# Rewrite Stage 1.5
- Added Overlays (Performance / Keyboaed) - Keyboard has Gamepad Movement WIP (kinda) - Work on UI7 Started - Added Input Manager - Added Message Boxes (Animated) - Added Signle Header Tween func for animated stuff (Keyboard Messages, etc) - Add FastHash (Maybe useful later) - Using const & for vec in lithium - Add ability to copy a command by a Ref - Make Lists in Commands OpenAccess for Modification (StaticObject) - Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved - Add Layer and Font change functions - Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess) - Add ReIndexing to PushCommand - Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4 - Fully Animated Keyboard that currently has problem of Top Down GamePad movement - Add Func to Get GamePad Icon Codepoints for TextRenderer - Made deltatime a float - Using filesystem::path().wstring for convertation (works) - Add a New InBox to Renderer that only checks if a point is inside a boundingbox - Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont - Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts - Fix Some SpaceOffsets between TTF and SystemFont Rendering - Cleanup the Update Rendermode Func - Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
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@ -332,6 +332,20 @@ struct vec4 {
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v[3] = i;
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}
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vec4(const vec3 &xyz, float w) {
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v[0] = xyz[0];
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v[1] = xyz[1];
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v[2] = xyz[2];
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v[3] = w;
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}
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vec4(float x, const vec3 &yzw) {
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v[0] = x;
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v[1] = yzw[1];
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v[2] = yzw[2];
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v[3] = yzw[3];
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}
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// Operators
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// Add
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vec4 &operator+=(const vec4 &i) {
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@ -371,7 +385,7 @@ struct vec4 {
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}
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// Base
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vec3 operator-() const { return vec3(-v[0], -v[1], -v[2]); }
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vec4 operator-() const { return vec4(-v[0], -v[1], -v[2], -v[3]); }
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float operator[](int i) const { return v[i]; }
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float &operator[](int i) { return v[i]; }
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@ -380,7 +394,7 @@ struct vec4 {
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return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
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}
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// Vec2 Acess
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// Vec Acess
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float x() const { return v[0]; }
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float &x() { return v[0]; }
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float y() const { return v[1]; }
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@ -389,6 +403,10 @@ struct vec4 {
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float &z() { return v[2]; }
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float w() const { return v[3]; }
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float &w() { return v[3]; }
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vec2 xy() const { return vec2(v[0], v[1]); }
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vec2 zw() const { return vec2(v[2], v[3]); }
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vec3 xyz() const { return vec3(v[0], v[1], v[2]); }
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vec3 yzw() const { return vec3(v[1], v[2], v[3]); }
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// Quaternion Acess
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float r() const { return v[0]; }
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float &r() { return v[0]; }
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@ -398,6 +416,10 @@ struct vec4 {
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float &j() { return v[2]; }
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float i() const { return v[3]; }
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float &i() { return v[3]; }
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vec2 rk() const { return vec2(v[0], v[1]); }
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vec2 ji() const { return vec2(v[2], v[3]); }
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vec3 rkj() const { return vec3(v[0], v[1], v[2]); }
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vec3 kji() const { return vec3(v[1], v[2], v[3]); }
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// Internal Values
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float v[4];
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};
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