palladium/source/graphics/lithium.cpp
tobid7 d815bb5674 # Rewrite Stage 1
- Switch to CMake build system
- delete everything for a new structure
- Add SmartCtor class and saperate New func
- New Faster and Open Lithium Command API
- Rewritten Text Renderer to ghet rid of all that janky code
- New TimeTrace System and use of NanoTime using GetTimeNano
- Overall going to a more Object oriented way
- Updated vec api to support vec2 input on vec3
## Todo
- Support vec2 and vec3 in vec4 as inputs
- Continue UI7
- Fix SystemFont on 3ds freezing the system
- Fix TTF Font UV Mapping
## Warning
Creating Apps for the 3ds is not possible yet as the 3ds is Freezing and this is only stage 1 of ?   Emulator works perfect
2025-01-09 20:22:49 +01:00

662 lines
20 KiB
C++

/*
MIT License
Copyright (c) 2024 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/external/stb_truetype.h>
#include <pd/common/strings.hpp>
#include <pd/common/sys.hpp>
#include <pd/graphics/li7_shader.hpp>
#include <pd/graphics/lithium.hpp>
#include <pd/maths/color.hpp>
namespace PD::LI {
void Font::LoadTTF(const std::string& path, int height) {
sysfont = false;
TT::Scope st("LI_LoadTTF_" + path);
pixel_height = height;
int quad = height * 16;
stbtt_fontinfo inf;
std::ifstream loader(path, std::ios::binary);
if (!loader.is_open()) return;
loader.seekg(0, std::ios::end);
size_t len = loader.tellg();
loader.seekg(0, std::ios::beg);
unsigned char* buffer = new unsigned char[len];
loader.read(reinterpret_cast<char*>(buffer), len);
loader.close();
stbtt_InitFont(&inf, buffer, 0);
std::vector<unsigned char> font_tex(quad * quad * 4);
float scale = stbtt_ScaleForPixelHeight(&inf, pixel_height);
int ascent, descent, lineGap;
stbtt_GetFontVMetrics(&inf, &ascent, &descent, &lineGap);
int baseline = static_cast<int>(ascent * scale);
auto tex = Texture::New();
vec2 off;
for (int i = 0; i < 255; i++) {
Codepoint c;
if (stbtt_IsGlyphEmpty(&inf, i)) {
c.cp(i);
c.tex(tex);
c.invalid(true);
cpmap[i] = c;
continue;
}
int w = 0, h = 0, xo = 0, yo = 0;
unsigned char* bitmap =
stbtt_GetCodepointBitmap(&inf, scale, scale, i, &w, &h, &xo, &yo);
int x0, y0, x1, y1;
stbtt_GetCodepointBitmapBox(&inf, i, scale, scale, &x0, &y0, &x1, &y1);
if (off[0] + w > quad) {
off[1] += pixel_height;
off[0] = 0;
}
c.uv(vec4(static_cast<float>(off.x() / (float)quad),
static_cast<float>(1.f - (off.y() / (float)quad)),
static_cast<float>((float)(off.x() + w) / (float)quad),
static_cast<float>((float)(off.y() + h) / (float)quad)));
c.tex(tex);
c.size(vec2(w, h));
c.off(baseline + yo);
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
int map_pos = ((off[1] + y) * quad + (off[0] + x)) * 4;
font_tex[map_pos + 0] = 255;
font_tex[map_pos + 1] = 255;
font_tex[map_pos + 2] = 255;
font_tex[map_pos + 3] = bitmap[x + y * w];
}
}
off[0] += w;
if (off[0] + w > quad) {
off[1] += pixel_height;
off[0] = 0;
}
free(bitmap);
cpmap[i] = c;
}
tex->LoadPixels(font_tex, quad, quad, Texture::RGBA32, Texture::LINEAR);
textures.push_back(tex);
}
Font::Codepoint& Font::GetCodepoint(u32 cp) {
auto res = cpmap.find(cp);
if (res == cpmap.end()) {
static Codepoint invalid;
return invalid.invalid(true);
}
return res->second;
}
void Font::LoadSystemFont() {
TT::Scope st("LI_SystemFont");
sysfont = true;
fontEnsureMapped();
const auto fnt = fontGetSystemFont();
const auto fnt_info = fontGetInfo(fnt);
const auto glyph_info = fontGetGlyphInfo(fnt);
this->textures.resize(glyph_info->nSheets + 1);
pixel_height = glyph_info->cellHeight;
for (size_t i = 0; i < glyph_info->nSheets; i++) {
auto stex = Texture::New();
auto tx = new C3D_Tex;
tx->data = fontGetGlyphSheetTex(fnt, i);
tx->fmt = (GPU_TEXCOLOR)glyph_info->sheetFmt;
tx->size = glyph_info->sheetSize;
tx->width = glyph_info->sheetWidth;
tx->height = glyph_info->sheetHeight;
tx->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) |
GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT);
tx->border = 0xffffffff;
tx->lodParam = 0;
stex->LoadExternal(tx, vec2(tx->width, tx->height), vec4(0, 1, 1, 0));
textures[i] = stex;
}
std::vector<unsigned int> charSet;
for (auto cmap = fnt_info->cmap; cmap; cmap = cmap->next) {
if (cmap->mappingMethod == CMAP_TYPE_DIRECT) {
if (cmap->codeEnd >= cmap->codeBegin) {
charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
if (cmap->indexOffset + (i - cmap->codeBegin) == 0xFFFF) break;
charSet.emplace_back(i);
}
}
} else if (cmap->mappingMethod == CMAP_TYPE_TABLE) {
if (cmap->codeEnd >= cmap->codeBegin) {
charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
if (cmap->indexTable[i - cmap->codeBegin] == 0xFFFF) continue;
charSet.emplace_back(i);
}
}
} else if (cmap->mappingMethod == CMAP_TYPE_SCAN) {
charSet.reserve(charSet.size() + cmap->nScanEntries);
for (unsigned i = 0; i < cmap->nScanEntries; ++i) {
if (cmap->scanEntries[i].code >= cmap->codeBegin &&
cmap->scanEntries[i].code <= cmap->codeEnd) {
if (cmap->scanEntries[i].glyphIndex != 0xFFFF) {
charSet.emplace_back(cmap->scanEntries[i].code);
}
}
}
} else {
continue;
}
}
std::sort(charSet.begin(), charSet.end());
charSet.erase(std::unique(charSet.begin(), charSet.end()));
for (auto cp : charSet) {
int gidx = fontGlyphIndexFromCodePoint(fnt, cp);
if (gidx >= 0xFFFF) continue;
Codepoint codepoint;
fontGlyphPos_s dat;
fontCalcGlyphPos(&dat, fnt, gidx, GLYPH_POS_CALC_VTXCOORD, 1.f, 1.f);
codepoint.cp(cp);
codepoint.uv(vec4(dat.texcoord.left, dat.texcoord.top, dat.texcoord.right,
dat.texcoord.bottom));
if (textures.at(dat.sheetIndex) != nullptr) {
codepoint.tex(textures[dat.sheetIndex]);
}
codepoint.size(vec2(dat.vtxcoord.right, dat.vtxcoord.bottom));
codepoint.off(0);
cpmap[cp] = codepoint;
}
}
Renderer::Renderer(RenderFlags flags) {
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
top = Screen::New(Screen::Top);
bot = Screen::New(Screen::Bottom);
top->Clear();
bot->Clear();
vertex_buf.resize(4 * 4096, Vertex());
index_buf.resize(6 * 4096, 0);
/// Use 3ds u32 here
dvlb = DVLB_ParseFile((uint32_t*)li7_shader, li7_shader_size);
shaderProgramInit(&shader);
shaderProgramSetVsh(&shader, &dvlb->DVLE[0]);
uLoc_projection =
shaderInstanceGetUniformLocation(shader.vertexShader, "projection");
AttrInfo_Init(&attr);
AttrInfo_AddLoader(&attr, 0, GPU_FLOAT, 3);
AttrInfo_AddLoader(&attr, 1, GPU_FLOAT, 2);
AttrInfo_AddLoader(&attr, 2, GPU_UNSIGNED_BYTE, 4);
// Precalculate Projection (Never changes)
Mtx_OrthoTilt(&top_proj, 0.f, 400.f, 240.f, 0.f, 1.f, -1.f, false);
Mtx_OrthoTilt(&bot_proj, 0.f, 320.f, 240.f, 0.f, 1.f, -1.f, false);
std::vector<u8> pixels(16 * 16 * 4, 255);
white = Texture::New(pixels, 16, 16);
UseTex(white);
font = Font::New();
font->LoadSystemFont();
// font->LoadTTF("romfs:/ComicNeue.ttf", 32);
area_size = top->GetSize();
}
Renderer::~Renderer() {
shaderProgramFree(&shader);
DVLB_Free(dvlb);
C3D_Fini();
}
bool Renderer::InBox(vec2 pos, vec2 szs, vec4 rect) {
return (pos[0] < rect[2] || pos[1] < rect[3] || pos[0] + szs[0] > rect[0] ||
pos[1] + szs[1] > rect[1]);
}
bool Renderer::InBox(vec2 alpha, vec2 bravo, vec2 charlie, vec4 rect) {
return ((alpha[0] < rect[2] && bravo[0] < rect[2] && charlie[0] < rect[2]) ||
(alpha[1] < rect[3] && bravo[1] < rect[3] && charlie[1] < rect[3]) ||
(alpha[0] > 0 && bravo[0] > 0 && charlie[0] > 0) ||
(alpha[1] > 0 && bravo[1] > 0 && charlie[1] > 0));
}
void Renderer::RotateCorner(vec2& v, float s, float c) {
float x = v[0] * c - v[1] * s;
float y = v[1] * c + v[0] * s;
v = vec2(x, y);
}
Rect Renderer::CreateRect(vec2 pos, vec2 size, float angle) {
vec2 c = size * 0.5f; // Center
vec2 corner[4] = {
vec2(-c[0], -c[1]),
vec2(-c[0] + size[0], -c[1]),
vec2(-c[0], -c[1] + size[1]),
vec2(-c[0] + size[0], -c[1] + size[1]),
};
// Only rotate if required
if (angle != 0.f) {
float s = std::sin(angle);
float co = std::cos(angle);
for (int i = 0; i < 4; i++) {
RotateCorner(corner[i], s, co);
}
}
// Return Result
return Rect(corner[0] + pos + c, corner[1] + pos + c, corner[2] + pos + c,
corner[3] + pos + c);
}
Rect Renderer::CreateLine(vec2 a, vec2 b, int t) {
// Usin g th evec maths api makes the code as short as it is
vec2 dir = a - b;
float len = dir.len();
vec2 unit_dir = dir / len;
vec2 perpendicular(-unit_dir.y(), unit_dir.x());
vec2 off = perpendicular * ((float)t * 0.5f);
return Rect(a + off, b + off, a - off, b - off);
}
void Renderer::OptiCommandList(std::vector<Command::Ref>& list) {
std::sort(list.begin(), list.end(), [](Command::Ref a, Command::Ref b) {
if (a->Layer() == b->Layer()) {
if (a->Tex() == b->Tex()) {
return a->Index() < b->Index();
}
return a->Tex() < b->Tex(); // else
}
return a->Layer() < b->Layer(); // else
});
}
void Renderer::SetupCommand(Command::Ref cmd) {
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
}
void Renderer::QuadCommand(Command::Ref cmd, const Rect& quad, vec4 uv,
u32 col) {
cmd->PushIndex(0).PushIndex(1).PushIndex(2);
cmd->PushIndex(0).PushIndex(2).PushIndex(3);
cmd->PushVertex(
Vertex(vec2(quad.Bot().z(), quad.Bot().w()), vec2(uv.z(), uv.w()), col));
cmd->PushVertex(
Vertex(vec2(quad.Top().z(), quad.Top().w()), vec2(uv.z(), uv.y()), col));
cmd->PushVertex(
Vertex(vec2(quad.Top().x(), quad.Top().y()), vec2(uv.x(), uv.y()), col));
cmd->PushVertex(
Vertex(vec2(quad.Bot().x(), quad.Bot().y()), vec2(uv.x(), uv.w()), col));
}
void Renderer::TriangleCommand(Command::Ref cmd, vec2 a, vec2 b, vec2 c,
u32 col) {
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
cmd->PushIndex(2).PushIndex(1).PushIndex(0);
cmd->PushVertex(Vertex(a, vec2(0.f, 1.f), col));
cmd->PushVertex(Vertex(b, vec2(1.f, 1.f), col));
cmd->PushVertex(Vertex(c, vec2(1.f, 0.f), col));
}
/// TO BE REWRITTEN
void Renderer::TextCommand(std::vector<Command::Ref>& cmds, vec2 pos, u32 color,
const std::string& text, LITextFlags flags,
vec2 box) {
if (!font) {
return;
}
vec2 off;
float cfs = (default_font_h * text_size) / (float)font->PixelHeight();
float lh = (float)font->PixelHeight() * cfs;
vec2 td;
std::vector<std::string> lines;
std::istringstream iss(text);
std::string tmp;
while (std::getline(iss, tmp)) {
lines.push_back(tmp);
}
for (auto& it : lines) {
if (pos[1] + off[1] + lh < 0) {
off[1] += lh;
continue;
} else if (pos[1] + off[1] > GetViewport().w()) {
// Break cause next lines would be out of screen
break;
}
auto wline = Strings::MakeWstring(it);
auto cmd = Command::New();
current_tex = font->GetCodepoint(wline[0]).tex();
SetupCommand(cmd);
if (font->SystemFont()) {
cmd->Rendermode(RenderMode_SysFont);
}
for (auto& jt : wline) {
auto cp = font->GetCodepoint(jt);
if (cp.invalid() && jt != '\n' && jt != '\t') {
continue;
}
if (current_tex != cp.tex()) {
cmds.push_back(cmd);
cmd = Command::New();
current_tex = cp.tex();
SetupCommand(cmd);
if (font->SystemFont()) {
cmd->Rendermode(RenderMode_SysFont);
}
}
if (jt == '\t') {
off[0] += 4 * cfs;
} else {
if (jt != ' ') {
int lr = current_layer;
if (flags & LITextFlags_Shaddow) {
// Draw
Rect rec = CreateRect(
pos + vec2(off[0] + 1, off[1] + (cp.off() * cfs)) + 1,
cp.size() * cfs, 0.f);
QuadCommand(cmd, rec, cp.uv(), 0xff111111);
current_layer++;
}
// Draw
Rect rec = CreateRect(pos + off + vec2(0, (cp.off() * cfs)),
cp.size() * cfs, 0.f);
QuadCommand(cmd, rec, cp.uv(), color);
current_layer = lr;
}
off[0] += cp.size().x() * cfs + 2 * cfs;
}
}
cmds.push_back(cmd);
off[1] += lh;
off[0] = 0;
}
}
vec4 Renderer::GetViewport() {
auto screen = bottom ? bot->GetSize() : top->GetSize();
return vec4(0, 0, screen[0], screen[1]);
}
/// TO BE REWRITTEN
vec2 Renderer::GetTextDimensions(const std::string& text) {
if (!font) {
// No font no size (oder so)
return vec2();
}
// Handle TextMapSystem
if (flags & RenderFlags_TMS) {
auto ref = tms.find(text);
if (ref != tms.end()) {
ref->second.TimeCreated(Sys::GetTime());
return ref->second.Size();
}
}
// Use wstring for exemple for german äöü
auto wtext = Strings::MakeWstring(text);
// Create a temp position and offset as [0, 0]
vec2 res;
float x = 0;
// Curent Font Scale
float cfs = (default_font_h * text_size) / (float)font->PixelHeight();
float lh = (float)font->PixelHeight() * cfs;
size_t index = 0;
for (auto& it : wtext) {
if (it == '\0') {
break;
}
index++;
auto cp = font->GetCodepoint(it);
if (cp.invalid() && it != '\n' && it != '\t' && it != ' ') {
continue;
}
switch (it) {
case '\n':
res[1] += lh;
res[0] = std::max(res[0], x);
x = 0.f;
break;
case '\t':
x += 8 * cfs;
break;
default:
x += cp.size().x() * cfs;
if (index != wtext.size()) {
x += 2 * cfs;
}
break;
}
}
res[0] = std::max(res[0], x);
res[1] += lh;
if (flags & RenderFlags_TMS) {
tms[text] = TextBox(res, Sys::GetTime());
}
return res;
}
void Renderer::UpdateRenderMode(const RenderMode& mode) {
C3D_TexEnv* env = C3D_GetTexEnv(0);
switch (mode) {
case RenderMode_SysFont:
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_RGB, GPU_PRIMARY_COLOR, (GPU_TEVSRC)0,
(GPU_TEVSRC)0);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_PRIMARY_COLOR, GPU_TEXTURE0,
(GPU_TEVSRC)0);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
break;
// Fall trough instead of defining twice
case RenderMode_RGBA:
default:
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR,
(GPU_TEVSRC)0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
break;
}
}
void Renderer::RenderOn(bool bot) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection,
(bot ? &bot_proj : &top_proj));
C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
UpdateRenderMode(RenderMode_RGBA);
int total_vertices = 0;
int total_indices = 0;
drawcalls = 0;
auto& cmds = draw_list[bot];
commands = cmds.size();
size_t index = 0;
if (flags & RenderFlags_LRS) {
OptiCommandList(cmds);
}
while (index < cmds.size()) {
C3D_Tex* tex = cmds[index]->Tex()->GetTex();
auto mode = cmds[index]->Rendermode();
UpdateRenderMode(mode);
u32 start_vtx = vertex_idx;
u32 start_idx = index_idx;
while (index < cmds.size() && cmds[index]->Tex()->GetTex() == tex &&
cmds[index]->Rendermode() == mode) {
auto c = cmds[index];
// Indices
for (size_t i = 0; i < c->IndexList().size(); i++) {
index_buf[index_idx++] = vertex_idx + c->IndexList().at(i);
}
// Vertices
for (size_t i = 0; i < c->VertexList().size(); i++) {
vertex_buf[vertex_idx++] = c->VertexList().at(i);
}
index++;
}
C3D_TexBind(0, tex);
auto bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vertex_buf.data(), sizeof(Vertex), 3, 0x210);
C3D_DrawElements(GPU_TRIANGLES, index_idx - start_idx, C3D_UNSIGNED_SHORT,
index_buf.data() + start_idx);
drawcalls++;
total_vertices += vertex_idx - start_vtx;
total_indices += index_idx - start_idx;
}
cmds.clear();
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
vertices = total_vertices;
indices = total_indices;
}
void Renderer::Render() {
if (font_update) {
tms.clear();
font_update = false;
}
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
TT::Beg("LI_RenderAll");
top->Clear();
bot->Clear();
vertex_idx = 0;
index_idx = 0;
C3D_BindProgram(&shader);
C3D_SetAttrInfo(&attr);
top->Use();
RenderOn(false);
int dtc = commands;
int dtd = drawcalls;
int dtv = vertices;
int dti = indices;
bot->Use();
RenderOn(true);
TT::End("LI_RenderAll");
C3D_FrameEnd(0);
commands += dtc;
drawcalls += dtd;
vertices += dtv;
indices += dti;
current_layer = 0;
cmd_idx = 0;
area_size = top->GetSize();
bottom = false;
rot = 0.f;
UseTex();
if (flags & RenderFlags_TMS) {
std::vector<std::string> rem;
for (auto& it : tms) {
if (Sys::GetTime() - it.second.TimeCreated() > 5) rem.push_back(it.first);
}
for (auto it : rem) tms.erase(it);
}
}
void Renderer::DrawRect(vec2 pos, vec2 size, u32 color, vec4 uv) {
if (!InBox(pos, size, GetViewport())) {
// Instand abort as it is out of screen
return;
}
Rect rec = CreateRect(pos, size, rot);
auto cmd = Command::New();
SetupCommand(cmd);
QuadCommand(cmd, rec, uv, color);
draw_list[bottom].push_back(cmd);
}
void Renderer::DrawRectSolid(vec2 pos, vec2 size, u32 color) {
UseTex();
DrawRect(pos, size, color);
}
void Renderer::DrawTriangle(vec2 a, vec2 b, vec2 c, u32 color) {
if (!InBox(a, b, c, GetViewport())) {
return;
}
UseTex();
auto cmd = Command::New();
SetupCommand(cmd);
TriangleCommand(cmd, a, b, c, color);
draw_list[bottom].push_back(cmd);
}
void Renderer::DrawCircle(vec2 center_pos, float r, u32 color, int segments) {
if (segments < 3) {
return;
}
auto cmd = Command::New();
cmd->Index(cmd_idx++).Layer(current_layer).Tex(current_tex);
for (int i = 1; i < segments - 1; i++) {
cmd->PushIndex(0);
cmd->PushIndex(i + 1).PushIndex(i);
}
float as = 2.f * M_PI / segments;
for (int i = 0; i < segments; i++) {
float a = i * as;
float x = center_pos.x() + r * std::cos(a);
float y = center_pos.y() + r * std::sin(a);
cmd->PushVertex(Vertex(
vec2(x, y), vec2((std::cos(a) + 1.f) / 2.f, (std::sin(a) + 1.f) / 2.f),
color));
}
draw_list[bottom].push_back(cmd);
}
void Renderer::DrawLine(vec2 a, vec2 b, u32 color, int t) {
UseTex();
Rect line = CreateLine(a, b, t);
auto cmd = Command::New();
SetupCommand(cmd);
QuadCommand(cmd, line, vec4(0.f, 1.f, 1.f, 0.f), color);
draw_list[bottom].push_back(cmd);
}
void Renderer::DrawImage(vec2 pos, Texture::Ref tex, vec2 scale) {
UseTex(tex);
DrawRect(pos, tex->GetSize() * scale, 0xffffffff, tex->GetUV());
}
void Renderer::DrawText(vec2 pos, u32 color, const std::string& text, u32 flags,
vec2 ap) {
TextCommand(draw_list[bottom], pos, color, text, flags, ap);
}
} // namespace PD::LI