# 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
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@ -25,6 +25,9 @@ SOFTWARE.
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#include <pd-3ds/bknd-gfx.hpp>
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/// @brief Shader Code (Unused as i dont want to use libpicasso here (yet))
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/// Update: Picasso breaks the linearRam or ram for somereason
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/// as far as i found out loading anything into linear ram after
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/// using libpicasso to compile a shader leads into a system freeze
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const char* LIShaderCTR = R"(
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; LI7 Shader
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; Constants
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@ -70,7 +73,6 @@ unsigned char li_shader[] = {
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size_t li_shader_size = 0x124;
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namespace PD {
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namespace Li {
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GPU_TEXCOLOR GetTexFmt(Texture::Type type) {
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if (type == Texture::RGBA32)
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return GPU_RGBA8;
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@ -249,5 +251,4 @@ PD::Li::Texture::Ref GfxC3D::LoadTex(const std::vector<PD::u8>& pixels, int w,
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<< std::endl;
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return res;
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}
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} // namespace Li
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} // namespace PD
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@ -28,6 +28,8 @@ SOFTWARE.
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namespace PD {
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Hid3DS::Hid3DS() : HidDriver("Hid3DS") {
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this->Flags |= Flags_HasTouch;
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this->Flags |= FLags_HasGamepad;
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pBinds[KEY_A] = A;
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pBinds[KEY_B] = B;
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pBinds[KEY_X] = X;
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@ -30,7 +30,7 @@ void Init(void* data) {
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// Dekstop Init Stage
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// First use default OS Driver
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PD::OS::Init();
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PD::Li::Gfx::Init(PD::Li::GfxC3D::New());
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PD::Gfx::Init(PD::GfxC3D::New());
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PD::Hid::Init(PD::Hid3DS::New());
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}
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} // namespace PD
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