# 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
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82
include/pd/graphics/rect.hpp
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82
include/pd/graphics/rect.hpp
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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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