- Add ResetFast to Pool using c++20 concept
- Add Put function to Pool
- Use Pool Index instead of pointers in Command
- Add accessor to Li Pools to prevent wrong command usage
- Add Command Formatter
- Use ResetFast for all Pools
- Add Reset func to Li::Vertex (for ResetFast)
- Add Pool Expandor and Put funcs to Lithium pools
- Add getters for GfxDriverBase to PD::Li Pools
- Track textures (not sure if this is done tbh)
- Add lithium formatters and move TextureID, TextureFormat and TextureFilter to lithium
- Only include gl-helper if any glDriver is included
- Add Li::Rect for UV stuff
- Add Li::Texture as Info holder (still thinking of making them to ptrs
- Add Check if textures are still loaded on exit
- Add gfx_test
- add texture loading to GfxOpenGL
- add full submit code
- add debug logging
- add construct and destroy functionality to Pool
- add command functionality
- add vertex and index pools to lithium (static and not threadsafe yet)
- Update GfxDriver Matrix with SetViewPort
- Add glfw (only dependency of gfx_test) maybe later required for input driver
- Update pool to use template allocator directly instead of std::vector
- Add a GfxDriver config Template to be able to modify settings like allocators / Types for specific Drivers
- Add glad
- Clip Rects do now not discard when they move out of screen (cause the maths ends in < 0 which is not working with u32)
- Fixing ui7 crash wehn im input was nullptr
- Created 1 Context for Backend Management and Sharing
- Made every class that used a static Backend require the Context or specific Backend
- Bring Back 3ds support
- Hotfix in CommandPool
- Add UI7 ItemRowHeight (Universal Item Size/Height)
- Add Containers to Layout
- Add ColorEdit to Menu
- Switch Back to COlorEdit in UI7::StyleEditor
- Add DrawList Layer Sorting to UI7 (Not working as expected)
- STart Work at ColorEdit container
- Added DestroyTex to 3ds backend
- Added Size() -> ivec2 to PD::Image
- Added CmdPool Copy as well as DrawList Copy (Static rendering)
- Added == ooperator for Rect
- Added UI7 Frame Rounding
- Fix UI7 Image usage withour size or uv
- Added New way to use BeginMenu
- Fixed Text pos at NoCollapse flag
- Fix Button Input Api (HandleScrolling after layout Update)
- Add getter for IO and Current Menu
- Add AdObject func wrappers to Menu
- Fix HexChar2Int
- Remove some devisions in tween engine
- Add PathAdd function for x, y seperated instead of fvec2
- Readd text wrapping (rd7-palladium maybe)
- readd the c++ linear allocator for 3ds
- start switching from PD::Vec to std::vector
- Add Color::Hex as constexpr for compiletime color converts
- Add FNV Hasing functions
- Make UI7 ids be able to be generated at compile time
- Added a Throw Function (for whatever)
- Added HexCHar2Int (replaces the lookup table)
- Made u128 fully constexpr
- Add support for splitting glyphs over multiple textures
- Fix some casts in wrong places (like casting a float to float?)
- Add a break if stb truetype fails
- Fix a typo in FontRenderer Shaddow part (used .x twice)
- Use L' ' for the wstring chars
- TODO: Fix the space of tabs / space chars (currently hardcoded)
- WARNING
- Spaces are broken (idk why)
- 3ds
- Remove Gfx values that are present in Backend Tamplate
- Move to default Palladium Namespace
- Set the Input Flags
- Desktop
- Move to PD Namespace
- Comment out old keyboard stuff
- HidDriver needs a rewrite but is functional enough
- Core
- Add u128 class (only used in input driver so far
- Drivers (Core)
- Move Gfx to PD namespace
- Move Vertex/Index Pos and Projection Mtx to Gfx template
- Add Keyboard support with u128 to Hid
- Add a Update func if no hiddriver is specified (to prevent crashes when requestign inputs)
- Image
- Add RGBA -> BGRA support (used in windows bitmaps iirc)
- Lithium
- Add Vertex/Index counters to drawlist
- Add a LoadTTF from Mem func and let the loadfile func use PD::IO::LoadFile2Mem (looks cleaner)
- Add LoadDefaultFont (which loads one of the integrated fonts if the PD_LI_INCLUDE_FONTS flag was passed on palaldium build) !!! Note that there are no fonts integrated yet due to i dont know how to handle licensing...
- UI7
- Add MouseLeft support to Input handler
- Use xy coords of the Viewport to create Menus inside it
- Get num of Vertices/Indices out of FinalDrawList
- Add some Palladium Info to metrics Menu
- Readd Compiler string
- pdfm
- New tool that creates fonts.cpp/fonts.hpp
3ds Backend:
- switch to shaderProgramUse
Desktop Backend
- Add Pre Alpha Text Input and Keyboard Support
- Move Shader Attrib Setup into a function and callit every time we need a set up vbo
- Move to Mat4 api
Core:
- Add fquat support
- Add LoadFile2Str
- Move Mat4 Lib from Project n73 to Palladium
- Add full supprot for vec cross types
- Add Normalize, Distance and Dot to all
- Add Cross to vec3
Drivers:
- Add a SetViewPort func to GFX
- Add Keyboard keys and Flasg to Hid
Image:
- Add Vertical Flipping
- Add Horizontal flipping
UI7:
- Fix Critical Bug in IO Viewport handler
- Fix library list (error on MinGW for some reason)
Lazyvec:
- Split into multiple source files
- Generate new functions (see core updates)