Example #1
0
ui_textbox* ui_textbox_new() {
  ui_textbox* tb = malloc(sizeof(ui_textbox));

  tb->inner = ui_rectangle_new();
  ui_rectangle_set_texture(tb->inner, 
    asset_hndl_new_load(ui_style_current->box_back_image), 
    ui_style_current->box_back_width,
    ui_style_current->box_back_height,
    ui_style_current->box_back_tile);
  ui_rectangle_set_border(tb->inner,
    ui_style_current->box_back_border_size,
    ui_style_current->box_back_border_color);
  ui_rectangle_set_glitch(tb->inner, ui_style_current->box_glitch);
  ui_rectangle_set_color(tb->inner, ui_style_current->box_inset_color);
  
  tb->outer = ui_rectangle_new();
  ui_rectangle_set_texture(tb->outer, 
    asset_hndl_new_load(ui_style_current->box_back_image), 
    ui_style_current->box_back_width,
    ui_style_current->box_back_height,
    ui_style_current->box_back_tile);
  ui_rectangle_set_border(tb->outer,
    ui_style_current->box_back_border_size,
    ui_style_current->box_back_border_color);
  ui_rectangle_set_glitch(tb->outer, ui_style_current->box_glitch);
  ui_rectangle_set_color(tb->outer, ui_style_current->box_up_color);
  
  tb->contents = ui_text_new();
  ui_text_set_color(tb->contents, ui_style_current->box_text_color);
  ui_text_align(tb->contents, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER);
  ui_text_move(tb->contents, ui_rectangle_center(tb->inner));
  ui_text_draw_string(tb->contents, "");
  
  tb->label = ui_text_new();
  ui_text_set_color(tb->label, ui_style_current->box_label_color);
  ui_text_align(tb->label, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER);
  ui_text_move(tb->label, ui_rectangle_center(tb->inner));
  ui_text_draw_string(tb->label, "");
  
  tb->password = false;
  tb->max_chars = 256;
  
  tb->selected = false;
  tb->active = true;
  tb->enabled = true;
  
  return tb;
}
Example #2
0
ui_browser* ui_browser_new() {
  
  int width = graphics_viewport_width();
  int height = graphics_viewport_height();
  
  ui_browser* b = malloc(sizeof(ui_browser));
  
  b->outer = ui_rectangle_new();
  ui_rectangle_move(b->outer, vec2_new(width - 300, 10));
  ui_rectangle_resize(b->outer, vec2_new(280, height - 20));
  ui_rectangle_set_texture(b->outer, 
    asset_hndl_new_load(ui_style_current->box_back_image), 
    ui_style_current->box_back_width,
    ui_style_current->box_back_height,
    ui_style_current->box_back_tile);
  ui_rectangle_set_border(b->outer,
    ui_style_current->box_back_border_size,
    ui_style_current->box_back_border_color);
  ui_rectangle_set_glitch(b->outer, ui_style_current->box_glitch);
  ui_rectangle_set_color(b->outer, vec4_grey());
  
  b->inner = ui_listbox_new();
  ui_listbox_move(b->inner, vec2_new(width - 290, 20));
  ui_listbox_resize(b->inner, vec2_new(260, height - 40));
  
  strcpy(b->directory.ptr, SDL_GetWorkingDir());
  ui_browser_chdir(b, b->directory);
  
  b->active = true;
  
  return b;
  
}
Example #3
0
static int load_resources(void* unused) {
  
  folder_load(P("./resources/terrain/"));
  folder_load(P("./resources/vegetation/"));
  
  static_object* skydome = entity_new("skydome", static_object);
  skydome->renderable = asset_hndl_new_load(P("./resources/terrain/skydome.obj"));
  ((renderable*)asset_hndl_ptr(skydome->renderable))->material = asset_hndl_new_load(P("$CORANGE/shaders/skydome.mat"));
  skydome->position = vec3_new(512, 0, 512);
  skydome->scale = vec3_new(1024, 1024, 1024);
  
  landscape* world = entity_new("world", landscape);
  world->terrain = asset_hndl_new_load(P("./resources/terrain/heightmap.raw"));
  world->normalmap = asset_hndl_new_load(P("./resources/terrain/normalsmap.dds"));
  world->colormap = asset_hndl_new_load(P("./resources/terrain/colormap.dds"));
  world->attributemap = asset_hndl_new_load(P("./resources/terrain/attributemap.dds"));

  landscape_set_textures(world, asset_hndl_new_load(P("./resources/terrain/surface.dds")), 
                                asset_hndl_new_load(P("./resources/terrain/surface_bump.dds")), 
                                asset_hndl_new_load(P("./resources/terrain/surface_far.dds")), 
                                asset_hndl_new_load(P("./resources/terrain/surface_far_bump.dds")));
  
  vegetation_init();
  //vegetation_add_type(asset_get("./resources/terrain/heightmap.raw"), 
  //                    asset_get("./resources/vegetation/grass.obj"), 
  //                    4.0);
  
  ui_button* loading = ui_elem_get("loading");
  ui_spinner* load_spinner = ui_elem_get("load_spinner");
  ui_button* framerate = ui_elem_get("framerate");
  ui_button* wireframe = ui_elem_get("wireframe");
  ui_button* freecam = ui_elem_get("freecam");
  loading->active = false;
  load_spinner->active = false;
  framerate->active = true;
  wireframe->active = true;
  freecam->active = true;
  
  loading_resources = false;
  return 1;
}
Example #4
0
ui_button* ui_button_new() {

  ui_button* b = malloc(sizeof(ui_button));
  
  b->back = ui_rectangle_new();
  ui_rectangle_set_texture(b->back, 
    asset_hndl_new_load(ui_style_current->box_back_image), 
    ui_style_current->box_back_width,
    ui_style_current->box_back_height,
    ui_style_current->box_back_tile);
  ui_rectangle_set_border(b->back,
    ui_style_current->box_back_border_size,
    ui_style_current->box_back_border_color);
  ui_rectangle_set_glitch(b->back, ui_style_current->box_glitch);
  ui_rectangle_blend(b->back, 
    ui_style_current->box_blend_src,
    ui_style_current->box_blend_dst);
  
  b->label = ui_text_new_string("Button1");
  ui_text_move(b->label, ui_rectangle_center(b->back));
  ui_text_set_color(b->label, ui_style_current->box_text_color);
  ui_text_align(b->label, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER);
  ui_text_draw(b->label);
  
  b->onclick = NULL;
  b->onclick_data = NULL;
  
  b->up_color = ui_style_current->box_up_color;
  b->down_color = ui_style_current->box_down_color;

  b->active = true;
  b->enabled = true;
  b->pressed = false;
  
  return b;

}
Example #5
0
font* font_load_file(char* filename) {
  
  font* f = malloc(sizeof(font));
  f->width = 0;
  f->height = 0;
  
  /* Encodes ASCII */
  f->locations = malloc( sizeof(vec2) * 256 );
  f->sizes = malloc( sizeof(vec2) * 256 );
  f->offsets = malloc( sizeof(vec2) * 256 );
  
  SDL_RWops* file = SDL_RWFromFile(filename, "r");
  
  if(file == NULL) {
    error("Could not load file %s", filename);
  }
  
  char line[1024];
  while(SDL_RWreadline(file, line, 1024)) {
    
    int tex_id;
    char tex_file[MAX_PATH];
    if (sscanf(line, "page id=%i file=%s", &tex_id, tex_file) > 0) {
      
      fpath location;
      SDL_PathFileLocation(location.ptr, filename);
      
      /* +1 to remove beginning quotation */
      strcat(location.ptr, tex_file+1); 
      
      /* remove ending quotation */
      location.ptr[strlen(location.ptr)-1] = '\0';
      
      f->texture_map = asset_hndl_new_load(location);
    }
    
    int lineheight, base, scalew, scaleh;
    int pages, packed, a_chan, r_chan, g_chan, b_chan;
    if (sscanf(line, "common lineHeight=%i base=%i scaleW=%i scaleH=%i "
                     "pages=%i packed=%i alphaChnl=%i "
                     "redChnl=%i greenChnl=%i blueChnl=%i", 
                     &lineheight, &base, &scalew, &scaleh, 
                     &pages, &packed, &a_chan, 
                     &r_chan, &g_chan, &b_chan) > 0) {
                     
      f->width = scalew;
      f->height = scaleh;
    }
    
    int id, x, y, w, h, x_off, y_off, x_adv, page, chnl;
    if (sscanf(line, "char id=%i x=%i y=%i width=%i height=%i "
                     "xoffset=%i yoffset=%i xadvance=%i page=%i chnl=%i", 
                     &id, &x, &y, &w, &h, &x_off, 
                     &y_off, &x_adv, &page, &chnl) > 0) {
      
      f->locations[id] = vec2_new((float)x / f->width, (float)y / f->height);
      f->sizes[id] = vec2_new((float)w / f->width, (float)h / f->height);
      f->offsets[id] = vec2_new((float)x_off / f->width, (float)y_off / f->height);
    }
  }
  
  SDL_RWclose(file);
  
  return f;
}
Example #6
0
int main(int argc, char **argv) {
  
  #ifdef _WIN32
    FILE* ctt = fopen("CON", "w" );
    FILE* fout = freopen( "CON", "w", stdout );
    FILE* ferr = freopen( "CON", "w", stderr );
  #endif
  
  corange_init("../../assets_core");
  
  graphics_viewport_set_title("Teapot");
  graphics_viewport_set_size(1280, 720);
  
  camera* cam = entity_new("camera", camera);
  cam->position = vec3_new(5, 5, 5);
  cam->target =  vec3_new(0, 0, 0);
  
  teapot_shader = asset_hndl_new_load(P("./assets/teapot.mat"));
  teapot_object = asset_hndl_new_load(P("./assets/teapot.obj"));
  
  int running = 1;
  SDL_Event e = {0};
  
  while(running) {
    
    frame_begin();
    
    camera* cam = entity_get("camera");
    
    while(SDL_PollEvent(&e)) {
      switch(e.type){
      case SDL_KEYDOWN:
      case SDL_KEYUP:
        if (e.key.keysym.sym == SDLK_ESCAPE) { running = 0; }
        if (e.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); }
        if (e.key.keysym.sym == SDLK_r &&
            e.key.keysym.mod == KMOD_LCTRL) {
            asset_reload_all();
        }
        break;
      case SDL_QUIT:
        running = 0;
        break;
      }
      camera_control_orbit(cam, e);
      ui_event(e);
    }
    
    ui_update();
    
    glClearColor(0.25, 0.25, 0.25, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    
    shader_program* shader = material_first_program(asset_hndl_ptr(&teapot_shader));
    shader_program_enable(shader);
    shader_program_set_mat4(shader, "world", mat4_id());
    shader_program_set_mat4(shader, "view", camera_view_matrix(cam));
    shader_program_set_mat4(shader, "proj", camera_proj_matrix(cam));
      
    shader_program_set_texture(shader, "cube_beach", 0, asset_hndl_new_load(P("$CORANGE/water/cube_sea.dds")));
    shader_program_set_vec3(shader, "camera_direction", camera_direction(cam));
    
    renderable* r = asset_hndl_ptr(&teapot_object);
    
    for(int i=0; i < r->num_surfaces; i++) {
      
      renderable_surface* s = r->surfaces[i];
      
      int mentry_id = min(i, ((material*)asset_hndl_ptr(&r->material))->num_entries-1);
      material_entry* me = material_get_entry(asset_hndl_ptr(&r->material), mentry_id);
      
      glBindBuffer(GL_ARRAY_BUFFER, s->vertex_vbo);
      
      shader_program_enable_attribute(shader, "vPosition",  3, 18, (void*)0);
      shader_program_enable_attribute(shader, "vNormal",    3, 18, (void*)(sizeof(float) * 3));
      //shader_program_enable_attribute(shader, "vTangent",   3, 18, (void*)(sizeof(float) * 6));
      //shader_program_enable_attribute(shader, "vBinormal",  3, 18, (void*)(sizeof(float) * 9));
      //shader_program_enable_attribute(shader, "vTexcoord",  2, 18, (void*)(sizeof(float) * 12));
      
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->triangle_vbo);
        glDrawElements(GL_TRIANGLES, s->num_triangles * 3, GL_UNSIGNED_INT, (void*)0);
      
      shader_program_disable_attribute(shader, "vPosition");
      shader_program_disable_attribute(shader, "vNormal");
      //shader_program_disable_attribute(shader, "vTangent");
      //shader_program_disable_attribute(shader, "vBinormal");
      //shader_program_disable_attribute(shader, "vTexcoord");
      
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
      glBindBuffer(GL_ARRAY_BUFFER, 0);

    }
  
    shader_program_disable(shader);
    
    glDisable(GL_DEPTH_TEST);
    ui_render();
    
    graphics_swap();
    
    frame_end();
  }
  
  corange_finish();
  
  return 0;
  
}
Example #7
0
void ui_rectangle_render(ui_rectangle* r) {

    if(!r->active) {
        return;
    }

    int width = graphics_viewport_width();
    int height = graphics_viewport_height();

    asset_hndl mat = asset_hndl_new_load(P("$CORANGE/shaders/ui.mat"));
    shader_program* program_ui = material_get_entry(asset_hndl_ptr(&mat), 0)->program;

    shader_program_enable(program_ui);
    shader_program_set_mat4(program_ui, "world", mat4_id());
    shader_program_set_mat4(program_ui, "view", mat4_id());
    shader_program_set_mat4(program_ui, "proj", mat4_orthographic(0, width, height, 0, -1, 1));

    glEnable(GL_BLEND);
    glBlendFunc(r->blend_src, r->blend_dst);

    if (asset_hndl_isnull(&r->texture)) {
        shader_program_set_texture(program_ui, "diffuse", 0, asset_hndl_new_load(P("$CORANGE/textures/white.dds")));
    } else {
        shader_program_set_texture(program_ui, "diffuse", 0, r->texture);
    }

    shader_program_set_texture(program_ui, "random",  1, asset_hndl_new_load(P("$CORANGE/textures/random.dds")));

    shader_program_set_float(program_ui, "time", r->time);
    shader_program_set_float(program_ui, "glitch", r->glitch);

    float rect_colors[] = {
        r->color.x, r->color.y, r->color.z, r->color.w,
        r->color.x, r->color.y, r->color.z, r->color.w,
        r->color.x, r->color.y, r->color.z, r->color.w,
        r->color.x, r->color.y, r->color.z, r->color.w,
        r->color.x, r->color.y, r->color.z, r->color.w,
        r->color.x, r->color.y, r->color.z, r->color.w
    };

    float rect_positions[] = {
        r->top_left.x,     r->top_left.y,
        r->top_left.x,     r->bottom_right.y,
        r->bottom_right.x, r->bottom_right.y,
        r->top_left.x,     r->top_left.y,
        r->bottom_right.x, r->top_left.y,
        r->bottom_right.x, r->bottom_right.y,
    };

    float rect_texcoords[12];

    if (r->texture_tile) {

        float width = r->bottom_right.x - r->top_left.x;
        float height = r->bottom_right.y - r->top_left.y;

        rect_texcoords[0]  = 0;
        rect_texcoords[1]  = height / r->texture_height;
        rect_texcoords[2]  = width  / r->texture_width;
        rect_texcoords[3]  = height / r->texture_height;
        rect_texcoords[4]  = width  / r->texture_width;
        rect_texcoords[5]  = 0;
        rect_texcoords[6]  = 0;
        rect_texcoords[7]  = height / r->texture_height;
        rect_texcoords[8]  = 0;
        rect_texcoords[9]  = 0;
        rect_texcoords[10] = width  / r->texture_width;
        rect_texcoords[11] = 0;

    } else {

        rect_texcoords[0]  = 0;
        rect_texcoords[1]  = 0;
        rect_texcoords[2]  = 1;
        rect_texcoords[3]  = 0;
        rect_texcoords[4]  = 1;
        rect_texcoords[5]  = 1;
        rect_texcoords[6]  = 0;
        rect_texcoords[7]  = 0;
        rect_texcoords[8]  = 0;
        rect_texcoords[9]  = 1;
        rect_texcoords[10] = 1;
        rect_texcoords[11] = 1;

    }

    shader_program_enable_attribute(program_ui, "vPosition", 2, 2, rect_positions);
    shader_program_enable_attribute(program_ui, "vTexcoord", 2, 2, rect_texcoords);
    shader_program_enable_attribute(program_ui, "vColor", 4, 4, rect_colors);

    glDrawArrays(GL_TRIANGLES, 0, 6);

    shader_program_disable_attribute(program_ui, "vPosition");
    shader_program_disable_attribute(program_ui, "vTexcoord");
    shader_program_disable_attribute(program_ui, "vColor");

    if (r->border_size > 0) {

        glLineWidth(r->border_size);

        float border_colors[] = {
            r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w,
            r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w,
            r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w,
            r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w,
            r->border_color.x, r->border_color.y, r->border_color.z, r->border_color.w
        };

        float border_positions[] = {
            r->top_left.x,     r->top_left.y,
            r->bottom_right.x, r->top_left.y,
            r->bottom_right.x, r->bottom_right.y,
            r->top_left.x,     r->bottom_right.y,
            r->top_left.x,     r->top_left.y
        };

        float border_texcoord[] = {
            0, 0,  0, 0,  0, 0,  0, 0,  0, 0
        };

        shader_program_enable_attribute(program_ui, "vPosition", 2, 2, border_positions);
        shader_program_enable_attribute(program_ui, "vTexcoord", 2, 2, border_texcoord);
        shader_program_enable_attribute(program_ui, "vColor", 4, 4, border_colors);

        glDrawArrays(GL_LINE_STRIP, 0, 5);

        shader_program_disable_attribute(program_ui, "vPosition");
        shader_program_disable_attribute(program_ui, "vTexcoord");
        shader_program_disable_attribute(program_ui, "vColor");

        glLineWidth(1);
    }

    glDisable(GL_BLEND);

    shader_program_disable(program_ui);

}
Example #8
0
material* mat_load_file(char* filename) {
  
  SDL_RWops* file = SDL_RWFromFile(filename, "r");
  if(file == NULL) {
    error("Cannot load file %s", filename);
  }
  
  material* m = material_new();
  material_entry* me = material_add_entry(m);
  
  char line[1024];
  while(SDL_RWreadline(file, line, 1024)) {
    
    if (line[0] == '#') { continue; }
    if (line[0] == '\r') { continue; }
    if (line[0] == '\n') { continue; }
    
    if (strstr(line, "submaterial")) {
      
      /* Skip Empty Submaterials */
      if (me->num_items == 0) {
        continue;
      } else {
        me = material_add_entry(m);
        continue;
      }
      
    }
    
    char type[512]; char name[512]; char value[512];
    int matches = sscanf(line, "%511s %511s = %511s", type, name, value);
    
    if (matches != 3) continue;
    
    material_item mi;
    int type_id;
    char* end;
    float f0, f1, f2, f3;
    
    if (strcmp(type, "shader") == 0) {
    
      mi.as_asset = asset_hndl_new_load(P(value));
      type_id = mat_item_shader;
      
    } else if (strcmp(type, "texture") == 0) {
    
      mi.as_asset = asset_hndl_new_load(P(value));
      type_id = mat_item_texture;
    
    } else if (strcmp(type, "int") == 0) {
    
      mi.as_int = atoi(value);
      type_id = mat_item_int;
    
    } else if (strcmp(type, "float") == 0) {
      
      mi.as_float = atof(value);
      type_id = mat_item_float;
      
    } else if (strcmp(type, "vec2") == 0) {
    
      f0 = strtod(value, &end); f1 = strtod(end, NULL);
      mi.as_vec2 = vec2_new(f0, f1);
      type_id = mat_item_vec2;
      
    } else if (strcmp(type, "vec3") == 0) {
      
      f0 = strtod(value, &end); f1 = strtod(end, &end);
      f2 = strtod(end, NULL);
      mi.as_vec3 = vec3_new(f0, f1, f2);
      type_id = mat_item_vec3;
      
    } else if (strcmp(type, "vec4") == 0) {
    
      f0 = strtod(value, &end); f1 = strtod(end, &end);
      f2 = strtod(end, &end); f3 = strtod(end, NULL);
      mi.as_vec4 = vec4_new(f0, f1, f2, f3);
      type_id = mat_item_vec4;
      
    } else {
      error("Unknown material item type '%s'", type);
      return NULL;
    }
    
    material_entry_add_item(me, name, type_id, mi);
    
  }
  
  SDL_RWclose(file);
  
  material_generate_programs(m);
  
  SDL_GL_CheckError();
  
  return m;
}
Example #9
0
asset* asset_get_load(fpath path) {
  asset_hndl ah = asset_hndl_new_load(path);
  return asset_hndl_ptr(&ah);
}
Example #10
0
void sea_init() {
  
  graphics_viewport_set_dimensions(1280, 720);
  graphics_viewport_set_title("Sea");

  camera* cam = entity_new("camera", camera);
  cam->position = vec3_new(50.0, 50.0, 50.0);
  cam->target = vec3_new(0, 5, 0);
  cam->near_clip = 0.1;
  
  light* sun = entity_new("sun", light);
  light_set_type(sun, light_type_spot);
  sun->position = vec3_new(20,23,16);
  sun->ambient_color = vec3_new(0.5, 0.5, 0.5);
  sun->diffuse_color = vec3_new(1.0,  0.894, 0.811);
  sun->specular_color = vec3_mul(vec3_new(1.0,  0.894, 0.811), 4);
  sun->power = 5;
  
  light* backlight = entity_new("backlight", light);
  light_set_type(backlight, light_type_point);
  backlight->position = vec3_new(-22,10,-13);
  backlight->ambient_color = vec3_new(0.2, 0.2, 0.2);
  backlight->diffuse_color = vec3_new(0.729, 0.729, 1.0);
  backlight->specular_color = vec3_mul(vec3_new(0.729, 0.729, 1.0), 1);
  backlight->power = 2;
  
  shadow_mapper_init(sun);  
  
  forward_renderer_init();
  forward_renderer_set_camera(cam);
  forward_renderer_set_shadow_light(sun);
  forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() );
  forward_renderer_add_light(sun);
  forward_renderer_add_light(backlight);
  
  folder_load(P("./resources/"));
  
  renderable* r_seaplane = asset_get(P("./resources/seaplane.obj"));
  r_seaplane->material = asset_hndl_new(P("./resources/seaplane.mat"));
  
  static_object* s_seaplane = entity_new("seaplane", static_object);
  s_seaplane->renderable = asset_hndl_new_ptr(r_seaplane);
  s_seaplane->scale = vec3_new(3,1,3);
  
  renderable* r_skydome = asset_get(P("./resources/skydome.obj"));
  r_skydome->material = asset_hndl_new_load(P("$CORANGE/shaders/skydome.mat"));
  
  static_object* skydome = entity_new("skydome", static_object);
  skydome->renderable = asset_hndl_new_ptr(r_skydome);
  skydome->position = vec3_new(0, -512, 0);
  skydome->scale = vec3_new(1024, 1024, 1024);
  
  folder_load(P("./resources/corvette/"));
  
  renderable* r_corvette = asset_get(P("./resources/corvette/corvette.obj"));
  r_corvette->material = asset_hndl_new_load(P("./resources/corvette/corvette.mat"));
  
  static_object* s_corvette = entity_new("corvette", static_object);
  s_corvette->renderable = asset_hndl_new_ptr(r_corvette);
  //s_corvette->collision_body = collision_body_new_mesh(asset_get("./resources/corvette/corvette.col"));
  s_corvette->scale = vec3_new(1.5, 1.5, 1.5);
  s_corvette->position = vec3_new(0, 0.5, 0);
  
  static_object* center_sphere = entity_new("center_sphere", static_object);
  center_sphere->position = vec3_new(0, 5, 0);
  //center_sphere->renderable = asset_get("./resources/ball.obj");
  //center_sphere->collision_body = collision_body_new_sphere(sphere_new(v3_zero(), 1.0f));
  
  ui_button* framerate = ui_elem_new("framerate", ui_button);
  ui_button_move(framerate, vec2_new(10,10));
  ui_button_resize(framerate, vec2_new(30,25));
  ui_button_set_label(framerate, "FRAMERATE");
  ui_button_disable(framerate);
  
}