# 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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include/pd/overlays/settings.hpp
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38
include/pd/overlays/settings.hpp
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#pragma once
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#include <pd/maths/tween.hpp>
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#include <pd/overlays/overlay.hpp>
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#include <pd/controls/hid.hpp>
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namespace PD {
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class SettingsMenu : public Overlay {
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public:
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SettingsMenu() {
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too++;
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if (too > 1) {
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Kill();
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return;
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}
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flymgr.From(vec2(0, 240)).To(vec2(0, 115)).In(0.3f).As(flymgr.EaseInQuad);
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}
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~SettingsMenu() { too--; }
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void Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) override;
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void Rem() {
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rem = true;
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flymgr.From(vec2(0, 115)).To(vec2(0, 240)).In(0.2f).As(flymgr.EaseOutQuad);
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}
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private:
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/// Section is used to determinate what
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/// should be displayed on the top screen
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int section = 0;
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// Stands for The Only One
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static int too;
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// Some Animation
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bool rem = false;
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Tween<vec2> flymgr;
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};
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} // namespace PD
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