- Added Overlays (Performance / Keyboaed) - Keyboard has Gamepad Movement WIP (kinda) - Work on UI7 Started - Added Input Manager - Added Message Boxes (Animated) - Added Signle Header Tween func for animated stuff (Keyboard Messages, etc) - Add FastHash (Maybe useful later) - Using const & for vec in lithium - Add ability to copy a command by a Ref - Make Lists in Commands OpenAccess for Modification (StaticObject) - Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved - Add Layer and Font change functions - Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess) - Add ReIndexing to PushCommand - Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4 - Fully Animated Keyboard that currently has problem of Top Down GamePad movement - Add Func to Get GamePad Icon Codepoints for TextRenderer - Made deltatime a float - Using filesystem::path().wstring for convertation (works) - Add a New InBox to Renderer that only checks if a point is inside a boundingbox - Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont - Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts - Fix Some SpaceOffsets between TTF and SystemFont Rendering - Cleanup the Update Rendermode Func - Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
31 lines
701 B
C++
31 lines
701 B
C++
#pragma once
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#include <pd/overlays/overlay.hpp>
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#include <pd/controls/hid.hpp>
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namespace PD {
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class Performance : public Overlay {
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public:
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Performance(bool& skill, bool& screen) {
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too++;
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if (too > 1) {
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Kill();
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return;
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}
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this->skill = &skill;
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*this->skill = false; // Make sure its false
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this->screen = &screen;
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}
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~Performance() { too--; }
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void Update(float delta, LI::Renderer::Ref ren, Hid::Ref inp) override;
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private:
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void Line(vec2& pos, const std::string& text, LI::Renderer::Ref ren);
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// Trace String Average
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std::string TSA(const std::string& id);
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// Described in Keyboard
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static int too;
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bool *skill, *screen;
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};
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} // namespace PD
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