palladium/source/common/io.cpp
tobid7 2914f2c8e5 # Stage 1.7
- 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
2025-01-29 03:14:29 +01:00

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C++

#include <pd/common/io.hpp>
namespace PD {
namespace IO {
std::vector<u8> LoadFile2Mem(const std::string& path) {
std::ifstream iff(path, std::ios::binary);
if (!iff) {
return std::vector<u8>();
}
iff.seekg(0, std::ios::end);
size_t szs = iff.tellg();
iff.seekg(0, std::ios::beg);
std::vector<u8> res(szs, 0);
iff.read(reinterpret_cast<char*>(res.data()), res.size());
iff.close();
return res;
}
u32 HashMemory(const std::vector<u8>& data) {
u32 hash = 4477;
for (auto& it : data) {
hash = (hash * 33) + it;
}
return hash;
}
} // namespace IO
} // namespace PD