}
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[]),
{
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 )
}
/* 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;
}
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 );
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 )
{