fix backspace question mark problem
This commit is contained in:
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ce6b5b03c4
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@ -1,463 +0,0 @@
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/*
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* Nuklear - 1.32.0 - public domain
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* no warrenty implied; use at your own risk.
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* authored from 2015-2016 by Micha Mettke
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*/
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/*
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* ==============================================================
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*
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* API
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*
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* ===============================================================
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*/
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#ifndef NK_SFML_GL3_H_
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#define NK_SFML_GL3_H_
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/* Feel free to edit here and include your own extension wrangler */
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#include <glad/glad.h>
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/* I use GLAD but you can use GLEW or what you like */
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#include <SFML/Window.hpp>
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NK_API struct nk_context* nk_sfml_init(sf::Window* window);
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NK_API void nk_sfml_font_stash_begin(struct nk_font_atlas** atlas);
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NK_API void nk_sfml_font_stash_end(void);
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NK_API int nk_sfml_handle_event(sf::Event* event);
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NK_API void nk_sfml_render(enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
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NK_API void nk_sfml_shutdown(void);
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NK_API void nk_sfml_device_create(void);
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NK_API void nk_sfml_device_destroy(void);
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#endif
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/*
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* ==============================================================
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*
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* IMPLEMENTATION
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*
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* ===============================================================
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*/
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#ifdef NK_SFML_GL3_IMPLEMENTATION
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#include <string>
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struct nk_sfml_device {
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struct nk_buffer cmds;
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struct nk_draw_null_texture null;
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GLuint vbo, vao, ebo;
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GLuint prog;
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GLuint vert_shdr;
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GLuint frag_shdr;
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GLint attrib_pos;
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GLint attrib_uv;
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GLint attrib_col;
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GLint uniform_tex;
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GLint uniform_proj;
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GLuint font_tex;
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};
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struct nk_sfml_vertex {
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float position[2];
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float uv[2];
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nk_byte col[4];
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};
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static struct nk_sfml {
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sf::Window* window;
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struct nk_sfml_device ogl;
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struct nk_context ctx;
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struct nk_font_atlas atlas;
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} sfml;
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#ifdef __APPLE__
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#define NK_SHADER_VERSION "#version 150\n"
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#else
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#define NK_SHADER_VERSION "#version 300 es\n"
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#endif
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NK_API void
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nk_sfml_device_create(void)
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{
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GLint status;
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static const GLchar* vertex_shader =
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NK_SHADER_VERSION
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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static const GLchar *fragment_shader =
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NK_SHADER_VERSION
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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struct nk_sfml_device* dev = &sfml.ogl;
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nk_buffer_init_default(&dev->cmds);
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glAttachShader(dev->prog, dev->vert_shdr);
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glAttachShader(dev->prog, dev->frag_shdr);
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glLinkProgram(dev->prog);
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glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
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assert(status == GL_TRUE);
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dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
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dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
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dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
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dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
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dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
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{
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/* buffer setup */
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GLsizei vs = sizeof(struct nk_sfml_vertex);
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size_t vp = NK_OFFSETOF(struct nk_sfml_vertex, position);
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size_t vt = NK_OFFSETOF(struct nk_sfml_vertex, uv);
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size_t vc = NK_OFFSETOF(struct nk_sfml_vertex, col);
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glEnableVertexAttribArray((GLuint)dev->attrib_pos);
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glEnableVertexAttribArray((GLuint)dev->attrib_uv);
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glEnableVertexAttribArray((GLuint)dev->attrib_col);
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glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
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glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
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glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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NK_API void
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nk_sfml_device_destroy(void)
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{
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struct nk_sfml_device* dev = &sfml.ogl;
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glDetachShader(dev->prog, dev->vert_shdr);
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glDetachShader(dev->prog, dev->frag_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteProgram(dev->prog);
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glDeleteTextures(1, &dev->font_tex);
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glDeleteBuffers(1, &dev->vbo);
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glDeleteBuffers(1, &dev->ebo);
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nk_buffer_free(&dev->cmds);
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}
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NK_INTERN void
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nk_sfml_device_upload_atlas(const void* image, int width, int height)
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{
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struct nk_sfml_device* dev = &sfml.ogl;
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glGenTextures(1, &dev->font_tex);
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glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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}
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NK_API void
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nk_sfml_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
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{
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/* setup global state */
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struct nk_sfml_device* dev = &sfml.ogl;
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int window_width = sfml.window->getSize().x;
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int window_height = sfml.window->getSize().y;
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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{0.0f, 0.0f,-1.0f, 0.0f},
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{-1.0f,1.0f, 0.0f, 1.0f},
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};
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ortho[0][0] /= (GLfloat)window_width;
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ortho[1][1] /= (GLfloat)window_height;
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glViewport(0, 0, window_width, window_height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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/* setup program */
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glUseProgram(dev->prog);
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glUniform1i(dev->uniform_tex, 0);
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glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
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{
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/* convert from command queue into draw list and draw to screen */
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const struct nk_draw_command *cmd;
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void *vertices, *elements;
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const nk_draw_index *offset = NULL;
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/* allocate vertex and element buffer */
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
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/* load vertices/elements directly into vertex/element buffer */
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vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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{
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/* fill convert configuration */
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struct nk_convert_config config;
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static const struct nk_draw_vertex_layout_element vertex_layout[] = {
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{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, position)},
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{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, uv)},
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{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sfml_vertex, col)},
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{NK_VERTEX_LAYOUT_END}
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};
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NK_MEMSET(&config, 0, sizeof(config));
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config.vertex_layout = vertex_layout;
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config.vertex_size = sizeof(struct nk_sfml_vertex);
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config.vertex_alignment = NK_ALIGNOF(struct nk_sfml_vertex);
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config.null = dev->null;
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config.circle_segment_count = 22;
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config.curve_segment_count = 22;
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config.arc_segment_count = 22;
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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/* setup buffers to load vertices and elements */
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struct nk_buffer vbuf, ebuf;
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nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
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nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
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nk_convert(&sfml.ctx, &dev->cmds, &vbuf, &ebuf, &config);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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/* iterate over and execute each draw command */
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nk_draw_foreach(cmd, &sfml.ctx, &dev->cmds)
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{
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if (!cmd->elem_count) continue;
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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(GLint)(cmd->clip_rect.x),
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(GLint)((window_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
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(GLint)(cmd->clip_rect.w),
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(GLint)(cmd->clip_rect.h));
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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offset += cmd->elem_count;
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}
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nk_clear(&sfml.ctx);
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}
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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}
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static void
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nk_sfml_clipboard_paste(nk_handle usr, struct nk_text_edit* edit)
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{
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#if 0
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/* Not Implemented in SFML */
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(void)usr;
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sf::Clipboard clipboard(sfml.window);
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const char* text = clipboard.getText();
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if(text) nk_textedit_paste(edit, text, nk_strlen(text));
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#endif
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}
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static void
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nk_sfml_clipboard_copy(nk_handle usr, const char* text, int len)
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{
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#if 0
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char* str = 0;
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(void)usr;
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if(!len) return;
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str = (char*)malloc((size_t)len+1);
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if(!str) return;
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memcpy(str, text, (size_t)len);
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str[len] = '\0';
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/* Not Implemented in SFML */
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sf::Clipboard clipboard(sfml.window);
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clipboard.setText(str);
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free(str);
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#endif
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}
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NK_API struct nk_context*
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nk_sfml_init(sf::Window* window)
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{
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sfml.window = window;
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nk_init_default(&sfml.ctx, 0);
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sfml.ctx.clip.copy = nk_sfml_clipboard_copy;
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sfml.ctx.clip.paste = nk_sfml_clipboard_paste;
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sfml.ctx.clip.userdata = nk_handle_ptr(0);
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nk_sfml_device_create();
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return &sfml.ctx;
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}
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NK_API void
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nk_sfml_font_stash_begin(struct nk_font_atlas** atlas)
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{
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nk_font_atlas_init_default(&sfml.atlas);
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nk_font_atlas_begin(&sfml.atlas);
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*atlas = &sfml.atlas;
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}
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NK_API void
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nk_sfml_font_stash_end()
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{
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const void* image;
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int w, h;
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image = nk_font_atlas_bake(&sfml.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
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nk_sfml_device_upload_atlas(image, w, h);
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nk_font_atlas_end(&sfml.atlas, nk_handle_id((int)sfml.ogl.font_tex), &sfml.ogl.null);
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if(sfml.atlas.default_font)
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nk_style_set_font(&sfml.ctx, &sfml.atlas.default_font->handle);
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}
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NK_API int
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nk_sfml_handle_event(sf::Event* evt)
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{
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struct nk_context* ctx = &sfml.ctx;
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/* optional grabbing behavior */
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if(ctx->input.mouse.grab)
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ctx->input.mouse.grab = 0;
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else if(ctx->input.mouse.ungrab) {
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int x = (int)ctx->input.mouse.prev.x;
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int y = (int)ctx->input.mouse.prev.y;
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sf::Mouse::setPosition(sf::Vector2i(x, y), *sfml.window);
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ctx->input.mouse.ungrab = 0;
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}
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if(evt->type == sf::Event::KeyReleased || evt->type == sf::Event::KeyPressed)
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{
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int down = evt->type == sf::Event::KeyPressed;
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sf::Keyboard::Key key = evt->key.code;
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if(key == sf::Keyboard::RShift || key == sf::Keyboard::LShift)
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nk_input_key(ctx, NK_KEY_SHIFT, down);
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else if(key == sf::Keyboard::Delete)
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nk_input_key(ctx, NK_KEY_DEL, down);
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else if(key == sf::Keyboard::Return)
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nk_input_key(ctx, NK_KEY_ENTER, down);
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else if(key == sf::Keyboard::Tab)
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nk_input_key(ctx, NK_KEY_TAB, down);
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else if(key == sf::Keyboard::BackSpace)
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nk_input_key(ctx, NK_KEY_BACKSPACE, down);
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else if(key == sf::Keyboard::Home) {
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nk_input_key(ctx, NK_KEY_TEXT_START, down);
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nk_input_key(ctx, NK_KEY_SCROLL_START, down);
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} else if(key == sf::Keyboard::End) {
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nk_input_key(ctx, NK_KEY_TEXT_END, down);
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nk_input_key(ctx, NK_KEY_SCROLL_END, down);
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} else if(key == sf::Keyboard::PageDown)
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nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
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else if(key == sf::Keyboard::PageUp)
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nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
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else if(key == sf::Keyboard::Z)
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nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::R)
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nk_input_key(ctx, NK_KEY_TEXT_REDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::C)
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nk_input_key(ctx, NK_KEY_COPY, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::V)
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nk_input_key(ctx, NK_KEY_PASTE, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::X)
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nk_input_key(ctx, NK_KEY_CUT, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::B)
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nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::E)
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nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
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else if(key == sf::Keyboard::Up)
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nk_input_key(ctx, NK_KEY_UP, down);
|
||||
else if(key == sf::Keyboard::Down)
|
||||
nk_input_key(ctx, NK_KEY_DOWN, down);
|
||||
else if(key == sf::Keyboard::Left) {
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
|
||||
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
|
||||
else nk_input_key(ctx, NK_KEY_LEFT, down);
|
||||
} else if(key == sf::Keyboard::Right) {
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
|
||||
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
|
||||
else nk_input_key(ctx, NK_KEY_RIGHT, down);
|
||||
} else return 0;
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::MouseButtonPressed || evt->type == sf::Event::MouseButtonReleased) {
|
||||
int down = evt->type == sf::Event::MouseButtonPressed;
|
||||
const int x = evt->mouseButton.x, y = evt->mouseButton.y;
|
||||
if(evt->mouseButton.button == sf::Mouse::Left)
|
||||
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
|
||||
if(evt->mouseButton.button == sf::Mouse::Middle)
|
||||
nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
|
||||
if(evt->mouseButton.button == sf::Mouse::Right)
|
||||
nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
|
||||
else return 0;
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::MouseMoved) {
|
||||
nk_input_motion(ctx, evt->mouseMove.x, evt->mouseMove.y);
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::TouchBegan || evt->type == sf::Event::TouchEnded) {
|
||||
int down = evt->type == sf::Event::TouchBegan;
|
||||
const int x = evt->touch.x, y = evt->touch.y;
|
||||
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::TouchMoved) {
|
||||
if(ctx->input.mouse.grabbed) {
|
||||
int x = (int)ctx->input.mouse.prev.x;
|
||||
int y = (int)ctx->input.mouse.prev.y;
|
||||
nk_input_motion(ctx, x + evt->touch.x, y + evt->touch.y);
|
||||
} else nk_input_motion(ctx, evt->touch.x, evt->touch.y);
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::TextEntered) {
|
||||
nk_input_unicode(ctx, evt->text.unicode);
|
||||
return 1;
|
||||
} else if(evt->type == sf::Event::MouseWheelScrolled) {
|
||||
nk_input_scroll(ctx, nk_vec2(0,evt->mouseWheelScroll.delta));
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
NK_API
|
||||
void nk_sfml_shutdown()
|
||||
{
|
||||
nk_font_atlas_clear(&sfml.atlas);
|
||||
nk_free(&sfml.ctx);
|
||||
nk_sfml_device_destroy();
|
||||
memset(&sfml, 0, sizeof(sfml));
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue