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