# Stage 2.1

- Split palladium into diffrent libraries
- Fix a Logical bug in App class
- Add New Flag to Init App Data Directory
- Add Cmake Option for build tests
- Bump Version in cmake file
- Make Hid a Driver
- Start moving 3ds specific stuff into pd-lib3ds
- Split Lithium into more files
This commit is contained in:
2025-02-22 00:23:48 +01:00
parent cbdb15e0de
commit f9a1d8aefb
73 changed files with 1705 additions and 508 deletions

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
/// @brief Reform the Drawcommand by generating the Vertexbuffer into it
class Command : public SmartCtor<Command> {
public:
Command() {}
~Command() {}
Command(Command::Ref v) {
this->index = v->index;
this->index_buf = v->index_buf;
this->layer = v->layer;
this->mode = v->mode;
this->tex = v->tex;
this->vertex_buf = v->vertex_buf;
}
Command& Layer(int v) {
layer = v;
return *this;
}
int Layer() const { return layer; }
Command& Index(int v) {
index = v;
return *this;
}
int Index() const { return index; }
Command& Tex(Texture::Ref v) {
tex = v;
return *this;
}
Texture::Ref Tex() const { return tex; }
Command& PushVertex(const Vertex& v) {
vertex_buf.push_back(v);
return *this;
}
const std::vector<u16>& IndexList() const { return index_buf; }
const std::vector<Vertex>& VertexList() const { return vertex_buf; }
/// ADVANCED ///
std::vector<u16>& IndexList() { return index_buf; }
std::vector<Vertex>& VertexList() { return vertex_buf; }
Command& PushIndex(u16 v) {
index_buf.push_back(vertex_buf.size() + v);
return *this;
}
Command& Rendermode(const RenderMode& v) {
mode = v;
return *this;
}
RenderMode Rendermode() const { return mode; }
private:
/// Using Default std::vector here
std::vector<Vertex> vertex_buf;
std::vector<u16> index_buf;
int layer;
Texture::Ref tex;
int index;
RenderMode mode = RenderMode_RGBA;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
using LITextFlags = PD::u32;
enum LITextFlags_ {
LITextFlags_None = 0,
LITextFlags_AlignRight = 1 << 0,
LITextFlags_AlignMid = 1 << 1,
LITextFlags_Shaddow = 1 << 2, // Draws the text twice
LITextFlags_Wrap = 1 << 3, // May be runs better with TMS
LITextFlags_Short = 1 << 4, // May be runs better with TMS
LITextFlags_Scroll = 1 << 5, // Not implemented
LITextFlags_RenderOOS = 1 << 6 // Render Out of Screen
};
using LIRenderFlags = PD::u32;
enum LIRenderFlags_ {
LIRenderFlags_None = 0,
LIRenderFlags_TMS = 1 << 0, ///< Text Map System
LIRenderFlags_LRS = 1 << 1, ///< Layer Render System
LIRenderFlags_AST = 1 << 2, ///< Auto Static Text
LIRenderFlags_Default =
LIRenderFlags_TMS | LIRenderFlags_LRS | LIRenderFlags_AST,
};
namespace PD {
namespace LI {
/// @brief Required to Set the TexENV
enum RenderMode {
RenderMode_RGBA,
RenderMode_Font,
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/lithium/rect.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
class Font : public SmartCtor<Font> {
public:
class Codepoint {
public:
Codepoint() {}
~Codepoint() {}
u32 cp() const { return m_cp; }
Codepoint& cp(u32 v) {
m_cp = v;
return *this;
}
vec4 uv() const { return m_uv; }
Codepoint& uv(const vec4& v) {
m_uv = v;
return *this;
}
Texture::Ref tex() const { return m_tex; }
Codepoint& tex(Texture::Ref v) {
m_tex = v;
return *this;
}
vec2 size() const { return m_size; }
Codepoint& size(const vec2& v) {
m_size = v;
return *this;
}
float off() const { return m_off; }
Codepoint& off(float v) {
m_off = v;
return *this;
}
bool invalid() const { return m_invalid; }
Codepoint& invalid(bool v) {
m_invalid = v;
return *this;
}
private:
u32 m_cp = 0;
vec4 m_uv;
Texture::Ref m_tex = nullptr;
vec2 m_size;
float m_off = 0;
bool m_invalid = false;
};
Font() {}
~Font() {}
void LoadTTF(const std::string& path, int px_height = 32);
void LoadSystemFont();
int PixelHeight() const { return pixel_height; }
Codepoint& GetCodepoint(u32 c);
bool SystemFont() const { return sysfont; }
private:
bool sysfont;
int pixel_height;
std::vector<Texture::Ref> textures;
std::map<u32, Codepoint> cpmap;
};
} // namespace LI
} // namespace PD

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// THIS FILE WAS GENERATED BY build_shaders.py!!!
#pragma once
/*
MIT License
Copyright (c) 2024 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <cstddef>
extern unsigned char li7_shader[];
extern size_t li7_shader_size;

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/lithium/command.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
class Renderer;
class StaticObject : public SmartCtor<StaticObject> {
public:
StaticObject() {}
~StaticObject() {}
void PushCommand(Command::Ref v) { cmds.push_back(v); }
void ReCopy() {
cpy.clear();
for (auto it : cmds) {
cpy.push_back(Command::New(it));
}
}
void ReColorQuad(int idx, u32 col) {
if (idx > (int)cpy.size()) {
return;
}
for (auto& it : cpy[idx]->VertexList()) {
it.Color(col);
}
}
void MoveIt(vec2 off) {
for (auto& it : cpy) {
for (auto& jt : it->VertexList()) {
jt.pos += off;
}
}
}
void ReColor(u32 col) {
for (auto& it : cpy) {
for (auto& jt : it->VertexList()) {
jt.Color(col);
}
}
}
void ReLayer(int base_layer) {
for (auto& it : cpy) {
it->Layer(it->Layer() + base_layer);
}
}
void ReIndex(int start) {
for (int i = 0; i < (int)cpy.size(); i++) {
cpy[i]->Index(start + i);
}
}
std::vector<Command::Ref>& List() {
if (cpy.size() != 0) {
return cpy;
}
return cmds;
}
private:
std::vector<Command::Ref> cpy;
std::vector<Command::Ref> cmds;
};
class TextBox {
public:
TextBox() {}
TextBox(const vec2& s, float time) {
size = s;
time_created = time;
optional = false;
}
~TextBox() {}
void TimeCreated(float v) { time_created = v; }
void Size(const vec2& v) { size = v; }
void Optional(bool v) { optional = v; }
void Text(const std::string& v) { text = v; }
vec2 Size() const { return size; }
float TimeCreated() const { return time_created; }
bool Optional() const { return optional; }
std::string Text() const { return text; }
private:
vec2 size;
float time_created;
bool optional;
std::string text; // TextWrap
};
class StaticText : public SmartCtor<StaticText> {
public:
StaticText() {}
StaticText(Renderer* ren, const vec2& pos, u32 clr, const std::string& text,
LITextFlags flags = 0, const vec2& box = 0) {
Setup(ren, pos, clr, text, flags, box);
}
~StaticText() {}
void Setup(Renderer* ren, const vec2& pos, u32 clr, const std::string& text,
LITextFlags flags = 0, const vec2& box = 0);
vec2 GetDim() const { return tdim; }
vec2 GetPos() const { return pos; }
void SetColor(u32 col);
void SetPos(const vec2& pos);
void SetLayer(int l);
void SetUnused() { used = false; }
bool Used() const { return used; }
bool IsSetup() { return text != nullptr; }
void Draw();
void Font(Font::Ref fnt) { font = fnt; }
Font::Ref Font() { return font; }
private:
Font::Ref font;
bool used;
Renderer* ren;
vec2 tdim;
vec2 pos;
StaticObject::Ref text;
};
} // namespace LI
} // namespace PD

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include/pd/lithium/rect.hpp Normal file
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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
/// @brief Container that holds top and bottom corners of a quad
class Rect {
public:
Rect() = default;
Rect(const vec4& t, const vec4& b) {
top = t;
bot = b;
}
Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
/// This Constructor Fixes the issue of rewriting some Stuff in the Text
/// Renderer
Rect(const vec4& uv) {
top = vec4(uv.x(), uv.y(), uv.z(), uv.y());
bot = vec4(uv.x(), uv.w(), uv.z(), uv.w());
}
~Rect() = default;
vec4 Top() const { return top; }
vec4 Bot() const { return bot; }
Rect& Top(const vec4& v) {
top = v;
return *this;
}
Rect& Bot(const vec4& v) {
bot = v;
return *this;
}
vec2 TopLeft() const { return vec2(top[0], top[1]); }
vec2 TopRight() const { return vec2(top[2], top[3]); }
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
Rect& TopLeft(const vec2& v) {
top[0] = v[0];
top[1] = v[1];
return *this;
}
Rect& TopRight(const vec2& v) {
top[2] = v[0];
top[3] = v[1];
return *this;
}
Rect& BotLeft(const vec2& v) {
bot[0] = v[0];
bot[1] = v[1];
return *this;
}
Rect& BotRight(const vec2& v) {
bot[2] = v[0];
bot[3] = v[1];
return *this;
}
void SwapVec2XY() {
for (int i = 0; i < 4; i += 2) {
float t = top[i];
top[i] = top[i + 1];
top[i + 1] = t;
t = bot[i];
bot[i] = bot[i + 1];
bot[i + 1] = t;
}
}
private:
vec4 top;
vec4 bot;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/lib3ds/memory.hpp>
#include <pd/lithium/command.hpp>
#include <pd/lithium/flags.hpp>
#include <pd/lithium/font.hpp>
#include <pd/lithium/objects.hpp>
#include <pd/lithium/screen.hpp>
#include <pd/lithium/texture.hpp>
#include <pd/lithium/vertex.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
class Renderer : public SmartCtor<Renderer> {
public:
Renderer(LIRenderFlags flags = LIRenderFlags_Default);
~Renderer();
void PrepareRender();
void Render(Screen::Ref s);
void FinalizeRender();
void RegisterScreen(bool bottom, Screen::Ref s) { screens[bottom] = s; }
void OnScreen(Screen::Ref s) {
if (!s) {
return;
}
this->screen = s;
area_size = screen->GetSize();
}
Screen::Ref CurrentScreen() const { return screen; }
Screen::Ref GetScreen(bool bottom) {
auto res = screens[bottom];
Assert(res.get(), "Screen is not registered!");
return res;
}
void Rotation(float v) { rot = v; }
float Rotation() const { return rot; }
void TextScale(float v) { text_size = v; }
void DefaultTextScale() { text_size = default_text_size; }
float TextScale() const { return text_size; }
void Layer(int v) { current_layer = v; }
int Layer() const { return current_layer; }
LIRenderFlags& GetFlags() { return flags; }
void Font(Font::Ref v) {
font = v;
font_update = true;
}
Font::Ref Font() const { return font; }
void UseTex(Texture::Ref v = nullptr) {
if (v == nullptr) {
current_tex = white;
return;
}
current_tex = v;
}
/// @brief Draws a Rect based on current Texture
/// @param pos Pos
/// @param size Size
/// @param color Color
/// @param uv UV Map
void DrawRect(const vec2& pos, const vec2& size, u32 color,
const Rect& uv = vec4(0.f, 1.f, 1.f, 0.f));
/// @brief Draw a Solid Rect (uses white tex)
/// @note acts as a simplified Draw rect Wrapper
/// @param pos Position
/// @param size Size
/// @param color Color
void DrawRectSolid(const vec2& pos, const vec2& size, u32 color);
/// @brief Render a Triangle
/// @param a Position Alpha
/// @param b Position Bravo
/// @param c Position Delta
/// @param color Color
/// @note Defaults to Solif Color
void DrawTriangle(const vec2& a, const vec2& b, const vec2& c, u32 color);
/// @brief Draw a Circle (Supports Textures)
/// @param center_pos Center Position
/// @param r Radius
/// @param color Color
/// @param segments Segments to use
/// @note Textures could look a bit janky due to uv mapping
void DrawCircle(const vec2& center_pos, float r, u32 color, int segments);
/// @brief Draw a Line between to Positions
/// @param a Position Alpha
/// @param b Position Bravo
/// @param color Color
/// @param t Thickness
void DrawLine(const vec2& a, const vec2& b, u32 color, int t);
void DrawText(const vec2& pos, u32 color, const std::string& text,
u32 flags = 0, const vec2& ap = vec2());
/// @brief Draw a Texture as 2D Image
/// @param pos Position
/// @param tex Texture reference
/// @param scale Scale (cause maybe wants to be resized)
/// @note Acts as a Simplified wrapper to DrawRect
void DrawImage(const vec2& pos, Texture::Ref tex,
const vec2& scale = vec2(1.f));
/// Debug STUFF
u32 Vertices() const { return vertices; }
u32 Indices() const { return indices; }
u32 Commands() const { return commands; }
u32 DrawCalls() const { return drawcalls; }
u32 AstUsage() const { return ast.size(); }
u32 TmsUsage() const { return tms.size(); }
/// TOOLS ///
static void RotateCorner(vec2& v, float s, float c);
static Rect CreateRect(const vec2& pos, const vec2& size, float angle);
static Rect CreateLine(const vec2& a, const vec2& b, int t);
static bool InBox(const vec2& pos, const vec2& size, const vec4& rect);
static bool InBox(const vec2& pos, const vec4& rect);
static bool InBox(const vec2& alpha, const vec2& bravo, const vec2& charlie,
const vec4& rect);
/// @brief Get The Address of a Screen
/// @note IMPORTANT: THIS IS FOR 32Bit System
/// Should find a better way to do this for porting this lib
static u32 Screen32(Screen::Ref s) { return (u32)s.get(); }
static void OptiCommandList(std::vector<Command::Ref>& list);
/// @brief Returns Viewport with xy
vec4 GetViewport();
/// @brief Push a Self Created command
void PushCommand(Command::Ref cmd) {
cmd->Index(cmd_idx++); // Indexing
draw_list[Screen32(screen)].push_back(cmd);
}
/// @brief Automatically sets up a command
void SetupCommand(Command::Ref cmd);
/// @brief Creates a default Quad Render Command
void QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv, u32 col);
/// @brief Create a Default Triangle
void TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
const vec2& c, u32 col);
/// @brief Create List of a Text Commands
/// @param cmds Link to a command List
/// @param pos Position
/// @param color Color
/// @param text Text
/// @param flags Flags
/// @param box (Size for wrapping / Offset for Centered Text)
/// @note Funktion macht noch faxxen (Text nicht sichtbar)
void TextCommand(std::vector<Command::Ref>& cmds, const vec2& pos, u32 color,
const std::string& text, LITextFlags flags, const vec2& box);
vec2 GetTextDimensions(const std::string& text);
std::string ShortText(const std::string& text, int maxlen, vec2& newsize);
std::string WrapText(const std::string& text, int maxlen, vec2& newsize);
private:
/// Helper Funcitons ///
void UpdateRenderMode(const RenderMode& mode);
/// One Screen Only... ///
Screen::Ref screen;
/// Reference Screens ///
Screen::Ref screens[2];
/// Context Related ///
LIRenderFlags flags = LIRenderFlags_Default;
vec2 area_size;
int current_layer = 0;
Texture::Ref current_tex = nullptr;
Texture::Ref white = nullptr; // Single color
Font::Ref font = nullptr;
bool font_update;
RenderMode mode = RenderMode_RGBA;
// Text Map System
std::map<std::string, TextBox> tms;
// (Auto) Static Text
std::unordered_map<u32, StaticText::Ref> ast;
/// Text Rendering ///
const float default_font_h = 24.f;
const float default_text_size = 0.7f;
float text_size = 0.7f;
/// Special ///
float rot = 0.f;
/// Rendering ///
// Use dual drawlist
std::unordered_map<u32, std::vector<Command::Ref>> draw_list;
std::vector<Vertex, LinearAllocator<Vertex>> vertex_buf;
std::vector<u16, LinearAllocator<u16>> index_buf;
u32 vertex_idx = 0;
u32 index_idx = 0;
u32 cmd_idx = 0;
/// Debug ///
u32 vertices = 0;
u32 indices = 0;
u32 commands = 0;
u32 drawcalls = 0;
/// Shader
DVLB_s* dvlb = nullptr;
shaderProgram_s shader;
C3D_AttrInfo attr;
int uLoc_projection = 0;
/// Matrix
C3D_Mtx top_proj;
C3D_Mtx bot_proj;
};
} // namespace LI
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <3ds.h>
#include <citro3d.h>
#include <pd/core/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
class Screen : public SmartCtor<Screen> {
public:
enum Screen_ { Top, Bottom, TopRight };
Screen(Screen_ screen) : type(screen) {
if (screen == Top) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == Bottom) {
target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_BOTTOM, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == TopRight) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_RIGHT,
DisplayTransferFlags);
}
}
~Screen() {}
void Clear() { C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x00000000, 0); }
void Use() { C3D_FrameDrawOn(target); }
vec2 GetSize() const {
return vec2(target->frameBuf.height, target->frameBuf.width);
}
Screen_ ScreenType() const { return type; }
C3D_RenderTarget* Get() const { return target; }
operator C3D_RenderTarget*() const { return target; }
private:
Screen_ type;
const u32 DisplayTransferFlags =
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) |
GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) |
GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO));
C3D_RenderTarget* target;
};
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <citro3d.h>
#include <tex3ds.h>
#include <pd/core/common.hpp>
#include <pd/lithium/texture.hpp>
namespace PD {
class SpriteSheet : public SmartCtor<SpriteSheet> {
public:
SpriteSheet() {}
SpriteSheet(const std::string& path) { this->LoadFile(path); }
~SpriteSheet();
void LoadFile(const std::string& path);
Texture::Ref Get(int idx);
int NumTextures() const;
Texture::Ref operator[](int idx) { return Get(idx); }
private:
std::vector<Texture::Ref> textures;
};
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <citro3d.h>
#include <pd/core/common.hpp>
#include <pd/lithium/rect.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
class Texture : public SmartCtor<Texture> {
public:
enum Type {
RGBA32,
RGB24,
A8,
};
enum Filter {
NEAREST,
LINEAR,
};
/// @brief Default constructor
Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
/// @brief Load file Constructor
/// @param path path to file
Texture(const std::string& path, bool t3x = false) : uv(0.f, 1.f, 1.f, 0.f) {
if (t3x) {
this->LoadT3X(path);
} else {
this->LoadFile(path);
}
}
/// @brief Load Memory constructor
/// @param data File Data reference
Texture(const std::vector<u8>& data) : uv(0.f, 1.f, 1.f, 0.f) {
this->LoadMemory(data);
}
/// @brief Load Pixels constructor
/// @param data Pixel Buffer reference
/// @param w width
/// @param h height
/// @param type Buffer Type
/// @param filter Filter
Texture(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST)
: uv(0.f, 1.f, 1.f, 0.f) {
this->LoadPixels(data, w, h, type, filter);
}
/// @brief Deconstructor (aka auto delete)
~Texture() {
if (autounload) {
Delete();
}
}
/// @brief Deletes image (if not already unloaded)
void Delete();
/// @brief Load a png/jpg/bmp from fs into a gpu tex
/// @param path path to image file
void LoadFile(const std::string& path);
/// @brief Load a png/jpg/bmp from memory
/// @param data reference to data buffer of the file
void LoadMemory(const std::vector<u8>& data);
/// @brief Create Texture out of Pixel Data
/// @param data Data reference
/// @param w width
/// @param h heigt
/// @param type Type of the databuffer
/// @param filter Filter (NEAREST OR LINEAR)
void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
/// @brief Load a texture of a T3X File
/// @note This is used for single texture T3X
/// Not for SpriteSheets
/// @param path path to .t3x file
void LoadT3X(const std::string& path);
/// @brief Input a Texture that you had set up on your own
/// @param tex Texture reference (deletes itself)
/// @param rszs The size of the source image
/// @param uvs Your uv Setup
void LoadExternal(C3D_Tex* tex, vec2 rszs, LI::Rect uvs) {
this->Delete();
this->tex = tex;
this->size = rszs;
this->uv = uvs;
}
vec2 GetRealSize() {
if (!tex) {
return vec2();
}
return vec2(tex->width, tex->height);
}
vec2 GetSize() const { return size; }
C3D_Tex* GetTex() const { return tex; };
LI::Rect GetUV() const { return uv; }
bool IsValid() const { return tex != 0; }
bool AutoUnLoad() const { return autounload; }
void AutoUnLoad(bool v) { autounload = v; }
operator C3D_Tex*() const { return tex; }
operator vec2() const { return size; }
operator LI::Rect() const { return uv; }
operator bool() const { return tex != 0; }
private:
void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
vec2 size;
LI::Rect uv;
C3D_Tex* tex = nullptr;
bool autounload = true;
};
} // namespace PD

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#pragma once
/*
MIT License
Copyright (c) 2024 - 2025 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/core/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
class Vertex {
public:
Vertex() {}
Vertex(const vec2& p, const vec2& u, u32 c) {
pos[0] = p[0];
pos[1] = p[1];
uv = u;
color = c;
}
~Vertex() {}
Vertex& Pos(const vec2& v) {
pos = v;
return *this;
}
Vertex& Uv(const vec2& v) {
uv = v;
return *this;
}
Vertex& Color(u32 v) {
color = v;
return *this;
}
// private:
vec2 pos;
vec2 uv;
u32 color;
};
} // namespace LI
} // namespace PD