fix movement bugs
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
index f3ff15997c11072060a201dfc2c827088135f3e3..53670b24ad93f6034b9f87111f3585a60b11de75 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
@@ -6,14 +6,19 @@
 #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"
 
@@ -24,19 +29,11 @@ m3x3f vg_pv;
 
 #include "vg/vg_m.h"
 #include "vg/vg_io.h"
-#include "vg/vg_audio.h"
-#include "vg/vg_shader.h"
-#include "vg/vg_lines.h"
-#include "vg/vg_tex.h"
+#include "vg/vg_gldiag.h"
 
-#include "steam/steamworks_thin.h"
+#ifndef VG_TOOLS
 
-static inline float vg_get_axis( const char *axis ) __attribute__((unused));
-static inline int vg_get_button( const char *button ) __attribute__((unused));
-static inline int vg_get_button_down( const char *button ) __attribute__((unused));
-static inline int vg_get_button_up( const char *button ) __attribute__((unused));
-
-// Globals
+// Engine globals
 GLFWwindow* vg_window;
 int vg_window_x = 1280;
 int vg_window_y = 720;
@@ -48,141 +45,17 @@ float      vg_time;
 float  vg_time_last;
 float  vg_time_delta;
 
-// 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 )
-{
-       vg_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"
 
-void vg_update_inputs(void)
-{
-       // Update button inputs
-       for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
-       {
-               struct button_binding *binding = vg_button_binds + i;
-               binding->prev = binding->value;
-       
-               if( vg_input_mode == k_EInputMode_pc )
-               {
-                       binding->value = get_button_cross_device( binding->bind );
-               }
-               else
-               {
-                       binding->value = vg_gamepad.buttons[ binding->bind ];
-               }
-       }
-       
-       // Update axis inputs
-       for( int i = 0; i < vg_list_size( vg_axis_binds ); i ++ )
-       {
-               struct axis_binding *binding = vg_axis_binds + i;
-               
-               if( vg_input_mode == k_EInputMode_pc )
-               {
-                       binding->value  = get_button_cross_device( binding->positive );
-                       binding->value -= get_button_cross_device( binding->negative );
-               }
-               else
-               {
-                       binding->value = vg_gamepad.axes[ binding->bind ];
-               }
-       }
-}
+#include "steam/steamworks_thin.h"
 
 // Engine main
 // ===========================================================================================================
@@ -266,7 +139,7 @@ static void vg_init( int argc, char *argv[], const char *window_name )
 {
 #ifdef VG_STEAM
        // Initialize steamworks
-       if( !sw_init( 1218140U ) )
+       if( !sw_init( VG_STEAM_APPID ) )
        {
                vg_exiterr( "Steamworks failed to initialize" );
        }
@@ -284,7 +157,7 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
        glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
        
-       glfwWindowHint( GLFW_SAMPLES, 1 );
+       glfwWindowHint( GLFW_SAMPLES, 4 );
        
        GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
        
@@ -312,8 +185,8 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        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) ) 
@@ -324,6 +197,11 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        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 ++ )
        {
                if( glfwJoystickIsGamepad( id ) )
@@ -334,15 +212,15 @@ static void vg_init( int argc, char *argv[], const char *window_name )
                        vg_gamepad_ready = 1;
                        vg_gamepad_id = id;
                        
-                       return;
+                       break;
                }
        }
        
-       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" );
        
@@ -350,6 +228,11 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        {
                vg_start();
        
+               vg_audio_init();
+               vg_register_exit( &vg_audio_free, "vg_audio_free" );
+               
+               vg_debugtools_setup();
+               
                // Main gameloop
                while( !glfwWindowShouldClose( vg_window ) )
                {
@@ -361,15 +244,35 @@ static void vg_init( int argc, char *argv[], const char *window_name )
                        
                        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_render();
                        
-                       vg_lines_drawall();
+                       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 );
                        
@@ -398,5 +301,7 @@ void vg_projection_update(void)
        m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
 }
 
+#endif
+
 u32 NvOptimusEnablement = 0x00000001;
 int AmdPowerXpressRequestHighPerformance = 1;