2023-11-26 15:27:33 +00:00
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#include "v4k.h"
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int main() {
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2023-11-26 16:07:33 +00:00
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window_create(65.0, 0 );
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2023-11-26 15:27:33 +00:00
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2023-11-28 14:38:30 +00:00
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gui_pushskin(gui_skinned("golden.ase", 1.0f));
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2023-11-26 19:03:38 +00:00
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skinned_t *skinned = C_CAST(skinned_t*, gui_userdata());
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2023-11-26 15:27:33 +00:00
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2023-11-26 19:03:38 +00:00
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vec4 pos = vec4(400,400,100, 30);
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2023-11-26 15:27:33 +00:00
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2023-11-28 13:31:56 +00:00
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float testval=7.5f;
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float testval2=7.5f;
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2023-11-26 15:27:33 +00:00
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while( window_swap() && !input(KEY_ESC) ) { // game loop
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2023-11-26 16:07:33 +00:00
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vec4 panel_pos = vec4(0, 0, window_width(), window_height());
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2023-11-26 15:27:33 +00:00
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if (ui_panel("Atlas", 0)) {
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2023-11-26 19:03:38 +00:00
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ui_atlas(&skinned->atlas);
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ui_panel_end();
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}
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if (ui_panel("GUI", 0)) {
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ui_float("Scale", &skinned->scale);
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2023-11-26 15:27:33 +00:00
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ui_panel_end();
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}
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if (input_down(MOUSE_R)) {
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pos.x = input(MOUSE_X);
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pos.y = input(MOUSE_Y);
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}
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if (input(MOUSE_R)) {
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2023-11-26 19:03:38 +00:00
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pos.z = input(MOUSE_X)-pos.x;
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pos.w = input(MOUSE_Y)-pos.y;
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2023-11-26 15:27:33 +00:00
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}
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//
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2023-11-28 13:31:56 +00:00
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gui_panel(panel_pos, "panel");
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if (gui_button(pos, 0)) {
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printf("%s\n", "Button pressed!");
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}
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gui_rect(vec4(40,140, 320, 20*skinned->scale), "vial");
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gui_rect(vec4(40,140, 200, 14*skinned->scale), "hp");
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gui_rect(vec4(40,240, 240, 20*skinned->scale), "vial");
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gui_rect(vec4(40,240, 160, 14*skinned->scale), "mp");
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vec2 badge_size = gui_getskinsize("badge");
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badge_size.x += 2; // padding
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gui_rect(vec4(60+badge_size.x*0,320, 1, 1), "badge");
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gui_rect(vec4(60+badge_size.x*1,320, 1, 1), "badge");
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gui_rect(vec4(60+badge_size.x*2,320, 1, 1), "badge_empty");
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vec2 slider_size = gui_getskinsize("slider");
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gui_slider(vec4(60, 480, 80*skinned->scale, 1), 0, 0.0f, 15.0f, 1.0f, &testval);
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gui_slider(vec4(60, 480+slider_size.y+10, 120*skinned->scale, 1), 0, -5.0f, 20.0f, 0.0f, &testval2);
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gui_panel_end();
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2023-11-26 15:27:33 +00:00
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}
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gui_popskin();
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}
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