-// Input
-// ===========================================================================================================
-GLFWgamepadstate vg_gamepad;
-int vg_gamepad_ready = 0;
-const char *vg_gamepad_name = NULL;
-int vg_gamepad_id;
-
-enum EInputMode
-{
- k_EInputMode_pc,
- k_EInputMode_gamepad
-}
-vg_input_mode;
-
-static struct axis_binding
-{
- const char *name;
- union
- {
- int positive;
- int bind;
- };
- int negative;
-
- float value;
-}
-vg_axis_binds[];
-
-static struct button_binding
-{
- const char *name;
- int bind;
-
- int value; int prev;
-}
-vg_button_binds[];
-
-#include "vg/config.h"
-
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wreturn-type"
-
-static inline float vg_get_axis( const char *axis )
-{
- for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
- {
- if( !strcmp( axis, vg_axis_binds[i].name ) )
- {
- return vg_axis_binds[i].value;
- }
- }
-}
-
-static inline struct button_binding *vg_get_button_ptr( const char *button )
-{
- for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
- {
- if( !strcmp( button, vg_button_binds[i].name ) )
- {
- return vg_button_binds + i;
- }
- }
-}
-#pragma GCC diagnostic pop
-
-static inline int vg_get_button( const char *button )
-{
- return vg_get_button_ptr( button )->value;
-}
-
-static inline int vg_get_button_down( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->value & (bind->value ^ bind->prev);
-}
-
-static inline int vg_get_button_up( const char *button )
-{
- struct button_binding *bind = vg_get_button_ptr( button );
- return bind->prev & (bind->value ^ bind->prev);
-}
-
-static inline int key_is_keyboard( int const id )
-{
- static_assert( GLFW_MOUSE_BUTTON_LAST < GLFW_KEY_SPACE, "GLFW: Mouse has too many buttons" );
- return id > GLFW_MOUSE_BUTTON_LAST;
-}
-
-// Mouse AND Keyboard get button press
-int get_button_cross_device( int const id )
-{
- if( key_is_keyboard( id ) )
- {
- return glfwGetKey( vg_window, id );
- }
- else
- {
- return glfwGetMouseButton( vg_window, id ) == GLFW_PRESS;
- }
-}
+// Engine components
+#include "vg/vg_audio.h"
+#include "vg/vg_shader.h"
+#include "vg/vg_lines.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"