v4k-git-backup/engine/split/3rd_nuklear_glfw_gl3.h

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/*
* Nuklear - 1.32.0 - public domain
* no warrenty implied; use at your own risk.
* authored from 2015-2016 by Micha Mettke
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_GLFW_GL3_H_
#define NK_GLFW_GL3_H_
//#include <GLFW/glfw3.h>
enum nk_glfw_init_state{
NK_GLFW3_DEFAULT=0,
NK_GLFW3_INSTALL_CALLBACKS
};
#ifndef NK_GLFW_TEXT_MAX
#define NK_GLFW_TEXT_MAX 256
#endif
struct nk_glfw_device {
struct nk_buffer cmds;
struct nk_draw_null_texture null;
GLuint vbo, vao, ebo;
GLuint prog;
GLuint vert_shdr;
GLuint frag_shdr;
GLint attrib_pos;
GLint attrib_uv;
GLint attrib_col;
GLint uniform_tex;
GLint uniform_proj;
GLuint font_tex;
};
struct nk_glfw {
GLFWwindow *win;
int width, height;
int display_width, display_height;
struct nk_glfw_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
struct nk_vec2 fb_scale;
unsigned int text[NK_GLFW_TEXT_MAX];
int text_len;
struct nk_vec2 scroll, scroll_bak; //< @r-lyeh, added scroll_bak
double last_button_click;
int is_double_click_down;
struct nk_vec2 double_click_pos;
};
NK_API struct nk_context* nk_glfw3_init(struct nk_glfw* glfw, GLFWwindow *win, enum nk_glfw_init_state);
NK_API void nk_glfw3_shutdown(struct nk_glfw* glfw);
NK_API void nk_glfw3_font_stash_begin(struct nk_glfw* glfw, struct nk_font_atlas **atlas);
NK_API void nk_glfw3_font_stash_end(struct nk_glfw* glfw);
NK_API void nk_glfw3_new_frame(struct nk_glfw* glfw);
NK_API void nk_glfw3_render(struct nk_glfw* glfw, enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
NK_API void nk_glfw3_device_destroy(struct nk_glfw* glfw);
NK_API void nk_glfw3_device_create(struct nk_glfw* glfw);
NK_API void nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint);
NK_API void nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff);
NK_API void nk_glfw3_mouse_button_callback(GLFWwindow *win, int button, int action, int mods);
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_GLFW_GL3_IMPLEMENTATION
#ifndef NK_GLFW_DOUBLE_CLICK_LO
#define NK_GLFW_DOUBLE_CLICK_LO 0.02
#endif
#ifndef NK_GLFW_DOUBLE_CLICK_HI
#define NK_GLFW_DOUBLE_CLICK_HI 0.2
#endif
struct nk_glfw_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
#ifdef __EMSCRIPTEN__
#define NK_SHADER_VERSION "#version 100\n"
#else
#ifdef __APPLE__
#define NK_SHADER_VERSION "#version 150\n"
#else
#define NK_SHADER_VERSION "#version 300 es\n"
#endif
#endif
NK_API void
nk_glfw3_device_create(struct nk_glfw* glfw)
{
GLint status;
static const GLchar *vertex_shader =
NK_SHADER_VERSION
"uniform mat4 ProjMtx;\n"
#ifdef __EMSCRIPTEN__
"attribute vec2 Position;\n"
"attribute vec2 TexCoord;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
#else
"in vec2 Position;\n"
"in vec2 TexCoord;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
#endif
"void main() {\n"
" Frag_UV = TexCoord;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
static const GLchar *fragment_shader =
NK_SHADER_VERSION
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
#ifdef __EMSCRIPTEN__
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
#else
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
#endif
"void main(){\n"
#ifdef __EMSCRIPTEN__
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);\n"
#else
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
#endif
"}\n";
struct nk_glfw_device *dev = &glfw->ogl;
nk_buffer_init_default(&dev->cmds);
dev->prog = glCreateProgram();
dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
glCompileShader(dev->vert_shdr);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glAttachShader(dev->prog, dev->vert_shdr);
glAttachShader(dev->prog, dev->frag_shdr);
glLinkProgram(dev->prog);
glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
assert(status == GL_TRUE);
dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
{
/* buffer setup */
GLsizei vs = sizeof(struct nk_glfw_vertex);
size_t vp = offsetof(struct nk_glfw_vertex, position);
size_t vt = offsetof(struct nk_glfw_vertex, uv);
size_t vc = offsetof(struct nk_glfw_vertex, col);
glGenBuffers(1, &dev->vbo);
glGenBuffers(1, &dev->ebo);
glGenVertexArrays(1, &dev->vao);
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glEnableVertexAttribArray((GLuint)dev->attrib_pos);
glEnableVertexAttribArray((GLuint)dev->attrib_uv);
glEnableVertexAttribArray((GLuint)dev->attrib_col);
glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#ifndef __EMSCRIPTEN__
glBindVertexArray(0);
#endif
}
NK_INTERN void
nk_glfw3_device_upload_atlas(struct nk_glfw* glfw, const void *image, int width, int height)
{
struct nk_glfw_device *dev = &glfw->ogl;
glGenTextures(1, &dev->font_tex);
glBindTexture(GL_TEXTURE_2D, dev->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
}
NK_API void
nk_glfw3_device_destroy(struct nk_glfw* glfw)
{
struct nk_glfw_device *dev = &glfw->ogl;
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->frag_shdr);
glDeleteProgram(dev->prog);
glDeleteTextures(1, &dev->font_tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
nk_buffer_free(&dev->cmds);
}
NK_API void
nk_glfw3_render(struct nk_glfw* glfw, enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
{
struct nk_glfw_device *dev = &glfw->ogl;
GLfloat ortho[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f,-2.0f, 0.0f, 0.0f},
{0.0f, 0.0f,-1.0f, 0.0f},
{-1.0f,1.0f, 0.0f, 1.0f},
};
ortho[0][0] /= (GLfloat)glfw->width;
ortho[1][1] /= (GLfloat)glfw->height;
/* setup global state */
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
/* setup program */
glUseProgram(dev->prog);
glUniform1i(dev->uniform_tex, 0);
glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
glViewport(0,0,(GLsizei)glfw->display_width,(GLsizei)glfw->display_height);
{
/* convert from command queue into draw list and draw to screen */
const struct nk_draw_command *cmd = NULL;
void *vertices, *elements;
const nk_draw_index *offset = NULL;
/* allocate vertex and element buffer */
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
/* load draw vertices & elements directly into vertex + element buffer */
#ifndef __EMSCRIPTEN__
vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
#else
vertices = malloc((size_t)max_vertex_buffer);
elements = malloc((size_t)max_element_buffer);
#endif
{
/* fill convert configuration */
struct nk_convert_config config;
static const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
NK_MEMSET(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_glfw_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
config.null = dev->null;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
/* setup buffers to load vertices and elements */
{struct nk_buffer vbuf, ebuf;
nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
nk_convert(&glfw->ctx, &dev->cmds, &vbuf, &ebuf, &config);}
}
#ifdef __EMSCRIPTEN__
glBufferSubData(GL_ARRAY_BUFFER, 0, (size_t)max_vertex_buffer, vertices);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (size_t)max_element_buffer, elements);
free(vertices);
free(elements);
#else
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, &glfw->ctx, &dev->cmds)
2023-10-23 13:25:03 +00:00
if(glfw->height > 0) //< @r-lyeh: fix opengl/scissor error when win is minimized (h==0)
{
if (!cmd->elem_count) continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor(
(GLint)(cmd->clip_rect.x * glfw->fb_scale.x),
(GLint)((glfw->height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw->fb_scale.y),
(GLint)(cmd->clip_rect.w * glfw->fb_scale.x),
(GLint)(cmd->clip_rect.h * glfw->fb_scale.y));
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(&glfw->ctx);
}
/* default OpenGL state */
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#ifndef __EMSCRIPTEN__
glBindVertexArray(0);
#endif
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
}
NK_API void
nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
{
if(glfwGetInputMode(win, GLFW_CURSOR) != GLFW_CURSOR_NORMAL) return; //< @r-lyeh: do not grab input when mouse is hidden (fps cam)
struct nk_glfw* glfw = glfwGetWindowUserPointer(win);
if (glfw->text_len < NK_GLFW_TEXT_MAX)
glfw->text[glfw->text_len++] = codepoint;
}
NK_API void
nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff)
{
if(glfwGetInputMode(win, GLFW_CURSOR) != GLFW_CURSOR_NORMAL) return; //< @r-lyeh: do not grab input when mouse is hidden (fps cam)
struct nk_glfw* glfw = glfwGetWindowUserPointer(win);
glfw->scroll.x += (float)xoff;
glfw->scroll.y += (float)yoff;
glfw->scroll_bak.x += (float)xoff; //< @r-lyeh
glfw->scroll_bak.y += (float)yoff; //< @r-lyeh
}
NK_API void
nk_glfw3_mouse_button_callback(GLFWwindow* win, int button, int action, int mods)
{
if(glfwGetInputMode(win, GLFW_CURSOR) != GLFW_CURSOR_NORMAL) return; //< @r-lyeh: do not grab input when mouse is hidden (fps cam)
double x, y;
if (button != GLFW_MOUSE_BUTTON_LEFT) return;
struct nk_glfw* glfw = glfwGetWindowUserPointer(win);
glfwGetCursorPos(win, &x, &y);
if (action == GLFW_PRESS) {
double dt = glfwGetTime() - glfw->last_button_click;
if (dt > NK_GLFW_DOUBLE_CLICK_LO && dt < NK_GLFW_DOUBLE_CLICK_HI) {
glfw->is_double_click_down = nk_true;
glfw->double_click_pos = nk_vec2((float)x, (float)y);
}
glfw->last_button_click = glfwGetTime();
} else glfw->is_double_click_down = nk_false;
}
NK_INTERN void
nk_glfw3_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
{
(void)usr;
struct nk_glfw* glfw = glfwGetWindowUserPointer(window_handle()); // @rlyeh < struct nk_glfw* glfw = usr.ptr;
const char *text = glfwGetClipboardString(glfw->win);
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
}
NK_INTERN void
nk_glfw3_clipboard_copy(nk_handle usr, const char *text, int len)
{
(void)usr;
struct nk_glfw* glfw = glfwGetWindowUserPointer(window_handle()); // @rlyeh < struct nk_glfw* glfw = usr.ptr;
char *str = 0;
if (!len) return;
str = (char*)malloc((size_t)len+1);
if (!str) return;
memcpy(str, text, (size_t)len);
str[len] = '\0';
glfwSetClipboardString(glfw->win, str);
free(str);
}
NK_API struct nk_context*
nk_glfw3_init(struct nk_glfw* glfw, GLFWwindow *win, enum nk_glfw_init_state init_state)
{
glfwSetWindowUserPointer(win, glfw);
glfw->win = win;
if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
glfwSetCharCallback(win, nk_glfw3_char_callback);
glfwSetMouseButtonCallback(win, nk_glfw3_mouse_button_callback);
}
nk_init_default(&glfw->ctx, 0);
glfw->ctx.clip.copy = nk_glfw3_clipboard_copy;
glfw->ctx.clip.paste = nk_glfw3_clipboard_paste;
glfw->ctx.clip.userdata = nk_handle_ptr(0);
glfw->last_button_click = 0;
nk_glfw3_device_create(glfw);
glfw->is_double_click_down = nk_false;
glfw->double_click_pos = nk_vec2(0, 0);
return &glfw->ctx;
}
NK_API void
nk_glfw3_font_stash_begin(struct nk_glfw* glfw, struct nk_font_atlas **atlas)
{
nk_font_atlas_init_default(&glfw->atlas);
nk_font_atlas_begin(&glfw->atlas);
*atlas = &glfw->atlas;
}
NK_API void
nk_glfw3_font_stash_end(struct nk_glfw* glfw)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&glfw->atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_glfw3_device_upload_atlas(glfw, image, w, h);
nk_font_atlas_end(&glfw->atlas, nk_handle_id((int)glfw->ogl.font_tex), &glfw->ogl.null);
if (glfw->atlas.default_font)
nk_style_set_font(&glfw->ctx, &glfw->atlas.default_font->handle);
nk_style_load_all_cursors(&glfw->ctx, glfw->atlas.cursors); //< @r-lyeh
nk_style_hide_cursor(&glfw->ctx); //< @r-lyeh
}
NK_API void
nk_glfw3_new_frame(struct nk_glfw* glfw)
{
int i;
double x, y;
struct nk_context *ctx = &glfw->ctx;
struct GLFWwindow *win = glfw->win;
glfwGetWindowSize(win, &glfw->width, &glfw->height);
glfwGetFramebufferSize(win, &glfw->display_width, &glfw->display_height);
glfw->fb_scale.x = (float)glfw->display_width/(float)glfw->width;
glfw->fb_scale.y = (float)glfw->display_height/(float)glfw->height;
nk_input_begin(ctx);
for (i = 0; i < glfw->text_len; ++i)
nk_input_unicode(ctx, glfw->text[i]);
#if NK_GLFW_GL3_MOUSE_GRABBING
/* optional grabbing behavior */
if (ctx->input.mouse.grab)
glfwSetInputMode(glfw->win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
else if (ctx->input.mouse.ungrab)
glfwSetInputMode(glfw->win, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_DOWN, glfwGetKey(win, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_UP, glfwGetKey(win, GLFW_KEY_PAGE_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS||
glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_V) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
} else {
nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_COPY, 0);
nk_input_key(ctx, NK_KEY_PASTE, 0);
nk_input_key(ctx, NK_KEY_CUT, 0);
nk_input_key(ctx, NK_KEY_SHIFT, 0);
}
glfwGetCursorPos(win, &x, &y);
nk_input_motion(ctx, (int)x, (int)y);
#if NK_GLFW_GL3_MOUSE_GRABBING
if (ctx->input.mouse.grabbed) {
glfwSetCursorPos(glfw->win, ctx->input.mouse.prev.x, ctx->input.mouse.prev.y);
ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
}
#endif
nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_DOUBLE, glfw->double_click_pos.x, glfw->double_click_pos.y, glfw->is_double_click_down);
nk_input_scroll(ctx, glfw->scroll);
nk_input_end(&glfw->ctx);
glfw->text_len = 0;
glfw->scroll = nk_vec2(0,0);
}
NK_API
void nk_glfw3_shutdown(struct nk_glfw* glfw)
{
nk_font_atlas_clear(&glfw->atlas);
nk_free(&glfw->ctx);
nk_glfw3_device_destroy(glfw);
memset(glfw, 0, sizeof(*glfw));
}
#endif
#endif