- 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
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
#include <pd/common/io.hpp>
|
|
#include <pd/graphics/spritesheet.hpp>
|
|
|
|
namespace PD {
|
|
SpriteSheet::~SpriteSheet() { textures.clear(); }
|
|
|
|
void SpriteSheet::LoadFile(const std::string& path) {
|
|
auto file = IO::LoadFile2Mem(path);
|
|
if (file.size() == 0) {
|
|
Error("Unable to load file:\n" + path);
|
|
}
|
|
C3D_Tex* tex = new C3D_Tex;
|
|
auto t3x =
|
|
Tex3DS_TextureImport(file.data(), file.size(), tex, nullptr, false);
|
|
if (!t3x) {
|
|
Error("Unable to import:\n" + path);
|
|
}
|
|
tex->border = 0;
|
|
C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
|
|
C3D_TexSetFilter(tex, GPU_LINEAR, GPU_NEAREST);
|
|
textures.reserve(Tex3DS_GetNumSubTextures(t3x) + 1);
|
|
for (int i = 0; i < (int)Tex3DS_GetNumSubTextures(t3x); i++) {
|
|
auto t = Texture::New();
|
|
auto st = Tex3DS_GetSubTexture(t3x, i);
|
|
LI::Rect uv(vec2(st->left, st->top), vec2(st->right, st->top),
|
|
vec2(st->left, st->bottom), vec2(st->right, st->bottom));
|
|
if (st->top < st->bottom) {
|
|
uv.SwapVec2XY();
|
|
}
|
|
t->LoadExternal(tex, vec2(st->width, st->height), uv);
|
|
textures.push_back(t);
|
|
}
|
|
}
|
|
|
|
Texture::Ref SpriteSheet::Get(int idx) {
|
|
if (idx >= (int)textures.size()) {
|
|
Error("Trying to Access Texture " + std::to_string(idx + 1) + " of " +
|
|
std::to_string(NumTextures()));
|
|
}
|
|
return textures[idx];
|
|
}
|
|
|
|
int SpriteSheet::NumTextures() const { return textures.size(); }
|
|
} // namespace PD
|