Nuklear/demo/glfw_opengl4/nuklear_glfw_gl4.h
Zane Ashby 9818f642da Fix memory leak in demo and example code.
Clear cmds nk_buffer after each frame to stop it growing over time.
2020-04-12 01:40:09 +12:00

649 lines
23 KiB
C

/*
* 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_GL4_H_
#define NK_GLFW_GL4_H_
#include <string.h>
#include <GLFW/glfw3.h>
enum nk_glfw_init_state{
NK_GLFW3_DEFAULT = 0,
NK_GLFW3_INSTALL_CALLBACKS
};
NK_API struct nk_context* nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state, int max_vertex_buffer, int max_element_buffer);
NK_API void nk_glfw3_shutdown(void);
NK_API void nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas);
NK_API void nk_glfw3_font_stash_end(void);
NK_API void nk_glfw3_new_frame(void);
NK_API void nk_glfw3_render(enum nk_anti_aliasing);
NK_API void nk_glfw3_device_destroy(void);
NK_API void nk_glfw3_device_create(void);
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);
NK_API GLuint nk_glfw3_get_tex_ogl_id(int tex_index);
NK_API GLuint64 nk_glfw3_get_tex_ogl_handle(int tex_index);
NK_API int nk_glfw3_create_texture(const void* image, int width, int height);
NK_API void nk_glfw3_destroy_texture(int tex_index);
#endif
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_GLFW_GL4_IMPLEMENTATION
#undef NK_GLFW_GL4_IMPLEMENTATION
#ifndef NK_GLFW_TEXT_MAX
#define NK_GLFW_TEXT_MAX 256
#endif
#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
#ifndef NK_GLFW_MAX_TEXTURES
#define NK_GLFW_MAX_TEXTURES 256
#endif
struct nk_glfw_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
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;
int font_tex_index;
int max_vertex_buffer;
int max_element_buffer;
struct nk_glfw_vertex *vert_buffer;
int *elem_buffer;
GLsync buffer_sync;
GLuint tex_ids[NK_GLFW_MAX_TEXTURES];
GLuint64 tex_handles[NK_GLFW_MAX_TEXTURES];
};
static 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;
double last_button_click;
int is_double_click_down;
struct nk_vec2 double_click_pos;
} glfw;
#define NK_SHADER_VERSION "#version 450 core\n"
#define NK_SHADER_BINDLESS "#extension GL_ARB_bindless_texture : require\n"
#define NK_SHADER_64BIT "#extension GL_ARB_gpu_shader_int64 : require\n"
NK_API void
nk_glfw3_device_create()
{
GLint status;
static const GLchar *vertex_shader =
NK_SHADER_VERSION
NK_SHADER_BINDLESS
NK_SHADER_64BIT
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 TexCoord;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"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
NK_SHADER_BINDLESS
NK_SHADER_64BIT
"precision mediump float;\n"
"uniform uint64_t Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main(){\n"
" sampler2D smp = sampler2D(Texture);\n"
" Out_Color = Frag_Color * texture(smp, Frag_UV.st);\n"
"}\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);
GLint len = 0;
glGetShaderiv(dev->vert_shdr, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
char *log = (char*)calloc((size_t)len, sizeof(char));
glGetShaderInfoLog(dev->vert_shdr, len, NULL, log);
fprintf(stdout, "[GL]: failed to compile shader: %s", log);
free(log);
}
glGetShaderiv(dev->frag_shdr, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
char *log = (char*)calloc((size_t)len, sizeof(char));
glGetShaderInfoLog(dev->frag_shdr, len, NULL, log);
fprintf(stdout, "[GL]: failed to compile shader: %s", log);
free(log);
}
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);
GLuint pos = (GLuint)dev->attrib_pos;
GLuint uv = (GLuint)dev->attrib_uv;
GLuint col = (GLuint)dev->attrib_col;
glCreateVertexArrays(1, &dev->vao);
glCreateBuffers(1, &dev->vbo);
glCreateBuffers(1, &dev->ebo);
glEnableVertexArrayAttrib(dev->vao, pos);
glEnableVertexArrayAttrib(dev->vao, uv);
glEnableVertexArrayAttrib(dev->vao, col);
glVertexArrayAttribBinding(dev->vao, pos, 0);
glVertexArrayAttribBinding(dev->vao, uv, 0);
glVertexArrayAttribBinding(dev->vao, col, 0);
glVertexArrayAttribFormat(dev->vao, pos, 2, GL_FLOAT, GL_FALSE, vp);
glVertexArrayAttribFormat(dev->vao, uv, 2, GL_FLOAT, GL_FALSE, vt);
glVertexArrayAttribFormat(dev->vao, col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vc);
glVertexArrayElementBuffer(dev->vao, dev->ebo);
glVertexArrayVertexBuffer(dev->vao, 0, dev->vbo, 0, vs);
}
/* Persistent mapped buffers */
{GLsizei vb_size = dev->max_vertex_buffer;
GLsizei eb_size = dev->max_element_buffer;
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
glNamedBufferStorage(dev->vbo, vb_size, 0, flags);
glNamedBufferStorage(dev->ebo, eb_size, 0, flags);
dev->vert_buffer = (struct nk_glfw_vertex*) glMapNamedBufferRange(dev->vbo, 0, vb_size, flags);
dev->elem_buffer = (int*) glMapNamedBufferRange(dev->ebo, 0, eb_size, flags);}
memset(dev->tex_ids, 0, sizeof(dev->tex_ids));
memset(dev->tex_handles, 0, sizeof(dev->tex_handles));
}
NK_INTERN int
nk_glfw3_get_available_tex_index()
{
int i = 0;
struct nk_glfw_device *dev = &glfw.ogl;
for (i = 0; i < NK_GLFW_MAX_TEXTURES; i++) {
if (dev->tex_ids[i] == 0)
return i;
} assert(0); /* max textures reached */
return -1;
}
NK_API GLuint
nk_glfw3_get_tex_ogl_id(int tex_index)
{
struct nk_glfw_device *dev = &glfw.ogl;
assert(tex_index >= 0 && tex_index < NK_GLFW_MAX_TEXTURES);
return dev->tex_ids[tex_index];
}
NK_API GLuint64
nk_glfw3_get_tex_ogl_handle(int tex_index)
{
struct nk_glfw_device *dev = &glfw.ogl;
assert(tex_index >= 0 && tex_index < NK_GLFW_MAX_TEXTURES);
return dev->tex_handles[tex_index];
}
NK_API int
nk_glfw3_create_texture(const void* image, int width, int height)
{
GLuint id;
GLsizei w = (GLsizei)width;
GLsizei h = (GLsizei)height;
struct nk_glfw_device *dev = &glfw.ogl;
int tex_index = nk_glfw3_get_available_tex_index();
if (tex_index < 0)
return -1;
glCreateTextures(GL_TEXTURE_2D, 1, &id);
dev->tex_ids[tex_index] = id;
glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureStorage2D(id, 1, GL_RGBA8, w, h);
if (image)
glTextureSubImage2D(id, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, image);
else glClearTexImage(id, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
{GLuint64 handle = glGetTextureHandleARB(id);
glMakeTextureHandleResidentARB(handle);
dev->tex_handles[tex_index] = handle;
return tex_index;}
}
NK_API void
nk_glfw3_destroy_texture(int tex_index)
{
struct nk_glfw_device *dev = &glfw.ogl;
GLuint id = nk_glfw3_get_tex_ogl_id(tex_index);
if (id == 0) return;
{GLuint64 handle = nk_glfw3_get_tex_ogl_handle(tex_index);
glMakeTextureHandleNonResidentARB(handle);
glDeleteTextures(1, &id);
dev->tex_ids[tex_index] = 0;
dev->tex_handles[tex_index] = 0;}
}
NK_INTERN void
nk_glfw3_device_upload_atlas(const void *image, int width, int height)
{
struct nk_glfw_device *dev = &glfw.ogl;
dev->font_tex_index = nk_glfw3_create_texture(image, width, height);
}
NK_API void
nk_glfw3_device_destroy(void)
{
int i = 0;
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);
nk_glfw3_destroy_texture(dev->font_tex_index);
for (i = 0; i < NK_GLFW_MAX_TEXTURES; i++)
nk_glfw3_destroy_texture(i);
glUnmapNamedBuffer(dev->vbo);
glUnmapNamedBuffer(dev->ebo);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
glDeleteVertexArrays(1, &dev->vao);
nk_buffer_free(&dev->cmds);
}
NK_INTERN void
nk_glfw3_wait_for_buffer_unlock()
{
struct nk_glfw_device *dev = &glfw.ogl;
if(!dev->buffer_sync)
return;
while (1) {
GLenum wait = glClientWaitSync(dev->buffer_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1);
if (wait == GL_ALREADY_SIGNALED || wait == GL_CONDITION_SATISFIED)
return;
}
}
NK_INTERN void
nk_glfw3_lock_buffer()
{
struct nk_glfw_device *dev = &glfw.ogl;
if(dev->buffer_sync) glDeleteSync(dev->buffer_sync);
dev->buffer_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
NK_API void
nk_glfw3_render(enum nk_anti_aliasing AA)
{
struct nk_glfw_device *dev = &glfw.ogl;
struct nk_buffer vbuf, ebuf;
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);
/* setup program */
glUseProgram(dev->prog);
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;
void *vertices, *elements;
const nk_draw_index *offset = NULL;
glBindVertexArray(dev->vao);
/* load draw vertices & elements directly into vertex + element buffer */
vertices = dev->vert_buffer;
elements = dev->elem_buffer;
{
/* Wait until GPU is done with buffer */
nk_glfw3_wait_for_buffer_unlock();
{
/* 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 */
nk_buffer_init_fixed(&vbuf, vertices, (size_t)dev->max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (size_t)dev->max_element_buffer);
nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);
}
}
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds)
{
int tex_index;
GLuint64 tex_handle;
if (!cmd->elem_count) continue;
tex_index = cmd->texture.id;
tex_handle = nk_glfw3_get_tex_ogl_handle(tex_index);
/* tex handle must be made resident in each context that uses it */
if (!glIsTextureHandleResidentARB(tex_handle))
glMakeTextureHandleResidentARB(tex_handle);
glUniformHandleui64ARB(dev->uniform_tex, tex_handle);
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);
nk_buffer_clear(&dev->cmds);
}
/* default OpenGL state */
glUseProgram(0);
glBindVertexArray(0);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
/* Lock buffer until GPU has finished draw command */
nk_glfw3_lock_buffer();
}
NK_API void
nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
{
(void)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)
{
(void)win; (void)xoff;
glfw.scroll.x += (float)xoff;
glfw.scroll.y += (float)yoff;
}
NK_API void
nk_glfw3_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
double x, y;
if (button != GLFW_MOUSE_BUTTON_LEFT) return;
glfwGetCursorPos(window, &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)
{
const char *text = glfwGetClipboardString(glfw.win);
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
(void)usr;
}
NK_INTERN void
nk_glfw3_clipboard_copy(nk_handle usr, const char *text, int len)
{
char *str = 0;
(void)usr;
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(GLFWwindow *win, enum nk_glfw_init_state init_state,
int max_vertex_buffer, int max_element_buffer)
{
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;
{struct nk_glfw_device *dev = &glfw.ogl;
dev->max_vertex_buffer = max_vertex_buffer;
dev->max_element_buffer = max_element_buffer;
nk_glfw3_device_create();}
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_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(void)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_glfw3_device_upload_atlas(image, w, h);
nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex_index), &glfw.ogl.null);
if (glfw.atlas.default_font)
nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle);
}
NK_API void
nk_glfw3_new_frame(void)
{
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]);
#ifdef NK_GLFW_GL4_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);
#ifdef NK_GLFW_GL4_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, (int)glfw.double_click_pos.x, (int)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(void)
{
nk_font_atlas_clear(&glfw.atlas);
nk_free(&glfw.ctx);
nk_glfw3_device_destroy();
memset(&glfw, 0, sizeof(glfw));
}
#endif