#include <GL/glut.h>
#include <utk/cubertk.h>
#include <drawtext.h>
+#include "level.h"
static int init(void);
static void cleanup(void);
static int utextspacing(void);
static int utextwidth(const char *txt, int sz);
-static int win_width, win_height;
+int win_width, win_height;
+int view_width, view_height;
+
static float uiscale = 1.0f;
+#define UISPLIT 150
#define FONTSZ 16
static struct dtx_font *uifont;
static utk_widget *uiroot;
+static struct level *lvl;
+
int main(int argc, char **argv)
{
utk_set_text_spacing_func(utextspacing);
utk_set_text_width_func(utextwidth);
- win = utk_window(uiroot, 20, 20, 100, 100, "window");
- utk_show(win);
+ win = utk_vbox(uiroot, 0, UTK_DEF_SPACING);
+ utk_set_pos(win, 15, 15);
+ utk_button(win, "hello", 0, 0, 0, 0);
+ utk_button(win, "button 2", 0, 0, 0, 0);
+ utk_button(win, "button 3", 0, 0, 0, 0);
+
+ if(!(lvl = create_level(32, 32))) {
+ fprintf(stderr, "failed to create level\n");
+ return -1;
+ }
return 0;
}
static void cleanup(void)
{
+ free_level(lvl);
dtx_close_font(uifont);
utk_close(uiroot);
}
static void display(void)
{
+ int splitx = UISPLIT * uiscale;
+
+ view_width = win_width - splitx;
+ view_height = win_height;
+
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+ /* draw UI */
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, splitx, win_height, 0, -1, 1);
+ glViewport(0, 0, splitx, win_height);
+
+ glBegin(GL_QUADS);
+ glColor3f(0.25, 0.25, 0.25);
+ glVertex2f(0, 0);
+ glVertex2f(splitx, 0);
+ glVertex2f(splitx, win_height);
+ glVertex2f(0, win_height);
+ glEnd();
utk_draw(uiroot);
+ /* draw view */
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, view_width, 0, view_height, -1, 1);
+ glViewport(splitx, 0, view_width, view_height);
+
+ glBegin(GL_QUADS);
+ glColor3f(0.1, 0.1, 0.1);
+ glVertex2f(0, 0);
+ glVertex2f(view_width, 0);
+ glVertex2f(view_width, view_height);
+ glVertex2f(0, view_height);
+ glEnd();
+
+ draw_level(lvl);
+
glutSwapBuffers();
}
win_width = x;
win_height = y;
- glViewport(0, 0, x, y);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, x, y, 0, -1, 1);
-
if(uiroot) {
utk_set_size(uiroot, x / uiscale, y / uiscale);
}