From: hgn Date: Mon, 24 Mar 2025 18:28:33 +0000 (+0000) Subject: Only formatting X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=19db2f7f9c1dc047f5e132aafaa8c0a568a173e8;p=vg.git Only formatting --- diff --git a/vg_console.h b/vg_console.h index 046b811..386ddb1 100644 --- a/vg_console.h +++ b/vg_console.h @@ -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[]), diff --git a/vg_engine.c b/vg_engine.c index 6f595aa..ed2ff7c 100644 --- a/vg_engine.c +++ b/vg_engine.c @@ -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 0966b4e..d745401 100644 --- 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; } diff --git a/vg_ui/imgui_impl_opengl.c b/vg_ui/imgui_impl_opengl.c index 18edb3e..2d68999 100644 --- a/vg_ui/imgui_impl_opengl.c +++ b/vg_ui/imgui_impl_opengl.c @@ -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 ) {