mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
Enable imgui docking + minor changes
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@ -4,7 +4,6 @@ import (
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"runtime"
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imgui "github.com/AllenDang/cimgui-go"
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newimgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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@ -28,7 +27,7 @@ type Window struct {
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func (w *Window) handleInputs() {
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input.EventLoopStart()
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imIO := newimgui.CurrentIO()
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imIo := imgui.CurrentIO()
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// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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@ -46,32 +45,32 @@ func (w *Window) handleInputs() {
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input.HandleMouseWheelEvent(e)
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xDelta, yDelta := input.GetMouseWheelMotion()
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imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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imIO.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
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imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
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// Send modifier key updates to imgui
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if e.Keysym.Sym == sdl.K_LCTRL || e.Keysym.Sym == sdl.K_RCTRL {
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imIO.SetKeyCtrl(e.Type == sdl.KEYDOWN)
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imIo.SetKeyCtrl(e.Type == sdl.KEYDOWN)
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}
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if e.Keysym.Sym == sdl.K_LSHIFT || e.Keysym.Sym == sdl.K_RSHIFT {
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imIO.SetKeyShift(e.Type == sdl.KEYDOWN)
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imIo.SetKeyShift(e.Type == sdl.KEYDOWN)
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}
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if e.Keysym.Sym == sdl.K_LALT || e.Keysym.Sym == sdl.K_RALT {
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imIO.SetKeyAlt(e.Type == sdl.KEYDOWN)
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imIo.SetKeyAlt(e.Type == sdl.KEYDOWN)
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}
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if e.Keysym.Sym == sdl.K_LGUI || e.Keysym.Sym == sdl.K_RGUI {
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imIO.SetKeySuper(e.Type == sdl.KEYDOWN)
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imIo.SetKeySuper(e.Type == sdl.KEYDOWN)
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}
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case *sdl.TextInputEvent:
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imIO.AddInputCharactersUTF8(e.GetText())
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imIo.AddInputCharactersUTF8(e.GetText())
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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@ -91,11 +90,11 @@ func (w *Window) handleInputs() {
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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x, y, _ := sdl.GetMouseState()
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imIO.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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}
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func (w *Window) handleWindowResize() {
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