v4k-git-backup/demos/99-gui.c

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#include "v4k.h"
int main() {
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window_create(75.0, 0 );
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gui_pushskin(gui_skinned("golden.ase", 3.0f)); // x3 scale
skinned_t *skinned = (skinned_t*)gui_userdata();
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vec4 pos = vec4(400,400,100, 30);
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float testval=7.5f;
float testval2=7.5f;
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while( window_swap() && !input(KEY_ESC) ) { // game loop
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if (ui_panel("Atlas", 0)) {
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ui_atlas(&skinned->atlas);
ui_panel_end();
}
if (ui_panel("GUI", 0)) {
ui_float("Scale", &skinned->scale);
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ui_panel_end();
}
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if (ui_panel("Fonts", 0)) {
ui_font();
ui_panel_end();
}
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if (input_down(MOUSE_R)) {
pos.x = input(MOUSE_X);
pos.y = input(MOUSE_Y);
}
if (input(MOUSE_R)) {
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pos.z = input(MOUSE_X)-pos.x;
pos.w = input(MOUSE_Y)-pos.y;
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}
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// font
do_once font_face(FONT_FACE2, "lilita_one_regular.ttf", 48.0f, FONT_EU | FONT_2048);
do_once font_color(FONT_COLOR9, WHITE);
font_print(va(FONT_MIDDLE FONT_CENTER FONT_FACE2 FONT_COLOR9 "%s", "Hello"));
// background
vec4 panel_pos = vec4(0, 0, window_width(), window_height());
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gui_panel(panel_pos, "panel");
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// button
if (gui_button_label(FONT_FACE2 "PRESS", pos, 0)) {
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printf("%s\n", "Button pressed!");
}
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// vials
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gui_rect(vec4(40,140, 320, 20*skinned->scale), "vial");
gui_rect(vec4(40,140, 200, 14*skinned->scale), "hp");
gui_rect(vec4(40,240, 240, 20*skinned->scale), "vial");
gui_rect(vec4(40,240, 160, 14*skinned->scale), "mp");
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// buttons
vec2 badge_size = gui_getskinsize("badge", NULL);
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badge_size.x += 2; // padding
gui_rect(vec4(60+badge_size.x*0,320, 1, 1), "badge");
gui_rect(vec4(60+badge_size.x*1,320, 1, 1), "badge");
gui_rect(vec4(60+badge_size.x*2,320, 1, 1), "badge_empty");
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// sliders
vec2 slider_size = gui_getskinsize("slider", NULL);
gui_slider(vec4(60, 420, 80*skinned->scale, 1), 0, 0.0f, 15.0f, 1.0f, &testval);
gui_slider_label(va(FONT_FACE2 "%.02f", testval2), vec4(60, 420+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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}
gui_popskin();
}