renderd7/include/renderd7/BitmapPrinter.hpp
2022-11-25 01:05:50 +01:00

112 lines
3.3 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <renderd7/bmp.hpp>
#include <renderd7/bmpconverter.hpp>
#include <renderd7/Image.hpp>
#include <renderd7/Screen.hpp>
#include <renderd7/Time.hpp>
#include <renderd7/Fonts/NFontApi.hpp>
namespace RenderD7 {
enum Encoder {
BITMAP, ///< Encode Data to Bitmap
DIRECT, ///< Encode Direct to Framebuffer(No Decoder Required)
C3D ///< Encode Directly to C3D_Tex (Just an Idea)
};
enum Decoder {
BITMAP2C3D, ///< Decode and Encode to C3D_Tex (Currently Fastest) (47,4ms)
BITMAP2PNG2C3D ///< Decode Bitmap end Convert to Png, then C3D (Very Slow)
///< (201,4ms)
};
class BitmapPrinter {
public:
BitmapPrinter(int w, int h);
~BitmapPrinter();
bool DecodeFile(std::string file);
void SetDecoder(Decoder deccc) { decc = deccc; }
void DrawPixel(int x, int y, u8 b, u8 g, u8 r, u8 a);
void DrawRect(int x, int y, int w, int h, u8 line_w, u8 b, u8 g, u8 r, u8 a);
void DrawRectFilled(int x, int y, int w, int h, u8 b, u8 g, u8 r, u8 a);
void DrawBitmap(int x, int y, BMP map);
void UsePreMap(BMP map);
void UsePrePrintMap(BitmapPrinter printmap);
BMP GetBitmap() { return bitmap; }
void SaveBmp(std::string name);
void SavePng(std::string name);
void CreateScreen(C3D_RenderTarget *target);
bool DrawScreenDirectF(int framerate);
bool DrawScreenDirect();
void DrawScreenF(int framerate);
void DrawScreen();
bool UpdateScreenF(int framerate);
bool UpdateScreen();
void Clear(u8 b = 0, u8 g = 0, u8 r = 0, u8 a = 255);
void ClearBlank();
RenderD7::Image GetImage();
/// Test to Find out The Best Settings for BitmapPrinter
void Benchmark();
/// Setup the Benchmark
/// \param framerate The Fps of the ScreenUpdates
void SetupBenchmark(int framerate);
bool IsBenchmarkRunning() { return this->benchmark; }
void DrawDebugText(int x, int y, int t_size, u32 color, std::string text);
void DrawText(int x, int y, float t_size, u32 color, std::string text,
RenderD7::NFontApi font);
private:
// funcs
bool Decode(Decoder deccc);
void DrawDebugChar(u32 posX, u32 posY, int t_size, u32 color, char character);
void DrawChar(int posX, int posY, float t_size, u32 color, char character,
RenderD7::NFontApi font);
// parameter
int frame = 0;
RenderD7::Image renderframe;
bool isscreen = false;
C3D_RenderTarget *targetr;
BMP bitmap = BMP(
20, 20,
true); // Need to Set e Predefined Bitmap. If not the System will Crash.
BMP blank = BMP(
20, 20,
true); // Need to Set e Predefined Bitmap. If not the System will Crash.
///////////////////////////////////////////////////////////////////////////////////////////////////
// Benchmark Stuff;
int testfpsd;
bool benchmark = false;
bool setupbenchmark;
float frametime = 0;
uint64_t lastTime = 0;
float dtt = 0.f;
float dtt2 = 0.f;
float dtt3 = 0.f;
float timer = 0;
float mhdtt = 0;
float mdtt2;
float mdtt3;
float fpsClock = 0.f;
int frameCounter = 0, fps = 0;
std::vector<float> hdttt;
std::vector<float> hdttt2;
std::vector<float> hdttt3;
std::vector<int> fpscountc;
int renderedframes = 0;
int testfps = 60;
Encoder encc = Encoder::BITMAP;
Decoder decc = Decoder::BITMAP2C3D;
////////////////////////////////////////////////////////////////////////////////////////////////
};
} // namespace RenderD7