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