# Changes -> 0.5.1

- 3ds
  - Remove Gfx values that are present in Backend Tamplate
  - Move to default Palladium Namespace
  - Set the Input Flags
- Desktop
  - Move to PD Namespace
  - Comment out old keyboard stuff
  - HidDriver needs a rewrite but is functional enough
- Core
  - Add u128 class (only used in input driver so far
- Drivers (Core)
  - Move Gfx to PD namespace
  - Move Vertex/Index Pos and Projection Mtx to Gfx template
  - Add Keyboard support with u128 to Hid
  - Add a Update func if no hiddriver is specified (to prevent crashes when requestign inputs)
- Image
   - Add RGBA -> BGRA support (used in windows bitmaps iirc)
- Lithium
  - Add Vertex/Index counters to drawlist
  - Add a LoadTTF from Mem func and let the loadfile func use PD::IO::LoadFile2Mem (looks cleaner)
  - Add LoadDefaultFont (which loads one of the integrated fonts if the PD_LI_INCLUDE_FONTS flag was passed on palaldium build) !!! Note that there are no fonts integrated yet due to i dont know how to handle licensing...
- UI7
  - Add MouseLeft support to Input handler
  - Use xy coords of the Viewport to create Menus inside it
  - Get num of Vertices/Indices out of FinalDrawList
  - Add some Palladium Info to metrics Menu
  - Readd Compiler string
- pdfm
  - New tool that creates fonts.cpp/fonts.hpp
This commit is contained in:
2025-08-14 20:37:55 +02:00
parent 87910b57de
commit 310b44caf5
38 changed files with 644 additions and 166 deletions

View File

@ -40,8 +40,6 @@ class LinearAlloc : public Allocator<T> {
T* Allocate(size_t n) override { return (T*)linearAlloc(n * sizeof(T)); }
void Deallocate(T* ptr) { linearFree(ptr); }
};
namespace Li {
class GfxC3D : public GfxDriver {
public:
GfxC3D() : GfxDriver("Citro3D") {}
@ -63,16 +61,9 @@ class GfxC3D : public GfxDriver {
Vec<Vertex, LinearAlloc<Vertex>> VertexBuffer;
Vec<u16, LinearAlloc<u16>> IndexBuffer;
size_t CurrentVertex = 0;
size_t CurrentIndex = 0;
Mat4 Projection;
int pLocProjection = 0;
DVLB_s* ShaderCode;
shaderProgram_s Shader;
C3D_AttrInfo ShaderInfo;
// Stats oder so IDNK zu lange her
PD::u32 NumVtx;
PD::u32 NumIdx;
};
} // namespace Li
} // namespace PD

View File

@ -25,6 +25,9 @@ SOFTWARE.
#include <pd-3ds/bknd-gfx.hpp>
/// @brief Shader Code (Unused as i dont want to use libpicasso here (yet))
/// Update: Picasso breaks the linearRam or ram for somereason
/// as far as i found out loading anything into linear ram after
/// using libpicasso to compile a shader leads into a system freeze
const char* LIShaderCTR = R"(
; LI7 Shader
; Constants
@ -70,7 +73,6 @@ unsigned char li_shader[] = {
size_t li_shader_size = 0x124;
namespace PD {
namespace Li {
GPU_TEXCOLOR GetTexFmt(Texture::Type type) {
if (type == Texture::RGBA32)
return GPU_RGBA8;
@ -249,5 +251,4 @@ PD::Li::Texture::Ref GfxC3D::LoadTex(const std::vector<PD::u8>& pixels, int w,
<< std::endl;
return res;
}
} // namespace Li
} // namespace PD

View File

@ -28,6 +28,8 @@ SOFTWARE.
namespace PD {
Hid3DS::Hid3DS() : HidDriver("Hid3DS") {
this->Flags |= Flags_HasTouch;
this->Flags |= FLags_HasGamepad;
pBinds[KEY_A] = A;
pBinds[KEY_B] = B;
pBinds[KEY_X] = X;

View File

@ -30,7 +30,7 @@ void Init(void* data) {
// Dekstop Init Stage
// First use default OS Driver
PD::OS::Init();
PD::Li::Gfx::Init(PD::Li::GfxC3D::New());
PD::Gfx::Init(PD::GfxC3D::New());
PD::Hid::Init(PD::Hid3DS::New());
}
} // namespace PD