# 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/screen.hpp
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77
include/pd/lithium/screen.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 René Amthor (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 <3ds.h>
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#include <citro3d.h>
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#include <pd/core/common.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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class Screen : public SmartCtor<Screen> {
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public:
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enum Screen_ { Top, Bottom, TopRight };
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Screen(Screen_ screen) : type(screen) {
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if (screen == Top) {
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target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
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GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT,
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DisplayTransferFlags);
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} else if (screen == Bottom) {
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target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8,
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GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_BOTTOM, GFX_LEFT,
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DisplayTransferFlags);
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} else if (screen == TopRight) {
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target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
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GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_RIGHT,
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DisplayTransferFlags);
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}
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}
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~Screen() {}
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void Clear() { C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x00000000, 0); }
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void Use() { C3D_FrameDrawOn(target); }
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vec2 GetSize() const {
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return vec2(target->frameBuf.height, target->frameBuf.width);
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}
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Screen_ ScreenType() const { return type; }
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C3D_RenderTarget* Get() const { return target; }
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operator C3D_RenderTarget*() const { return target; }
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private:
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Screen_ type;
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const u32 DisplayTransferFlags =
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) |
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GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) |
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GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO));
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C3D_RenderTarget* target;
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};
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} // namespace PD
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