VG_STATIC void vg_update_post(void);
VG_STATIC void vg_render(void);
-VG_STATIC void vg_ui(void);
+VG_STATIC void vg_gui(void);
struct vg
{
#include "vg_tex.h"
#include "vg_input.h"
#include "vg_ui.h"
+#include "vg_imgui.h"
#include "vg_lines.h"
#include "vg_loader.h"
#include "vg_opt.h"
v2_zero( vg.mouse_wheel );
v2_zero( vg.mouse_delta );
+ /* Update input */
+ vg_process_inputs();
+
/* SDL event loop */
SDL_Event event;
while( SDL_PollEvent( &event ) ){
vg.mouse_pos[0] += vg.mouse_delta[0];
vg.mouse_pos[1] += vg.mouse_delta[1];
-
- /* Update input */
- vg_process_inputs();
}
VG_STATIC void _vg_gameloop_update(void)
/* ui */
vg.engine_stage = k_engine_stage_ui;
{
+ ui_prerender();
+ vg_gui();
+ ui_postrender();
+#if 0
ui_begin( vg.window_x, vg.window_y );
/* TODO */
/* FIXME */
audio_debug_ui( vg.pv );
- vg_ui();
+ vg_gui();
_vg_console_draw();
ui_resolve();
ui_draw( NULL );
+#endif
}
vg_profile_end( &vg_prof_render );
#ifdef VG_DEVWINDOW
0, 0, vg.window_x, vg.window_y,
- SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
+ SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL
))){}
#else
0, 0,
vg_async_init();
+#ifndef VG_DEVWINDOW
SDL_SetRelativeMouseMode(1);
+#endif
+
vg.thread_id_main = SDL_GetThreadID(NULL);
/* Opengl-required systems */