# 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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@ -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