#include "vrinput.h"
#include "exman.h"
#include "blob_exhibit.h"
+#include "dbg_gui.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
+ if(!init_debug_gui()) {
+ return false;
+ }
+
Mesh::use_custom_sdr_attr = false;
float ambient[] = {0.0, 0.0, 0.0, 0.0};
texman.clear();
sceneman.clear();
+
+ cleanup_debug_gui();
}
static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
+ if(debug_gui) {
+ ImGui::GetIOPtr()->DeltaTime = dt;
+ ImGui::NewFrame();
+
+ ImGui::ShowTestWindow();
+ }
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
if(have_handtracking) {
draw_vrhands();
}
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
}
goatvr_draw_done();
slow_post(sdr_post_gamma);
glUseProgram(0);
}
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
{
glViewport(0, 0, x, y);
goatvr_set_fb_size(x, y, 1.0f);
+ debug_gui_reshape(x, y);
}
void app_keyboard(int key, bool pressed)
{
unsigned int mod = app_get_modifiers();
+ if(debug_gui && !(pressed && (key == '`' || key == 27))) {
+ debug_gui_key(key, pressed, mod);
+ return; // ignore all keystrokes when GUI is visible
+ }
+
if(pressed) {
switch(key) {
case 27:
break;
case '`':
+ debug_gui = !debug_gui;
+ show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
+ break;
+
+ case 'm':
app_toggle_grab_mouse();
show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
break;
void app_mouse_button(int bn, bool pressed, int x, int y)
{
+ if(debug_gui) {
+ debug_gui_mbutton(bn, pressed, x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
prev_mx = x;
prev_my = y;
bnstate[bn] = pressed;
void app_mouse_motion(int x, int y)
{
+ if(debug_gui) {
+ debug_gui_mmotion(x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
int dx = x - prev_mx;
int dy = y - prev_my;
prev_mx = x;
}
}
+void app_mouse_wheel(int dir)
+{
+ if(debug_gui) {
+ debug_gui_wheel(dir);
+ }
+}
+
void app_gamepad_axis(int axis, float val)
{
switch(axis) {