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shoal/ui/shoal.odin
T

32 lines
1.1 KiB
Odin

package ui
import ecs "../src"
import ml "vendor:microui"
// the microui context UIPlugin refreshes every frame, nil until the first
// PRE_DRAW. use get_ctx() instead of touching it directly
ui_ctx: ^ml.Context
// wires the ui package into the app, in frame order:
//
// STARTUP init() bakes the microui atlas into a texture
// PRE_DRAW begin() forwards raylib input, starts the frame, stashes ui_ctx
// POST_DRAW the frame's temp arena is freed, then end() renders the ui
// DESTROY destroy() unloads the atlas texture
//
// (systems within a schedule run in registration order, so POST_DRAW frees
// the arena first and renders second)
UIPlugin :: proc(app: ^ecs.App) {
ecs.add_system(app, ecs.STARTUP, proc() {init()})
ecs.add_system(app, ecs.POST_DRAW, proc() {free_all(context.temp_allocator)})
ecs.add_system(app, ecs.PRE_DRAW, proc() {ui_ctx = begin()})
ecs.add_system(app, ecs.POST_DRAW, proc() {end()})
ecs.add_system(app, ecs.DESTROY, proc() {destroy()})
}
// the microui context for this frame. pass it to every microui call. valid
// from PRE_DRAW onwards (nil before the first frame)
get_ctx :: proc() -> ^ml.Context {
return ui_ctx
}