# 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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@ -23,14 +23,20 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/controls/hid.hpp>
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#include <pd/ui7/drawlist.hpp>
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#include <pd/ui7/flags.hpp>
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#include <pd/ui7/id.hpp>
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namespace PD {
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namespace UI7 {
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class Menu : public SmartCtor<Menu> {
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public:
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Menu(u32 id) {
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Menu(ID id, Theme* tl, Hid::Ref h) {
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linked_theme = tl;
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this->inp = h;
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this->id = id;
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this->name = id.GetName();
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scrolling[0] = false;
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scrolling[1] = false;
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scrollbar[0] = false;
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@ -38,10 +44,75 @@ class Menu : public SmartCtor<Menu> {
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scroll_allowed[0] = false;
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scroll_allowed[1] = false;
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};
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~Menu() {};
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~Menu() {}
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/// Objects
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void Label(const std::string& label);
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bool Button(const std::string& label);
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void Checkbox(const std::string& label, bool& v);
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void Image(Texture::Ref img, vec2 size = 0.f);
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/// Basic API
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void SameLine();
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void Separator();
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void SeparatorText(const std::string& label);
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/// API for Custom Objects
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bool HandleScrolling(vec2& pos, const vec2& size);
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vec2 Cursor() const { return cursor; }
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void Cursor(const vec2& v) {
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bcursor = cursor;
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cursor = v;
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}
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void RestoreCursor() {
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cursor = bcursor;
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bcursor = vec2();
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}
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/// Draw Lists
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DrawList::Ref BackList() { return back; }
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void BackList(DrawList::Ref v) { back = v; }
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DrawList::Ref MainList() { return main; }
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void MainList(DrawList::Ref v) { main = v; }
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DrawList::Ref FrontList() { return front; }
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void FrontList(DrawList::Ref v) { front = v; }
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/// Advanced
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void DebugLabels();
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/// Uneditable Stuff
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std::string GetName() const { return name; }
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u32 GetID() const { return id; }
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private:
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/// Advanced Handlers
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void PreHandler(UI7MenuFlags flags);
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void PostHandler();
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/// Basic Settings
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vec2 BackupCursor() const { return bcursor; }
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void BackupCursor(const vec2& v) { bcursor = v; }
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vec2 SameLineCursor() const { return slcursor; }
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void SameLineCursor(const vec2& v) { slcursor = v; }
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vec4 ViewArea() const { return view_area; }
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void ViewArea(const vec4& v) { view_area = v; }
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vec2 ScrollOffset() const { return scrolling_off; }
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void ScrollOffset(const vec2& v) { scrolling_off = v; }
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vec2 ScrollMod() const { return scroll_mod; }
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void ScrollMod(const vec2& v) { scroll_mod = v; }
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/// Advanced
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void CursorMove(const vec2& szs);
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/// Internal Processing
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void Update(float delta);
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/// This ability is crazy useful
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friend class Context;
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/// Data
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UI7MenuFlags flags = 0;
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u32 id;
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std::string name;
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vec2 cursor;
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vec2 bcursor;
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vec2 slcursor;
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@ -65,6 +136,12 @@ class Menu : public SmartCtor<Menu> {
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vec2 mouse;
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vec2 bslpos;
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vec2 last_size;
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// Theme
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Theme* linked_theme;
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// Input Reference
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Hid::Ref inp;
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};
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} // namespace UI7
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} // namespace PD
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