- 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
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#include <pd/common/timetrace.hpp>
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#include <pd/ui7/ui7.hpp>
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namespace PD {
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bool UI7::Context::BeginMenu(const ID& id, UI7MenuFlags flags) {
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Assert(!this->current, "You are already in another Menu!");
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Assert(std::find(amenus.begin(), amenus.end(), (u32)id) == amenus.end(),
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"Menu Name Already used or\nContext::Update not called!");
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auto menu = this->menus.find(id);
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if (menu == this->menus.end()) {
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this->menus[id] = Menu::New(id, &theme, inp);
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menu = this->menus.find(id);
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}
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this->current = menu->second;
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if (!this->current->BackList()) {
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this->current->BackList(DrawList::New(ren));
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}
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if (!this->current->MainList()) {
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this->current->MainList(DrawList::New(ren));
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}
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if (!this->current->FrontList()) {
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this->current->FrontList(DrawList::New(ren));
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}
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this->current->ViewArea(this->ren->GetViewport());
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this->current->PreHandler(flags);
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amenus.push_back(this->current->GetID());
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return true;
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}
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UI7::Menu::Ref UI7::Context::GetCurrentMenu() {
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Assert(current != nullptr, "Not in a Menu!");
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return current;
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}
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void UI7::Context::EndMenu() {
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this->current->PostHandler();
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this->current = nullptr;
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}
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void UI7::Context::Update(float delta) {
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TT::Scope st("UI7_Update");
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Assert(current == nullptr, "Still in a Menu!");
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this->back->BaseLayer(10);
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this->back->Process();
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for (auto it : amenus) {
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menus[it]->Update(delta);
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}
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this->front->BaseLayer(60);
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this->front->Process();
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this->amenus.clear();
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}
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} // namespace PD
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