#include "v4k.h" int main() { window_create(65.0, 0 ); gui_pushskin(gui_skinned("golden.ase", 4.0f)); skinned_t *skinned = C_CAST(skinned_t*, gui_userdata()); vec4 pos = vec4(400,400,100, 30); while( window_swap() && !input(KEY_ESC) ) { // game loop vec4 panel_pos = vec4(0, 0, window_width(), window_height()); if (ui_panel("Atlas", 0)) { ui_atlas(&skinned->atlas); ui_panel_end(); } if (ui_panel("GUI", 0)) { ui_float("Scale", &skinned->scale); ui_panel_end(); } if (input_down(MOUSE_R)) { pos.x = input(MOUSE_X); pos.y = input(MOUSE_Y); } if (input(MOUSE_R)) { pos.z = input(MOUSE_X)-pos.x; pos.w = input(MOUSE_Y)-pos.y; } // gui_panel(panel_pos, 0); if (gui_button(pos, 0)) { printf("%s\n", "Button pressed!"); } gui_panel(vec4(40,140, 320, 20*skinned->scale), "vial"); gui_panel(vec4(40,140, 200, 14*skinned->scale), "hp"); gui_panel(vec4(40,240, 240, 20*skinned->scale), "vial"); gui_panel(vec4(40,240, 160, 14*skinned->scale), "mp"); vec2 badge_size = gui_getskinsize("badge"); badge_size.x += 2; // padding gui_panel(vec4(60+badge_size.x*0,320, 1, 1), "badge"); gui_panel(vec4(60+badge_size.x*1,320, 1, 1), "badge"); gui_panel(vec4(60+badge_size.x*2,320, 1, 1), "badge_empty"); } gui_popskin(); }