# 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:
2025-01-29 03:14:29 +01:00
parent d55f485b8d
commit 2914f2c8e5
33 changed files with 1198 additions and 211 deletions

View File

@ -484,8 +484,6 @@ void Keyboard::Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) {
/// Process Controller Movement
Movement(inp);
/// Declare RenderLayer (10 above the latest)
ren->Layer(ren->Layer() + 10);
/// Update animations
flymgr.Update(delta);
selector.Update(delta);

View File

@ -104,8 +104,6 @@ void MessageMgr::Push(const std::string& title, const std::string& text) {
}
void MessageMgr::Update(float delta) {
// Go two layers up and Render on Top
ren->Layer(ren->Layer() + 2);
ren->OnScreen(Screen::Top);
for (size_t i = 0; i < msgs.size(); i++) {
// Update the Animation Handlers and Move older

View File

@ -12,8 +12,7 @@ void Performance::Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) {
ren->OnScreen(Screen::Top);
ren->TextScale(0.6);
vec2 pos;
Line(pos, std::format("FPS {:.1f} FPS / {:.2f}ms", 1000.f / delta, delta),
ren);
Line(pos, std::format("{:.1f} FPS / {:.2f}ms", 1000.f / delta, delta), ren);
Line(pos, "Ren [AVG]: " + TSA("LI_RenderAll"), ren);
Line(pos, "App [AVG]: " + TSA("App_MainLoop"), ren);
Line(pos, "Ovl [AVG]: " + TSA("Ovl_Update"), ren);