Only formatting
authorhgn <hgodden00@gmail.com>
Mon, 24 Mar 2025 18:28:33 +0000 (18:28 +0000)
committerhgn <hgodden00@gmail.com>
Mon, 24 Mar 2025 18:28:33 +0000 (18:28 +0000)
vg_console.h
vg_engine.c
vg_m.h
vg_ui/imgui_impl_opengl.c

index 046b8118ef98f99a105b983f74ca4f249be1c663..386ddb1c6e845f6ad032be297eaa66dddf1aa782 100644 (file)
@@ -66,8 +66,7 @@ struct vg_console
 }
 extern vg_console;
 
-void vg_console_reg_var( const char *alias, void *ptr, enum vg_var_dtype type, 
-                         u32 flags );
+void vg_console_reg_var( const char *alias, void *ptr, enum vg_var_dtype type, u32 flags );
 
 void vg_console_reg_cmd( const char *alias,
                          int (*function)(int argc, const char *argv[]),
index 6f595aae010607f0b13d5128bd0853c958bc3de3..ed2ff7ccb0722697b2135c2f04b5e03e2004a6b6 100644 (file)
@@ -316,9 +316,7 @@ static void _vg_gameloop_render(void)
    {
       ui_prerender( &vg_ui.ctx );
       vg_ui_set_screen( vg.window_x, vg.window_y );
-      ui_update_mouse( &vg_ui.ctx, 
-         (ui_px[2]){ vg.mouse_pos[0], vg.mouse_pos[1] }, vg.mouse_state );
-
+      ui_update_mouse( &vg_ui.ctx, (ui_px[2]){ vg.mouse_pos[0], vg.mouse_pos[1] }, vg.mouse_state );
       vg_framebuffer_ui( &vg_ui.ctx );
 
       if( vg_console.enabled )
diff --git a/vg_m.h b/vg_m.h
index 0966b4ea892c29aa445bd8a6fa270beb4b50d783..d7454019193ac9efdd172f757815557758db8287 100644 (file)
--- a/vg_m.h
+++ b/vg_m.h
@@ -112,11 +112,11 @@ static inline f32 vg_rad( f32 deg )
 }
 
 /* angle to reach b from a */
-static f32 vg_angle_diff( f32 a, f32 b ){
+static f32 vg_angle_diff( f32 a, f32 b )
+{
    f32 d = fmod(b,VG_TAUf)-fmodf(a,VG_TAUf);
    if( fabsf(d) > VG_PIf )
       d = -vg_signf(d) * (VG_TAUf - fabsf(d));
-
    return d;
 }
 
index 18edb3e6f74b1b5ff875ae76c755495ee824477a..2d68999dfe80d9ab9474a62588aeba7fbcc3b816 100644 (file)
@@ -289,10 +289,8 @@ void ui_impl_render_batch( ui_context *ctx, ui_batch *batch,
    if( shader == k_ui_shader_colour )
    {
       glUseProgram( _shader_ui.id );
-      glUniformMatrix3fv( glGetUniformLocation( _shader_ui.id, "uPv" ), 1, 
-                          GL_FALSE, (float *)vg_ui.pv );
-      glUniform4fv( glGetUniformLocation( _shader_ui.id, "uColour" ), 1,
-                    vg_ui.colour );
+      glUniformMatrix3fv( glGetUniformLocation( _shader_ui.id, "uPv" ), 1, GL_FALSE, (float *)vg_ui.pv );
+      glUniform4fv( glGetUniformLocation( _shader_ui.id, "uColour" ), 1, vg_ui.colour );
        
       glActiveTexture( GL_TEXTURE0 );
       glBindTexture( GL_TEXTURE_2D, vg_ui.tex_glyphs );
@@ -301,12 +299,9 @@ void ui_impl_render_batch( ui_context *ctx, ui_batch *batch,
       glActiveTexture( GL_TEXTURE1 );
       glBindTexture( GL_TEXTURE_2D, vg_ui.tex_bg );
       glUniform1i( glGetUniformLocation( _shader_ui.id, "uTexBG" ), 1 );
-      glUniform1f( glGetUniformLocation( _shader_ui.id, "uSpread" ), 
-                   vg_ui.frosting );
-      glUniform2fv( glGetUniformLocation( _shader_ui.id, "uBGInverseRatio" ),
-                     1, vg_ui.bg_inverse_ratio );
-      glUniform2fv( glGetUniformLocation( _shader_ui.id, "uInverseFontSheet" ),
-                     1, vg_ui.inverse_font_sheet );
+      glUniform1f( glGetUniformLocation( _shader_ui.id, "uSpread" ), vg_ui.frosting );
+      glUniform2fv( glGetUniformLocation( _shader_ui.id, "uBGInverseRatio" ),1, vg_ui.bg_inverse_ratio );
+      glUniform2fv( glGetUniformLocation( _shader_ui.id, "uInverseFontSheet" ), 1, vg_ui.inverse_font_sheet );
    }
    else if( shader == k_ui_shader_image )
    {