#include <stdint.h>
#include <string.h>
#include <stdarg.h>
+#include <ctype.h>
+#include <math.h>
#include "gl/glad/glad.h"
#include "gl/glfw3.h"
#define STB_DS_IMPLEMENTATION
-#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_ds.h"
-#include "stb/stb_image.h"
+//#define STB_IMAGE_IMPLEMENTATION
+//#include "stb/stb_image.h"
+
+#define QOI_IMPLEMENTATION
+#include "phoboslab/qoi.h"
#include "vg/vg_platform.h"
#include "vg/vg_tex.h"
#include "vg/vg_input.h"
#include "vg/vg_ui.h"
+#include "vg/vg_console.h"
+#include "vg/vg_debug.h"
#include "steam/steamworks_thin.h"
{
#ifdef VG_STEAM
// Initialize steamworks
- if( !sw_init( 1218140U ) )
+ if( !sw_init( VG_STEAM_APPID ) )
{
vg_exiterr( "Steamworks failed to initialize" );
}
glfwSetCursorPosCallback( vg_window, vg_mouse_callback );
glfwSetScrollCallback( vg_window, vg_scroll_callback );
- //glfwSetCharCallback( vg_window, console_proc_wchar );
- //glfwSetKeyCallback( vg_window, console_proc_key );
+ glfwSetCharCallback( vg_window, console_proc_wchar );
+ glfwSetKeyCallback( vg_window, console_proc_key );
//glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
if( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) )
const unsigned char* glver = glGetString( GL_VERSION );
vg_success( "Load setup complete, OpenGL version: %s\n", glver );
+ vg_console_init();
+ vg_register_exit( &vg_console_free, "Console" );
+
vg_run_gfx_diagnostics();
for( int id = 0; id <= GLFW_JOYSTICK_LAST; id ++ )
}
}
- vg_audio_init();
- vg_register_exit( &vg_audio_free, "vg_audio_free" );
vg_lines_init();
vg_register_exit( &vg_lines_free, "vg_lines_free" );
-
+ ui_default_init();
+ vg_register_exit( &ui_default_free, "UI" );
+
vg_register();
vg_register_exit( &vg_free, "vg_free" );
{
vg_start();
+ vg_audio_init();
+ vg_register_exit( &vg_audio_free, "vg_audio_free" );
+
+ vg_debugtools_setup();
+
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
vg_time_last = vg_time;
vg_time = glfwGetTime();
- vg_time_delta = vg_min( vg_time - vg_time_last, 0.1f );
+ vg_time_delta = vg_minf( vg_time - vg_time_last, 0.1f );
vg_update_inputs();
vg_update();
vg_lines_drawall((float*)vg_pv);
- vg_ui();
+ {
+ ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
+
+ // TODO: Find a more elegent form for this
+ int mouse_state = 0;
+ if( vg_get_button( "primary" ) ) mouse_state = 2;
+ if( vg_get_button_down( "primary" ) ) mouse_state = 1;
+ if( vg_get_button_up( "primary" ) ) mouse_state = 3;
+
+ ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
+
+ vg_ui();
+ vg_console_draw();
+ vg_debugtools_draw();
+
+ ui_resolve( &ui_global_ctx );
+ m3x3f view = M3X3_IDENTITY;
+ m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
+ m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
+ ui_draw( &ui_global_ctx );
+ }
glfwSwapBuffers( vg_window );