more tweaks
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 0d3ff70599a60ec40e2b2e653363c5b66e810d8b..c036a50188582ff0805abe0ea6ba52c4587d5505 100644 (file)
  */
 
 #define SR_NETWORKED
+#define VG_DEVWINDOW
 #include "common.h"
 #include "conf.h"
 #include "steam.h"
 #include "render.h"
 #include "audio.h"
 #include "world.h"
+#include "font.h"
+
 
-#if 0
 #include "player.h"
-#else
-#include "player_interface.h"
-#include "player_device_walk.h"
-#include "player_device_skate.h"
-#include "player_device_dead.h"
-#include "player_model.h"
-
-/* temp */
-VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
-VG_STATIC struct player_device_skate localplayer_skate;
-VG_STATIC struct player_device_dead localplayer_dead;
+static player_instance localplayer;
 VG_STATIC struct player_avatar localplayer_avatar;
 VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
 
-#endif
+player_instance *tmp_localplayer(void)
+{
+   return &localplayer;
+}
 
 #include "network.h"
-
-#if 0
 #include "menu.h"
-#endif
 #include "vehicle.h"
 
 static int cl_ui      = 1,
-           cl_view_id = 0,
            cl_light_edit = 0;
 
 int main( int argc, char *argv[] )
 {
    vg_mem.use_libc_malloc = 0;
-   vg_set_mem_quota( 128*1024*1024 );
+   vg_set_mem_quota( 160*1024*1024 );
    vg_enter( argc, argv, "Voyager Game Engine" ); 
 
    return 0;
@@ -70,21 +61,21 @@ VG_STATIC void vg_launch_opt(void)
 
 VG_STATIC int __kill( int argc, const char *argv[] )
 {
+#if 0
    player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
    return 0;
 }
 
 VG_STATIC int __respawn( int argc, const char *argv[] )
 {
-   struct respawn_point *rp = NULL, *r;
+   ent_spawn *rp = NULL, *r;
+   world_instance *world = get_active_world();
 
-   if( argc == 1 )
-   {
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
+   if( argc == 1 ){
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
             rp = r;
             break;
          }
@@ -94,35 +85,30 @@ VG_STATIC int __respawn( int argc, const char *argv[] )
          vg_warn( "No spawn named '%s'\n", argv[0] );
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       float min_dist = INFINITY;
 
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         float d = v3_dist2( r->co, localplayer.rb.co );
+      for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+         r = mdl_arritm( &world->ent_spawn, i );
+         float d = v3_dist2( r->transform.co, localplayer.rb.co );
          
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
-         {
+         if( d < min_dist ){
             min_dist = d;
             rp = r;
          }
       }
    }
 
-   if( !rp )
-   {
+   if( !rp ){
       vg_error( "No spawn found\n" );
 
-      if( !world.spawn_count )
+      if( !mdl_arrcount(&world->ent_spawn) )
          return 0;
 
-      rp = &world.spawns[0];
+      rp = mdl_arritm( &world->ent_spawn, 0 );
    }
 
-   player_spawn( &localplayer, rp );
+   player__spawn( &localplayer, rp );
    return 1;
 }
 
@@ -140,14 +126,6 @@ VG_STATIC void vg_preload(void)
       .persistent = 0
    });
 
-   vg_var_push( (struct vg_var){
-      .name = "cl_view_id",
-      .data = &cl_view_id,
-      .data_type = k_var_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 0
-   });
-
    vg_var_push( (struct vg_var){
       .name = "ledit",
       .data = &cl_light_edit,
@@ -199,19 +177,19 @@ VG_STATIC void load_playermodels(void)
                ctx_outlaw,
                ctx_jordan;
 
-   mdl_open( &ctx_default, "models/ch_new.mdl" );
-   mdl_load_metadata( &ctx_default, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
+   mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
    mdl_close( &ctx_default );
 
-   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
-   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
    mdl_close( &ctx_outlaw );
 
-   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
-   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
    mdl_close( &ctx_jordan );
    
    vg_acquire_thread_sync();
@@ -223,19 +201,27 @@ VG_STATIC void load_playermodels(void)
    vg_release_thread_sync();
 
    /* FIXME: hack */
-   shader_viewchar_register();
+   shader_model_character_view_register();
    vg_acquire_thread_sync();
    {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
    }
    vg_release_thread_sync();
 }
 
+void temp_update_playermodel(void){
+   player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+}
+
 VG_STATIC void vg_load(void)
 {
    vg_loader_step( render_init, NULL );
-   //vg_loader_step( menu_init, NULL );
+   vg_loader_step( menu_init, NULL );
    vg_loader_step( world_init, NULL );
+   vg_loader_step( font3d_init, NULL );
+
+   font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
+
    //vg_loader_step( player_init, NULL );
    //vg_loader_step( vehicle_init, NULL );
    //
@@ -245,24 +231,31 @@ VG_STATIC void vg_load(void)
    vg_loader_step( load_playermodels, NULL );
   
    /* player setup */
-   player_interface_create_player( &localplayer );
-   
+   player__create( &localplayer );
    player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
-   player_use_avatar( &localplayer, &localplayer_avatar );
-   player_use_mesh( &localplayer, &localplayer_meshes[0] );
-   player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
-   player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
 
    /* --------------------- */
 
    vg_bake_shaders();
    vg_loader_step( audio_init, audio_free );
-   world_audio_init();
 
    /* 'systems' are completely loaded now */
-   strcpy( world.world_name, "maps/mp_mtzero.mdl" );
-   strcpy( world.world_name, "maps/mp_gridmap.mdl" );
-   world_load();
+
+   /* load home world */
+   world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
+   //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
+
+#if 0
+   world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+   world_link_nonlocal_gates( 0, 1 );
+   world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+   world_link_nonlocal_gates( 0, 2 );
+#endif
+
    vg_console_load_autos();
 }
 
@@ -282,8 +275,7 @@ VG_STATIC void vg_update(void)
 {
    steam_update();
 
-   if( vg.is_loaded )
-   {
+   if( vg.is_loaded ){
       draw_origin_axis();
       network_update();
       
@@ -292,23 +284,23 @@ VG_STATIC void vg_update(void)
          player_update_pre();
 #endif
 
-      player_pre_update( &localplayer );
-      world_update( localplayer.rb.co );
+      player__pre_update( &localplayer );
+      world_update( get_active_world(), localplayer.rb.co );
+      audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
    }
 }
 
 VG_STATIC void vg_update_fixed(void)
 {
-   if( vg.is_loaded )
-   {
+   if( vg.is_loaded ){
 #if 0
       if( !gzoomer.inside )
          player_update_fixed();
 
       vehicle_update_fixed();
 #endif
-
-      player_update( &localplayer );
+      world_routes_fixedupdate( get_active_world() );
+      player__update( &localplayer );
    }
 }
 
@@ -327,10 +319,96 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer );
+      player__post_update( &localplayer );
+
+      
+      float inr3 = 0.57735027,
+            inr2 = 0.70710678118;
+
+      v3f sample_directions[] = {
+         { -1.0f,  0.0f,  0.0f },
+         {  1.0f,  0.0f,  0.0f },
+         {  0.0f,  0.0f,  1.0f },
+         {  0.0f,  0.0f, -1.0f },
+         {  0.0f,  1.0f,  0.0f },
+         {  0.0f, -1.0f,  0.0f },
+         { -inr3,  inr3,  inr3 },
+         {  inr3,  inr3,  inr3 },
+         { -inr3,  inr3, -inr3 },
+         {  inr3,  inr3, -inr3 },
+         { -inr2,  0.0f,  inr2 },
+         {  inr2,  0.0f,  inr2 },
+         { -inr2,  0.0f, -inr2 },
+         {  inr2,  0.0f, -inr2 },
+      };
+
+      static int si = 0;
+      static float distances[16];
+
+      ray_hit ray;
+      ray.dist = 5.0f;
+
+      v3f rc, rd, ro;
+      v3_copy( sample_directions[ si ], rd );
+      v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
+      v3_copy( ro, rc );
+
+      float dist = 200.0f;
+
+      for( int i=0; i<10; i++ ){
+         if( ray_world( get_active_world(), rc, rd, &ray ) ){
+            dist = (float)i*5.0f + ray.dist;
+            break;
+         }
+         else{
+            v3_muladds( rc, rd, ray.dist, rc );
+         }
+      }
+
+      distances[si] = dist;
+
+
+      for( int i=0; i<14; i++ ){
+         if( distances[i] != 200.0f ){
+            u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+                              VG__CYAN, VG__YELOW, VG__PINK,
+                              VG__WHITE };
+
+            u32 colour = colours[i%7];
+
+            v3f p1;
+            v3_muladds( ro, sample_directions[i], distances[i], p1 );
+            vg_line( ro, p1, colour );
+            vg_line_pt3( p1, 0.1f, colour );
+         }
+      }
+
+      si ++;
+      if( si >= 14 )
+         si = 0;
+
+
+      /* FIXME: TEMP */
+      audio_lock();
+      vg_dsp.echo_distances[si] = dist;
+
+      v3f ears = { 1.0f,0.0f,0.0f };
+      m3x3_mulv( main_camera.transform, ears, ears );
+      v3_copy( ears, vg_audio.external_listener_ears );
+      v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
+
+      /* TODO: this is transformed back and fourth twice. */
+      if( localplayer.gate_waiting ){
+         m4x3_mulv( localplayer.gate_waiting->transport,
+                    vg_audio.external_listener_pos, 
+                    vg_audio.external_listener_pos );
+      }
+
+      v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
+      audio_unlock();
 
-#if 0
       menu_update();
+#if 0
       vehicle_update_post();
 #endif
    }
@@ -344,37 +422,34 @@ VG_STATIC void vg_framebuffer_resize( int w, int h )
 VG_STATIC void present_view_with_post_processing(void)
 {
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
 
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
 
-   if( cl_blur )
-   {
+   v2f inverse;
+   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
+   if( cl_blur ){
       shader_blitblur_use();
       shader_blitblur_uTexMain( 0 );
       shader_blitblur_uTexMotion( 1 );
       shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
+      shader_blitblur_uInverseRatio( inverse );
 
       v2f menu_blurring;
-      //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
-      v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
+      v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
       shader_blitblur_uOverrideDir( menu_blurring );
 
-      if( cl_view_id == 0 )
-         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
-      else if( cl_view_id == 1 )
-         render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
-      else
-         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
-
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
       render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
    }
-   else
-   {
+   else{
       shader_blit_use();
       shader_blit_uTexMain( 0 );
+      shader_blit_uInverseRatio( inverse );
       render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
    }
 
@@ -398,44 +473,41 @@ VG_STATIC void render_player_transparent(void)
 
    /* Draw player to window buffer and blend background ontop */
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   player_render( &small_cam, &localplayer );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+   player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void)
 {
-   render_fb_bind( gpipeline.fb_main );
+   render_fb_bind( gpipeline.fb_main, 1 );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
-   render_world( &main_camera );
 
+   world_instance *view_world = localplayer.viewable_world;
 
+   if( view_world == NULL ){
+      glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+      return;
+   }
 
-   int player_transparent = 1,
-       player_draw        = 1;
+   render_world( view_world, &main_camera, 0 );
 
-   if( !player_transparent && player_draw )
-      player_render( &main_camera, &localplayer );
+   render_water_texture( view_world, &main_camera, 0 );
+   render_fb_bind( gpipeline.fb_main, 1 );
+   render_water_surface( view_world, &main_camera );
 
-   render_water_texture( &main_camera );
-   render_fb_bind( gpipeline.fb_main );
-   render_water_surface( &main_camera );
-   render_world_gates( &main_camera );
+   int depth = 1;
+   if( localplayer.gate_waiting ) depth = 0;
+   render_world_gates( view_world, &main_camera, depth );
 
-   if( player_transparent && player_draw )
+   if( !cl_menu )
       render_player_transparent();
 }
 
-VG_STATIC void render_menu(void)
-{
-   glClear( GL_DEPTH_BUFFER_BIT );
-#if 0
-   menu_render( &main_camera );
-#endif
-}
-
 VG_STATIC void render_main_game(void)
 {
 #if 0
@@ -453,19 +525,33 @@ VG_STATIC void render_main_game(void)
    main_camera.fov   = fov;
 #endif
 
-   /* copy camera from player.
-    * TODO: blend with camera from menu */
+   player__pre_render( &localplayer );
 
-   /* FIXME: TEMP!! */
-   player_pre_render( &localplayer );
+   v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity, 
+            main_camera.pos );
+   main_camera.angles[0] = 
+      vg_alerpf(  localplayer.cam.angles[0], menu_camera_angles[0], 
+                  menu_opacity );
+   main_camera.angles[1] = 
+      vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1], 
+                 menu_opacity );
 
-   v3_copy( localplayer.cam.pos, main_camera.pos );
-   v3_copy( localplayer.cam.angles, main_camera.angles );
-   main_camera.fov = localplayer.cam.fov;
+   main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
+                               menu_opacity );
    main_camera.nearz = 0.1f;
    main_camera.farz  = 2100.0f;
 
    camera_update_transform( &main_camera );
+
+   if( localplayer.gate_waiting ){
+      m3x3_mul( localplayer.basis_gate, main_camera.transform, 
+                main_camera.transform );
+   }
+   else{
+      m3x3_mul( localplayer.basis, main_camera.transform, 
+                main_camera.transform );
+   }
+   
    camera_update_view( &main_camera );
    camera_update_projection( &main_camera );
    camera_finalize( &main_camera );
@@ -473,15 +559,18 @@ VG_STATIC void render_main_game(void)
    /* ========== Begin Frame ========== */
 
    render_scene();
-   present_view_with_post_processing();
 
-#if 0
-   if( cl_menu ) 
-   {
-      render_menu();
+   if( cl_menu ) {
+      glClear( GL_DEPTH_BUFFER_BIT );
+      menu_render_bg();
+      glEnable( GL_DEPTH_TEST );
       render_player_transparent();
    }
-#endif
+
+   present_view_with_post_processing();
+
+   if( cl_menu )
+      menu_render_fg( &main_camera );
 
    /* =========== End Frame =========== */
 }
@@ -497,119 +586,23 @@ VG_STATIC void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    render_main_game();
+
+   m4x4_copy( main_camera.mtx.pv, vg.pv );
    
    /* Other shite */
    glDisable(GL_BLEND);
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)main_camera.mtx.pv );
+   glDisable(GL_DEPTH_TEST);
+   vg_lines_drawall();
    glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
-VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
-   player_ui( &localplayer );
-
 #if 0
-   menu_crap_ui();
+   player__im_gui( &localplayer );
 #endif
-
-   if( cl_light_edit )
-   {
-      vg_uictx.cursor[0] = 10;
-      vg_uictx.cursor[1] = 10;
-      vg_uictx.cursor[2] = 200;
-      vg_uictx.cursor[3] = 20;
-
-      struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
-      struct ui_slider_vector 
-         s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
-
-      struct ui_slider
-         s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
-         s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
-
-      for( int i=0; i<3; i++ )
-         run_light_widget( &gpipeline.widgets[i] );
-      
-      ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
-      vg_uictx.cursor[1] += 16;
-      ui_slider_vector( &s5 );
-
-      ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
-      vg_uictx.cursor[1] += 16;
-      ui_slider( &s8 );
-      ui_slider( &s9 );
-
-      ui_text( vg_uictx.cursor, "Misc", 1, 0 );
-      vg_uictx.cursor[1] += 16;
-      struct ui_checkbox c1 = {.data = &wl->g_light_preview};
-      ui_checkbox( &c1 );
-
-      render_update_lighting_ub();
-   }
-   
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   if( cl_ui )
-   {
-      render_world_routes_ui();
-   }
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+   world_instance *world = get_active_world();
+   menu_crap_ui();
    
-   audio_debug_soundscapes();
    render_view_framebuffer_ui();
-
-#if 0
-   player_physics_gui();
-#endif
-}
-
-VG_STATIC void run_light_widget( struct light_widget *lw )
-{
-   struct ui_checkbox c1 = { .data=&lw->enabled };
-
-   ui_checkbox( &c1 );
-   
-   if( lw->enabled )
-   {
-      struct ui_slider_vector 
-         colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
-         dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
-
-      ui_slider_vector( &colour );
-      vg_uictx.cursor[1] += 4;
-      ui_slider_vector( &dir );
-   }
-}
-
-VG_STATIC void run_debug_info(void)
-{
-#if 0
-   char buf[40];
-   
-   snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
-   ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
-   
-   snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
-         player.phys.a[0], player.phys.a[1], player.phys.a[2] );
-   ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
-
-   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
-         player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
-   ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
-
-   if( vg_input.controller_handle )
-   {
-      for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
-      {
-         snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
-         ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
-      }
-   }
-   else
-   {
-      ui_text( (ui_px [2]){ 0, 60 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
-#endif
 }