reimpliment console interface
[fishladder.git] / vg / vg.h
diff --git a/vg/vg.h b/vg/vg.h
index 658130bfe497992289dfe23977e9a0c98cf7a47c..84991dbb1135754ab8519e4462df7f0465a3157d 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
@@ -6,6 +6,7 @@
 #include <stdint.h>
 #include <string.h>
 #include <stdarg.h>
+#include <ctype.h>
 
 #include "gl/glad/glad.h"
 #include "gl/glfw3.h"
@@ -47,6 +48,8 @@ float vg_time_delta;
 #include "vg/vg_tex.h"
 #include "vg/vg_input.h"
 #include "vg/vg_ui.h"
+#include "vg/vg_debug.h"
+#include "vg/vg_console.h"
 
 #include "steam/steamworks_thin.h"
 
@@ -178,8 +181,8 @@ 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) ) 
@@ -190,6 +193,9 @@ 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 ++ )
@@ -206,11 +212,11 @@ static void vg_init( int argc, char *argv[], const char *window_name )
                }
        }
        
-       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" );
        
@@ -218,6 +224,9 @@ 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" );
+       
                // Main gameloop
                while( !glfwWindowShouldClose( vg_window ) )
                {
@@ -229,7 +238,7 @@ 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();
@@ -237,7 +246,26 @@ static void vg_init( int argc, char *argv[], const char *window_name )
                        
                        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();
+                               
+                               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 );