context> {
bool debugging;
// Menu Handlers
std::unordered_map<u32, Menu::Ref> menus;
std::vector<u32> amenus; // Active ones
Menu::Ref current;
// Context DrawList
DrawList::Ref debug;
DrawList::Ref front;
DrawList::Ref back;
// Theme
Theme theme;
// Promt Handler
};
} // namespace UI7