#include "v4k.h" int main() { window_create(75.0, 0 ); gui_pushskin(gui_skinned("golden.ase", 3.0f, 1)); // x3 scale, sRGB enabled skinned_t *skinned = (skinned_t*)gui_userdata(); vec4 pos = vec4(400,400,100, 30); float testval=7.5f; float testval2=7.5f; while( window_swap() && !input(KEY_ESC) ) { // game loop 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; } // font do_once font_face(FONT_FACE2, "lilita_one_regular.ttf", 48.0f, FONT_EU | FONT_2048); do_once font_color(FONT_COLOR6, WHITE); font_print(va(FONT_MIDDLE FONT_CENTER FONT_FACE2 FONT_COLOR6 "%s", "Hello")); // background vec4 panel_pos = vec4(0, 0, window_width(), window_height()); gui_panel(panel_pos, "panel"); // button if (gui_button_label(FONT_FACE2 "PRESS", pos, 0)) { printf("%s\n", "Button pressed!"); } // vials 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"); // buttons vec2 badge_size = gui_getskinsize("badge", NULL); 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"); // 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); gui_panel_end(); } gui_popskin(); }