- Added File to Memory and FastHashMomory - Add Protection that only one app can exist - Add a Trace exist Variable as GetTraceRef automatically creates a trace - Outsource the LI::Rect to its own header - Add a CurrentScreen func - Use Rect for uv (to manually set all corners) - Rect still supports to use vec4 for uv - Add tex3ds Spritesheet support - Add T3X Loader to Texture (if single tex) - Integrate an autounload into Texture as in case of spritesheet the Tex needs to be unloaded manually - Safe some performance in texture loading by combining the Loops (best thing ive ever found) - Use the Momory Hash to only render one error icon into the TTF Texture - Also Try loading the whole 16-Bit range - Use GPU_A8 format for TTF rendering to save 24Bits per pixel and use the same Rendermode as System Font - Simplify Quad Command by using modern vec api - Integrate Text aligning - Fix FPS displayed twice in Performance overlay - UI7 DrawList now has its own AST system - TODO: do the same layering for the objects as Text uses - Map Drawcommands with a bool that declares either bottom or top screen was active - Add first basic Manu functions - Fix Typos in Theme - Add a basic UI7 Context Handler ## Extra - Added JetBrainsMono font in Test app ## Bugs: - Performance Overlay Freezes 3ds hardware and crashes Citra with Vulkan when System Font is used - UI7 Menu scrolling is as scruffed as back in RenderD7 0.9.5
57 lines
1.9 KiB
C++
57 lines
1.9 KiB
C++
#pragma once
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/*
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MIT License
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Copyright (c) 2024 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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// Common
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#include <pd/common/app.hpp>
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#include <pd/common/lang.hpp>
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#include <pd/common/strings.hpp>
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#include <pd/common/sys.hpp>
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#include <pd/common/timetrace.hpp>
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// Graphics
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#include <pd/graphics/lithium.hpp>
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#include <pd/graphics/spritesheet.hpp>
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#include <pd/graphics/texture.hpp>
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// Maths
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#include <pd/maths/bit_util.hpp>
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#include <pd/maths/color.hpp>
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#include <pd/maths/img_convert.hpp>
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#include <pd/maths/vec.hpp>
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// Overlays
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#include <pd/overlays/keyboard.hpp>
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#include <pd/overlays/message_mgr.hpp>
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#include <pd/overlays/overlay_mgr.hpp>
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#include <pd/overlays/performance.hpp>
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// UI7
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#include <pd/ui7/ui7.hpp>
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/// Setup these as non Namespaced access by default
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#ifndef PD_MATH_NAMESPACED
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using vec2 = PD::vec2;
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using vec3 = PD::vec3;
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using vec4 = PD::vec4;
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#endif
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// namespace Palladium = PD;
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