#include "vg/vg_shader.h"
typedef i16 ui_px;
-typedef u32 ui_colour;
typedef ui_px ui_rect[4];
typedef struct ui_vert ui_vert;
};
#pragma pack(pop)
-struct
-{
+enum ui_scheme_colour{
+ k_ui_bg = 0,
+ k_ui_fg = 8,
+ k_ui_hue = 16,
+ k_ui_red = 16,
+ k_ui_orange,
+ k_ui_yellow,
+ k_ui_green,
+ k_ui_aqua,
+ k_ui_blue,
+ k_ui_purple,
+ k_ui_gray,
+ k_ui_brighter = 8
+};
+
+typedef u32 ui_scheme[8*4];
+
+#define UI_RGB( STDHEX ) 0xff000000 |\
+ ((STDHEX&0x000000ff)<<16) |\
+ ((STDHEX&0x0000ff00) ) |\
+ ((STDHEX&0x00ff0000)>>16)
+
+struct{
struct ui_vert *vertex_buffer;
u16 *indice_buffer;
u32 max_verts, max_indices,
cur_vert, cur_indice,
vert_start, indice_start;
+
+ void *focused_control_id; /* uses the memory location of various locking
+ controls as an id */
+ u32 focused_control_hit;
+ enum ui_control_type{
+ k_ui_control_none,
+ k_ui_control_textbox,
+ }
+ focused_control_type;
GLuint tex_glyphs, vao, vbo, ebo;
ui_rect click_fader;
float click_fade_opacity;
+
+ ui_scheme scheme;
}
+static vg_ui = {
+ .scheme = {
+ [ k_ui_bg+0 ] = UI_RGB( 0x1d2021 ),
+ [ k_ui_bg+1 ] = UI_RGB( 0x282828 ),
+ [ k_ui_bg+2 ] = UI_RGB( 0x3c3836 ),
+ [ k_ui_bg+3 ] = UI_RGB( 0x504945 ),
+ [ k_ui_bg+4 ] = UI_RGB( 0x665c54 ),
+ [ k_ui_bg+5 ] = UI_RGB( 0x7c6f64 ),
+ [ k_ui_bg+6 ] = UI_RGB( 0x928374 ),
+ [ k_ui_bg+7 ] = UI_RGB( 0xa89984 ),
+
+ [ k_ui_fg+0 ] = UI_RGB( 0xebdbb2 ),
+ [ k_ui_fg+1 ] = UI_RGB( 0xfbf1c7 ),
+ [ k_ui_fg+2 ] = UI_RGB( 0xd5c4a1 ),
+ [ k_ui_fg+3 ] = UI_RGB( 0xbdae93 ),
+ [ k_ui_fg+4 ] = UI_RGB( 0xa89984 ),
+ [ k_ui_fg+5 ] = UI_RGB( 0x000000 ),
+ [ k_ui_fg+6 ] = UI_RGB( 0x000000 ),
+ [ k_ui_fg+7 ] = UI_RGB( 0x000000 ),
+
+ [ k_ui_red ] = UI_RGB( 0xcc241d ),
+ [ k_ui_orange ] = UI_RGB( 0xd65d0e ),
+ [ k_ui_yellow ] = UI_RGB( 0xd79921 ),
+ [ k_ui_green ] = UI_RGB( 0x98971a ),
+ [ k_ui_aqua ] = UI_RGB( 0x689d6a ),
+ [ k_ui_blue ] = UI_RGB( 0x458588 ),
+ [ k_ui_purple ] = UI_RGB( 0xb16286 ),
+ [ k_ui_gray ] = UI_RGB( 0x928374 ),
+ [ k_ui_red + k_ui_brighter ] = UI_RGB( 0xfb4934 ),
+ [ k_ui_orange + k_ui_brighter ] = UI_RGB( 0xfe8019 ),
+ [ k_ui_yellow + k_ui_brighter ] = UI_RGB( 0xfabd2f ),
+ [ k_ui_green + k_ui_brighter ] = UI_RGB( 0xb8bb26 ),
+ [ k_ui_aqua + k_ui_brighter ] = UI_RGB( 0x8ec07c ),
+ [ k_ui_blue + k_ui_brighter ] = UI_RGB( 0x83a598 ),
+ [ k_ui_purple + k_ui_brighter ] = UI_RGB( 0xd3869b ),
+ [ k_ui_gray + k_ui_brighter ] = UI_RGB( 0xa89984 ),
+ }
+};
-static vg_uictx;
static struct vg_shader _shader_ui =
{
.name = "[vg] ui",
"in vec4 aColour;"
""
"in vec2 aWsp;"
+
+ "vec2 rand_hash22( vec2 p )"
+ "{"
+ "vec3 p3 = fract(vec3(p.xyx) * 213.8976123);"
+ "p3 += dot(p3, p3.yzx+19.19);"
+ "return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));"
+ "}"
""
"void main()"
"{"
-
- "vec4 glyph = vec4(1.0,1.0,1.0,1.0);"
+ "vec4 diffuse = aColour;"
- "if( aColour.a == 0.0 )"
+ "if( diffuse.a == 0.0 )"
"{"
- "glyph = texture( uTexGlyphs, aTexCoords );"
- "glyph.a = smoothstep( 0.47, 0.53, glyph.r );"
- "}"
- "else"
- "{"
- "glyph.a = aColour.a;"
+ "diffuse.a = texture( uTexGlyphs, aTexCoords ).r;"
"}"
- "FragColor = vec4( aColour.rgb, glyph.a );"
+ "FragColor = diffuse;"
"}"
}
};
* ----------------------------------------
*/
- vg_uictx.max_indices = 20000;
- vg_uictx.max_verts = 30000;
+ vg_ui.max_indices = 20000;
+ vg_ui.max_verts = 30000;
/* Generate the buffer we are gonna be drawing to */
- glGenVertexArrays( 1, &vg_uictx.vao );
- glGenBuffers( 1, &vg_uictx.vbo );
- glGenBuffers( 1, &vg_uictx.ebo );
+ glGenVertexArrays( 1, &vg_ui.vao );
+ glGenBuffers( 1, &vg_ui.vbo );
+ glGenBuffers( 1, &vg_ui.ebo );
- glBindVertexArray( vg_uictx.vao );
- glBindBuffer( GL_ARRAY_BUFFER, vg_uictx.vbo );
+ glBindVertexArray( vg_ui.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_ui.vbo );
glBufferData( GL_ARRAY_BUFFER,
- vg_uictx.max_verts * sizeof( struct ui_vert ),
+ vg_ui.max_verts * sizeof( struct ui_vert ),
NULL, GL_DYNAMIC_DRAW );
- glBindVertexArray( vg_uictx.vao );
+ glBindVertexArray( vg_ui.vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_uictx.ebo );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_ui.ebo );
glBufferData( GL_ELEMENT_ARRAY_BUFFER,
- vg_uictx.max_indices * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
+ vg_ui.max_indices * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
VG_CHECK_GL_ERR();
VG_CHECK_GL_ERR();
/* Alloc RAM default context */
- u32 vert_size = vg_uictx.max_verts*sizeof(struct ui_vert),
- inds_size = vg_align8( vg_uictx.max_indices*sizeof(u16) );
+ u32 vert_size = vg_ui.max_verts*sizeof(struct ui_vert),
+ inds_size = vg_align8( vg_ui.max_indices*sizeof(u16) );
- vg_uictx.vertex_buffer = vg_linear_alloc( vg_mem.rtmemory, vert_size );
- vg_uictx.indice_buffer = vg_linear_alloc( vg_mem.rtmemory, inds_size );
+ vg_ui.vertex_buffer = vg_linear_alloc( vg_mem.rtmemory, vert_size );
+ vg_ui.indice_buffer = vg_linear_alloc( vg_mem.rtmemory, inds_size );
/* font
* -----------------------------------------------------
data++;
}
- glGenTextures( 1, &vg_uictx.tex_glyphs );
- glBindTexture( GL_TEXTURE_2D, vg_uictx.tex_glyphs );
+ glGenTextures( 1, &vg_ui.tex_glyphs );
+ glBindTexture( GL_TEXTURE_2D, vg_ui.tex_glyphs );
glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, 256, 256, 0,
GL_RED, GL_UNSIGNED_BYTE, image );
VG_STATIC void ui_flush( enum ui_shader shader )
{
- u32 vertex_offset = vg_uictx.vert_start*sizeof(ui_vert),
- vertex_count = vg_uictx.cur_vert-vg_uictx.vert_start,
+ u32 vertex_offset = vg_ui.vert_start*sizeof(ui_vert),
+ vertex_count = vg_ui.cur_vert-vg_ui.vert_start,
vertex_size = vertex_count*sizeof(ui_vert),
- indice_offset = vg_uictx.indice_start*sizeof(u16),
- indice_count = vg_uictx.cur_indice-vg_uictx.indice_start,
+ indice_offset = vg_ui.indice_start*sizeof(u16),
+ indice_count = vg_ui.cur_indice-vg_ui.indice_start,
indice_size = indice_count * sizeof(u16);
if( !vertex_size || !indice_size )
return;
- glBindVertexArray( vg_uictx.vao );
- glBindBuffer( GL_ARRAY_BUFFER, vg_uictx.vbo );
+ glBindVertexArray( vg_ui.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_ui.vbo );
glBufferSubData( GL_ARRAY_BUFFER, vertex_offset, vertex_size,
- vg_uictx.vertex_buffer+vg_uictx.vert_start );
+ vg_ui.vertex_buffer+vg_ui.vert_start );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_uictx.ebo );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vg_ui.ebo );
glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, indice_offset, indice_size,
- vg_uictx.indice_buffer+vg_uictx.indice_start );
+ vg_ui.indice_buffer+vg_ui.indice_start );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GL_FALSE, (float *)view );
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, vg_uictx.tex_glyphs );
+ glBindTexture( GL_TEXTURE_2D, vg_ui.tex_glyphs );
glUniform1i( glGetUniformLocation( _shader_ui.id, "uTexGlyphs" ), 0 );
}
else if( shader == k_ui_shader_image ){
vg_fatal_error( "Invalid UI shader (%d)\n", shader );
glDrawElements( GL_TRIANGLES, indice_count, GL_UNSIGNED_SHORT,
- (void *)(vg_uictx.indice_start*sizeof(u16)) );
+ (void *)(vg_ui.indice_start*sizeof(u16)) );
glDisable( GL_BLEND );
- vg_uictx.indice_start = vg_uictx.cur_indice;
- vg_uictx.vert_start = vg_uictx.cur_vert;
+ vg_ui.indice_start = vg_ui.cur_indice;
+ vg_ui.vert_start = vg_ui.cur_vert;
}
static void ui_fill_rect( ui_rect rect, u32 colour, ui_px uv[4] )
{
/* this if far from ideal but stops us from crashing */
- if( (vg_uictx.cur_vert + 4 > vg_uictx.max_verts) ||
- (vg_uictx.cur_indice + 6 > vg_uictx.max_indices))
+ if( (vg_ui.cur_vert + 4 > vg_ui.max_verts) ||
+ (vg_ui.cur_indice + 6 > vg_ui.max_indices))
return;
- struct ui_vert *vertices = &vg_uictx.vertex_buffer[ vg_uictx.cur_vert ];
- u16 *indices = &vg_uictx.indice_buffer[ vg_uictx.cur_indice ];
+ struct ui_vert *vertices = &vg_ui.vertex_buffer[ vg_ui.cur_vert ];
+ u16 *indices = &vg_ui.indice_buffer[ vg_ui.cur_indice ];
for( int i=0; i<4; i++ ){
vertices[i].colour = colour;
vertices[3].co[1] = rect[1]+rect[3];
vertices[3].uv[0] = uv[0];
vertices[3].uv[1] = uv[3];
- u16 ind_start = vg_uictx.cur_vert;
+ u16 ind_start = vg_ui.cur_vert;
- u16 start = vg_uictx.cur_vert;
+ u16 start = vg_ui.cur_vert;
u32 mesh[] = { 0,2,1, 0,3,2 };
for( u32 i=0; i<vg_list_size(mesh); i++ ){
indices[i] = start+mesh[i];
}
- vg_uictx.cur_indice += 6;
- vg_uictx.cur_vert += 4;
+ vg_ui.cur_indice += 6;
+ vg_ui.cur_vert += 4;
}
static void ui_fill( ui_rect rect, u32 colour )
static void ui_outline( ui_rect rect, ui_px thickness, u32 colour )
{
/* this if far from ideal but stops us from crashing */
- if( (vg_uictx.cur_vert + 8 > vg_uictx.max_verts) ||
- (vg_uictx.cur_indice + 24 > vg_uictx.max_indices))
+ if( (vg_ui.cur_vert + 8 > vg_ui.max_verts) ||
+ (vg_ui.cur_indice + 24 > vg_ui.max_indices))
return;
- struct ui_vert *vertices = &vg_uictx.vertex_buffer[ vg_uictx.cur_vert ];
- u16 *indices = &vg_uictx.indice_buffer[ vg_uictx.cur_indice ];
+ struct ui_vert *vertices = &vg_ui.vertex_buffer[ vg_ui.cur_vert ];
+ u16 *indices = &vg_ui.indice_buffer[ vg_ui.cur_indice ];
for( int i=0; i<8; i++ ){
vertices[i].uv[0] = 4;
vertices[7].co[0] = vertices[3].co[0]-thickness;
vertices[7].co[1] = vertices[3].co[1]+thickness;
- u16 start = vg_uictx.cur_vert;
+ u16 start = vg_ui.cur_vert;
u32 mesh[] = { 0,5,4, 0,1,5, 1,6,5, 1,2,6, 2,7,6, 2,3,7, 3,4,7, 3,0,4 };
for( u32 i=0; i<vg_list_size(mesh); i++ ){
indices[i] = start+mesh[i];
}
- vg_uictx.cur_indice += 24;
- vg_uictx.cur_vert += 8;
+ vg_ui.cur_indice += 24;
+ vg_ui.cur_vert += 8;
}
static void ui_split_px( ui_rect rect,
static int ui_click_down(void)
{
- if( vg_uictx.ignore_input_frames ) return 0;
+ if( vg_ui.ignore_input_frames ) return 0;
- if( (vg_uictx.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT)) &&
- !(vg_uictx.mouse_state[1] & SDL_BUTTON(SDL_BUTTON_LEFT)) )
+ if( (vg_ui.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT)) &&
+ !(vg_ui.mouse_state[1] & SDL_BUTTON(SDL_BUTTON_LEFT)) )
return 1;
else
return 0;
static int ui_clicking(void)
{
- if( vg_uictx.ignore_input_frames ) return 0;
- return vg_uictx.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT);
+ if( vg_ui.ignore_input_frames ) return 0;
+ return vg_ui.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT);
}
static int ui_click_up(void)
{
- if( vg_uictx.ignore_input_frames ) return 0;
- if( (vg_uictx.mouse_state[1] & SDL_BUTTON(SDL_BUTTON_LEFT)) &&
- !(vg_uictx.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT)) )
+ if( vg_ui.ignore_input_frames ) return 0;
+ if( (vg_ui.mouse_state[1] & SDL_BUTTON(SDL_BUTTON_LEFT)) &&
+ !(vg_ui.mouse_state[0] & SDL_BUTTON(SDL_BUTTON_LEFT)) )
return 1;
else
return 0;
static void ui_prerender(void)
{
int x, y;
- vg_uictx.mouse_state[1] = vg_uictx.mouse_state[0];
- vg_uictx.mouse_state[0] = SDL_GetMouseState( &x, &y );
- vg_uictx.mouse[0] = x;
- vg_uictx.mouse[1] = y;
-
- vg_uictx.cur_vert = 0;
- vg_uictx.cur_indice = 0;
- vg_uictx.vert_start = 0;
- vg_uictx.indice_start = 0;
-
- if( vg_uictx.ignore_input_frames ){
- vg_uictx.ignore_input_frames --;
+ vg_ui.mouse_state[1] = vg_ui.mouse_state[0];
+ vg_ui.mouse_state[0] = SDL_GetMouseState( &x, &y );
+ vg_ui.mouse[0] = x;
+ vg_ui.mouse[1] = y;
+
+ vg_ui.cur_vert = 0;
+ vg_ui.cur_indice = 0;
+ vg_ui.vert_start = 0;
+ vg_ui.indice_start = 0;
+ vg_ui.focused_control_hit = 0;
+
+ if( vg_ui.ignore_input_frames ){
+ vg_ui.ignore_input_frames --;
return;
}
if( ui_click_down() ){
- vg_uictx.mouse_click[0] = vg_uictx.mouse[0];
- vg_uictx.mouse_click[1] = vg_uictx.mouse[1];
+ vg_ui.mouse_click[0] = vg_ui.mouse[0];
+ vg_ui.mouse_click[1] = vg_ui.mouse[1];
}
}
+static u32 ui_colour( enum ui_scheme_colour id )
+{
+ return vg_ui.scheme[ id ];
+}
+
static void ui_text( ui_rect rect, const char *str, ui_px scale,
enum ui_align align )
{
ui_rect text_cursor;
- u32 current_colour = 0x00ffffff;
+ u32 colour = ui_colour( k_ui_fg ) & 0x00ffffff;
const char *_c = str;
u8 c;
ui_rect rect_char;
if( ui_clip( rect, text_cursor, rect_char ) ){
- ui_fill_rect( rect_char, current_colour, (ui_px[4])
+ ui_fill_rect( rect_char, colour, (ui_px[4])
{
glyph_base[0]+2,
glyph_base[1]+1,
_c = _c + i + 1;
switch( colour_id ){
- case '0': current_colour = 0x00ffffff; break;
- case '3'|'1'<<8: current_colour = 0x00201fee; break;
- case '3'|'2'<<8: current_colour = 0x0037e420; break;
- case '3'|'3'<<8: current_colour = 0x000ed8e2; break;
- case '3'|'4'<<8: current_colour = 0x00f15010; break;
- case '3'|'5'<<8: current_colour = 0x00ee20ee; break;
- case '3'|'6'<<8: current_colour = 0x00eeee20; break;
- case '3'|'7'<<8: current_colour = 0x00ffffff; break;
+ case '0': colour = ui_colour( k_ui_fg ); break;
+ case '3'|'0'<<8: colour = ui_colour( k_ui_bg ); break;
+ case '3'|'1'<<8: colour = ui_colour( k_ui_red ); break;
+ case '3'|'2'<<8: colour = ui_colour( k_ui_green ); break;
+ case '3'|'3'<<8: colour = ui_colour( k_ui_yellow ); break;
+ case '3'|'4'<<8: colour = ui_colour( k_ui_blue ); break;
+ case '3'|'5'<<8: colour = ui_colour( k_ui_purple ); break;
+ case '3'|'6'<<8: colour = ui_colour( k_ui_aqua ); break;
+ case '3'|'7'<<8: colour = ui_colour( 0xffffffff ); break;
}
-
+
+ colour &= 0x00ffffff;
break;
}
return r | (g<<8) | (b<<16) | (a<<24);
}
-static int ui_button( ui_rect rect, v4f colour )
+static void ui_defocus_all(void)
+{
+ if( vg_ui.focused_control_type == k_ui_control_textbox ){
+ SDL_StopTextInput();
+ }
+
+ vg_ui.focused_control_id = NULL;
+ vg_ui.focused_control_hit = 0;
+ vg_ui.focused_control_type = k_ui_control_none;
+}
+
+static int ui_button( ui_rect rect, enum ui_scheme_colour colour )
{
int clickup= ui_click_up(),
click = ui_clicking() | clickup,
- target = ui_inside_rect( rect, vg_uictx.mouse_click ) && click,
- hover = ui_inside_rect( rect, vg_uictx.mouse );
+ target = ui_inside_rect( rect, vg_ui.mouse_click ) && click,
+ hover = ui_inside_rect( rect, vg_ui.mouse );
- u32 basecolour = v4f_u32_colour( colour );
+ u32 col_base = vg_ui.scheme[ colour ],
+ col_highlight = vg_ui.scheme[ k_ui_fg ],
+ col_hover = vg_ui.scheme[ colour + k_ui_brighter ];
if( click ){
if( target ){
if( hover ){
if( clickup ){
- ui_fill( rect, 0xffffffff );
- vg_uictx.ignore_input_frames = 2;
- rect_copy( rect, vg_uictx.click_fader );
- vg_uictx.click_fade_opacity = 1.0f;
+ ui_fill( rect, col_highlight );
+ vg_ui.ignore_input_frames = 2;
+ rect_copy( rect, vg_ui.click_fader );
+ vg_ui.click_fade_opacity = 1.0f;
+ ui_defocus_all();
return 1;
}
else{
- ui_fill( rect, 0xffcccccc );
+ ui_fill( rect, col_highlight );
return 0;
}
}
else{
- ui_fill( rect, 0xff505050 );
- ui_outline( rect, 1, 0xffffffff );
+ ui_fill( rect, col_base );
+ ui_outline( rect, 1, col_highlight );
return 0;
}
}
else{
- ui_fill( rect, 0xff505050 );
+ ui_fill( rect, col_base );
return 0;
}
}
else{
if( hover ){
- ui_fill( rect, 0xffa0a0a0 );
+ ui_fill( rect, col_hover );
return 0;
}
else{
- ui_fill( rect, 0xff505050 );
+ ui_fill( rect, col_base );
return 0;
}
}
}
static int ui_button_text( ui_rect rect, const char *string, ui_px scale,
- v4f colour )
+ enum ui_scheme_colour colour )
{
int result = ui_button( rect, colour );
ui_rect t = { 0,0, ui_text_line_width( string )*scale, 14*scale };
static void ui_postrender(void)
{
- if( vg_uictx.click_fade_opacity > 0.0f ){
+ if( vg_ui.click_fade_opacity > 0.0f ){
- float scale = vg_uictx.click_fade_opacity;
+ float scale = vg_ui.click_fade_opacity;
scale = vg_maxf( 1.0f/255.0f, scale*scale );
- vg_uictx.click_fade_opacity -= vg.time_frame_delta * 1.8f;
+ vg_ui.click_fade_opacity -= vg.time_frame_delta * 1.8f;
u32 colour = v4f_u32_colour( (v4f){ 1.0f,1.0f,1.0f, scale } );
ui_rect rect;
- rect[3] = (float)(vg_uictx.click_fader[3]) * scale;
- rect[2] = vg_uictx.click_fader[2];
- ui_rect_center( vg_uictx.click_fader, rect );
+ rect[3] = (float)(vg_ui.click_fader[3]) * scale;
+ rect[2] = vg_ui.click_fader[2];
+ ui_rect_center( vg_ui.click_fader, rect );
ui_fill( rect, colour );
}
ui_flush( k_ui_shader_colour );
+
+ if( !vg_ui.focused_control_hit ){
+ ui_defocus_all();
+ }
+}
+
+static int ui_textbox( ui_rect rect, char *buf, u32 len )
+{
+ int clickup= ui_click_up(),
+ click = ui_clicking() | clickup,
+ target = ui_inside_rect( rect, vg_ui.mouse_click ) && click,
+ hover = ui_inside_rect( rect, vg_ui.mouse );
+
+ u32 col_base = vg_ui.scheme[ k_ui_bg ],
+ col_highlight = vg_ui.scheme[ k_ui_fg ];
+
+ ui_px border = -1;
+
+ if( vg_ui.focused_control_id == buf ){
+ ui_fill( rect, col_base );
+ ui_outline( rect, -2, vg_ui.scheme[ k_ui_orange ] );
+ vg_ui.focused_control_hit = 1;
+ return 0;
+ }
+
+ if( click ){
+ if( target ){
+ if( hover ){
+ if( clickup ){
+ ui_fill( rect, col_highlight );
+ vg_ui.ignore_input_frames = 2;
+ rect_copy( rect, vg_ui.click_fader );
+ vg_ui.click_fade_opacity = 1.0f;
+ vg_ui.focused_control_id = buf;
+ vg_ui.focused_control_hit = 1;
+ vg_ui.focused_control_type = k_ui_control_textbox;
+ SDL_StartTextInput();
+ }
+ else{
+ ui_fill( rect, col_highlight );
+ }
+ }
+ else{
+ ui_fill( rect, col_base );
+ ui_outline( rect, -1, col_highlight );
+ }
+ }
+ else{
+ ui_fill( rect, col_base );
+ }
+ }
+ else{
+ ui_fill( rect, col_base );
+
+ if( hover ){
+ ui_outline( rect, -1, col_highlight );
+ }
+ }
+
+ return 0;
}
#endif /* VG_IMGUI_H */