/* * 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 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) 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); } if(glfwGetInputMode(win, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) { //< @r-lyeh: do not grab input when mouse is hidden (fps cam) 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); } //< @r-lyeh 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