#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"
// Engine globals
GLFWwindow* vg_window;
-int vg_window_x = 1280;
-int vg_window_y = 720;
+
+// 1366, 768
+// 1920, 1080
+
+#ifdef VG_CAPTURE_MODE
+int vg_window_x = 1920;
+int vg_window_y = 1080;
+#else
+int vg_window_x = 1366;
+int vg_window_y = 768;
+#endif
v2f vg_mouse;
+v2f vg_mouse_wheel;
v3f vg_mouse_ws;
float vg_time;
#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
+#include "vg/vg_steamworks.h"
+#endif
// Engine main
// ===========================================================================================================
void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
{
-
+ vg_mouse_wheel[0] += xoffset;
+ vg_mouse_wheel[1] += yoffset;
}
void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
{
#ifdef VG_STEAM
// Initialize steamworks
- if( !sw_init( 1218140U ) )
- {
- vg_exiterr( "Steamworks failed to initialize" );
- }
- else
- {
- vg_register_exit( &sw_SteamAPI_Shutdown, "SteamAPI" );
- }
+ if( !sw_init() )
+ return;
#endif
// Context creation
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
+#ifdef VG_CAPTURE_MODE
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
+#else
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+#endif
+
glfwWindowHint( GLFW_SAMPLES, 4 );
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
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_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_audio_init();
vg_register_exit( &vg_audio_free, "vg_audio_free" );
-
+
+ vg_debugtools_setup();
+
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
+ v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+
glfwPollEvents();
#ifdef VG_STEAM
- sw_RunSteamEventLoop();
+ sw_event_loop();
#endif
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 );
+ ui_set_mouse( &ui_global_ctx, vg_mouse[0], vg_mouse[1], vg_get_button_state( "primary" ) );
+
+ vg_ui();
+ vg_console_draw();
+ vg_debugtools_draw();
+
+ ui_resolve( &ui_global_ctx );
+ ui_draw( &ui_global_ctx, NULL );
+ }
glfwSwapBuffers( vg_window );