+int debug_sfx = 0;
+
+struct vg_convar debug_cvars[] =
+{
+ { .name = "debug_sfx", .data = &debug_sfx, .data_type = k_convar_dtype_i32 }
+};
+
static void sfx_internal_debug_overlay(void)
{
+ if( !debug_sfx )
+ return;
+
// Grab values
struct sound_info
{
// UI part
// ========
-
- 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 );
// Draw audio stack
for( int i = 0; i < num_systems; i ++ )
ui_end_down( &ui_global_ctx );
ui_global_ctx.cursor[1] += 1;
}
-
- 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 } );
- vg_lines_drawall( (float*)view );
-
- ui_draw( &ui_global_ctx );
+}
+
+static void vg_debugtools_draw(void)
+{
+ sfx_internal_debug_overlay();
+}
+
+static void vg_debugtools_setup(void)
+{
+ for( int i = 0; i < vg_list_size( debug_cvars ); i ++ )
+ {
+ vg_convar_push( debug_cvars[i] );
+ }
}