B32 inrect(V2 pos, V2 start, V2 end) { B32 res; res = ((pos.x > start.x) && (pos.x < end.x) && (pos.y > start.y) && (pos.y < end.y)); return res; } void beginui(Shader shader, PRGEWindow wnd) { MAT4 proj; glUseProgram(shader.id); proj = ortho(0.0f, (F32)wnd.w, 0.0f, (F32)wnd.h, -1.0f, 1.0f); setmat4fv(shader.id, PRGE_SHADER_PROJ_MAT, proj); glDisable(GL_DEPTH_TEST); } void endui(void) { glEnable(GL_DEPTH_TEST); glUseProgram(0); } B32 button(PRGEContext *prgectx, Shader shader, const char *name, V2 center, F32 w, F32 h) { B32 pressed; Mesh quad; V2 start, end; MAT4 model; V4 color; pressed = 0; quad = gen_quad(prgectx->tmpa, v3fromv2(center), V3_ZERO, w, h); color = v4(1.0f, 0.0f, 0.0f, 1.0f); start = v2(center.x-w/2.0f, center.y-h/2.0f); end = v2(center.x+w/2.0f, center.y+h/2.0f); if (inrect(prgectx->in.mouse_pos, start, end) && !prgectx->in.capture_mouse) { color = v4(0.0f, 0.0f, 1.0f, 1.0f); if (is_key_pressed(prgectx->in.mouse_left)) { sys_printf("%s\n", name); pressed = 1; } } model = translmat4(MAT4_IDENTITY, v3(center.x, prgectx->wnd.h-center.y, 0.0f)); setmat4fv(shader.id, "model", model); set4fv(shader.id, "color", color); draw_mesh(quad); clear_mesh(&quad); return pressed; }