# 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
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include/pd/lithium/command.hpp
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105
include/pd/lithium/command.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/common.hpp>
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#include <pd/lithium/flags.hpp>
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#include <pd/lithium/texture.hpp>
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#include <pd/lithium/vertex.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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namespace LI {
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/// @brief Reform the Drawcommand by generating the Vertexbuffer into it
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class Command : public SmartCtor<Command> {
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public:
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Command() {}
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~Command() {}
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Command(Command::Ref v) {
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this->index = v->index;
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this->index_buf = v->index_buf;
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this->layer = v->layer;
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this->mode = v->mode;
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this->tex = v->tex;
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this->vertex_buf = v->vertex_buf;
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}
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Command& Layer(int v) {
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layer = v;
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return *this;
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}
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int Layer() const { return layer; }
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Command& Index(int v) {
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index = v;
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return *this;
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}
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int Index() const { return index; }
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Command& Tex(Texture::Ref v) {
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tex = v;
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return *this;
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}
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Texture::Ref Tex() const { return tex; }
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Command& PushVertex(const Vertex& v) {
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vertex_buf.push_back(v);
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return *this;
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}
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const std::vector<u16>& IndexList() const { return index_buf; }
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const std::vector<Vertex>& VertexList() const { return vertex_buf; }
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/// ADVANCED ///
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std::vector<u16>& IndexList() { return index_buf; }
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std::vector<Vertex>& VertexList() { return vertex_buf; }
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Command& PushIndex(u16 v) {
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index_buf.push_back(vertex_buf.size() + v);
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return *this;
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}
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Command& Rendermode(const RenderMode& v) {
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mode = v;
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return *this;
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}
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RenderMode Rendermode() const { return mode; }
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private:
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/// Using Default std::vector here
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std::vector<Vertex> vertex_buf;
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std::vector<u16> index_buf;
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int layer;
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Texture::Ref tex;
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int index;
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RenderMode mode = RenderMode_RGBA;
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};
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} // namespace LI
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} // namespace PD
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