# 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:
@ -26,6 +26,7 @@ SOFTWARE.
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#include <pd/common/common.hpp>
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#include <pd/common/memory.hpp>
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#include <pd/graphics/rect.hpp>
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#include <pd/graphics/screen.hpp>
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#include <pd/graphics/texture.hpp>
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#include <pd/maths/vec.hpp>
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@ -46,32 +47,6 @@ enum LITextFlags_ {
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namespace PD {
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namespace LI {
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/// @brief Container that holds top and bottom corners of a quad
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class Rect {
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public:
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Rect() = default;
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Rect(const vec4& t, const vec4& b) {
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top = t;
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bot = b;
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}
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Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
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top = vec4(tl, tr);
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bot = vec4(bl, br);
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}
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~Rect() = default;
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vec4 Top() const { return top; }
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vec4 Bot() const { return bot; }
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vec2 TopLeft() const { return vec2(top[0], top[1]); }
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vec2 TopRight() const { return vec2(top[2], top[3]); }
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vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
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vec2 BotRight() const { return vec2(bot[2], bot[3]); }
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private:
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vec4 top;
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vec4 bot;
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};
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class Font : public SmartCtor<Font> {
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public:
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class Codepoint {
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@ -172,7 +147,7 @@ class Vertex {
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/// @brief Required to Set the TexENV
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enum RenderMode {
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RenderMode_RGBA,
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RenderMode_SysFont,
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RenderMode_Font,
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};
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/// @brief Reform the Drawcommand by generating the Vertexbuffer into it
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class Command : public SmartCtor<Command> {
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@ -362,6 +337,7 @@ class Renderer : public SmartCtor<Renderer> {
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void SetColor(u32 col);
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void SetPos(const vec2& pos);
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void SetLayer(int l);
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void SetUnused() { used = false; }
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bool Used() const { return used; }
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@ -397,6 +373,10 @@ class Renderer : public SmartCtor<Renderer> {
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area_size = bottom ? bot->GetSize() : top->GetSize();
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}
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Screen::Screen_ CurrentScreen() const {
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return bottom ? Screen::Bottom : Screen::Top;
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}
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void Rotation(float v) { rot = v; }
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float Rotation() const { return rot; }
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void TextScale(float v) { text_size = v; }
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@ -404,6 +384,7 @@ class Renderer : public SmartCtor<Renderer> {
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float TextScale() const { return text_size; }
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void Layer(int v) { current_layer = v; }
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int Layer() const { return current_layer; }
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RenderFlags& GetFlags() { return flags; }
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void Font(Font::Ref v) {
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font = v;
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font_update = true;
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@ -424,7 +405,7 @@ class Renderer : public SmartCtor<Renderer> {
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/// @param color Color
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/// @param uv UV Map
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void DrawRect(const vec2& pos, const vec2& size, u32 color,
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const vec4& uv = vec4(0.f, 1.f, 1.f, 0.f));
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const Rect& uv = vec4(0.f, 1.f, 1.f, 0.f));
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/// @brief Draw a Solid Rect (uses white tex)
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/// @note acts as a simplified Draw rect Wrapper
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/// @param pos Position
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@ -488,7 +469,7 @@ class Renderer : public SmartCtor<Renderer> {
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/// @brief Automatically sets up a command
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void SetupCommand(Command::Ref cmd);
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/// @brief Creates a default Quad Render Command
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void QuadCommand(Command::Ref cmd, const Rect& quad, const vec4& uv, u32 col);
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void QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv, u32 col);
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/// @brief Create a Default Triangle
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void TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
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const vec2& c, u32 col);
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82
include/pd/graphics/rect.hpp
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82
include/pd/graphics/rect.hpp
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@ -0,0 +1,82 @@
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#pragma once
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#include <pd/common/common.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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namespace LI {
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/// @brief Container that holds top and bottom corners of a quad
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class Rect {
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public:
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Rect() = default;
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Rect(const vec4& t, const vec4& b) {
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top = t;
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bot = b;
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}
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Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
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top = vec4(tl, tr);
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bot = vec4(bl, br);
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}
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/// This Constructor Fixes the issue of rewriting some Stuff in the Text
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/// Renderer
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Rect(const vec4& uv) {
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top = vec4(uv.x(), uv.y(), uv.z(), uv.y());
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bot = vec4(uv.x(), uv.w(), uv.z(), uv.w());
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}
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~Rect() = default;
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vec4 Top() const { return top; }
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vec4 Bot() const { return bot; }
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Rect& Top(const vec4& v) {
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top = v;
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return *this;
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}
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Rect& Bot(const vec4& v) {
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bot = v;
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return *this;
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}
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vec2 TopLeft() const { return vec2(top[0], top[1]); }
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vec2 TopRight() const { return vec2(top[2], top[3]); }
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vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
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vec2 BotRight() const { return vec2(bot[2], bot[3]); }
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Rect& TopLeft(const vec2& v) {
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top[0] = v[0];
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top[1] = v[1];
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return *this;
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}
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Rect& TopRight(const vec2& v) {
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top[2] = v[0];
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top[3] = v[1];
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return *this;
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}
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Rect& BotLeft(const vec2& v) {
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bot[0] = v[0];
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bot[1] = v[1];
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return *this;
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}
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Rect& BotRight(const vec2& v) {
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bot[2] = v[0];
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bot[3] = v[1];
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return *this;
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}
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void SwapVec2XY() {
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for (int i = 0; i < 4; i += 2) {
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float t = top[i];
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top[i] = top[i + 1];
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top[i + 1] = t;
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t = bot[i];
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bot[i] = bot[i + 1];
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bot[i + 1] = t;
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}
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}
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private:
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vec4 top;
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vec4 bot;
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};
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} // namespace LI
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} // namespace PD
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26
include/pd/graphics/spritesheet.hpp
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26
include/pd/graphics/spritesheet.hpp
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@ -0,0 +1,26 @@
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#pragma once
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#include <citro3d.h>
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#include <tex3ds.h>
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#include <pd/common/common.hpp>
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#include <pd/graphics/lithium.hpp>
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#include <pd/graphics/texture.hpp>
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namespace PD {
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class SpriteSheet {
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public:
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SpriteSheet() {}
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SpriteSheet(const std::string& path) { this->LoadFile(path); }
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~SpriteSheet();
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void LoadFile(const std::string& path);
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Texture::Ref Get(int idx);
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int NumTextures() const;
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Texture::Ref operator[](int idx) { return Get(idx); }
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private:
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std::vector<Texture::Ref> textures;
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};
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} // namespace PD
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@ -27,6 +27,7 @@ SOFTWARE.
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#include <citro3d.h>
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#include <pd/common/common.hpp>
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#include <pd/graphics/rect.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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@ -46,8 +47,12 @@ class Texture : public SmartCtor<Texture> {
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Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
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/// @brief Load file Constructor
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/// @param path path to file
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Texture(const std::string& path) : uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadFile(path);
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Texture(const std::string& path, bool t3x = false) : uv(0.f, 1.f, 1.f, 0.f) {
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if (t3x) {
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this->LoadT3X(path);
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} else {
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this->LoadFile(path);
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}
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}
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/// @brief Load Memory constructor
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/// @param data File Data reference
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@ -66,7 +71,11 @@ class Texture : public SmartCtor<Texture> {
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this->LoadPixels(data, w, h, type, filter);
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}
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/// @brief Deconstructor (aka auto delete)
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~Texture() { Delete(); }
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~Texture() {
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if (autounload) {
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Delete();
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}
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}
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/// @brief Deletes image (if not already unloaded)
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void Delete();
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@ -86,11 +95,17 @@ class Texture : public SmartCtor<Texture> {
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void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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/// @brief Load a texture of a T3X File
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/// @note This is used for single texture T3X
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/// Not for SpriteSheets
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/// @param path path to .t3x file
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void LoadT3X(const std::string& path);
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/// @brief Input a Texture that you had set up on your own
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/// @param tex Texture reference (deletes itself)
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/// @param rszs The size of the source image
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/// @param uvs Your uv Setup
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void LoadExternal(C3D_Tex* tex, vec2 rszs, vec4 uvs) {
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void LoadExternal(C3D_Tex* tex, vec2 rszs, LI::Rect uvs) {
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this->Delete();
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this->tex = tex;
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this->size = rszs;
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@ -105,19 +120,23 @@ class Texture : public SmartCtor<Texture> {
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}
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vec2 GetSize() const { return size; }
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C3D_Tex* GetTex() const { return tex; };
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vec4 GetUV() const { return uv; }
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LI::Rect GetUV() const { return uv; }
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bool IsValid() const { return tex != 0; }
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bool AutoUnLoad() const { return autounload; }
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void AutoUnLoad(bool v) { autounload = v; }
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operator C3D_Tex*() const { return tex; }
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operator vec2() const { return size; }
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operator vec4() const { return uv; }
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operator LI::Rect() const { return uv; }
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operator bool() const { return tex != 0; }
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private:
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void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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vec2 size;
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vec4 uv;
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LI::Rect uv;
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C3D_Tex* tex = nullptr;
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bool autounload = true;
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};
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} // namespace PD
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