mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Enable imgui docking + minor changes
This commit is contained in:
@ -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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18
main.go
18
main.go
@ -4,7 +4,7 @@ import (
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"fmt"
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"runtime"
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newimgui "github.com/AllenDang/cimgui-go"
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/camera"
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@ -267,28 +267,31 @@ func (g *OurGame) Update() {
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g.updateCameraLookAround()
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g.updateCameraPos()
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imgui.ShowDemoWindow()
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//Rotating cubes
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if input.KeyDown(sdl.K_SPACE) {
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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}
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if newimgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
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imgui.Begin("Debug controls")
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if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
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updateViewMat()
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}
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if newimgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
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if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
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updateViewMat()
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}
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if newimgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
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if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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}
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if newimgui.DragFloat3("Light Color 1", &lightColor1.Data) {
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if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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// an cimgui text box using cimgui
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newimgui.InputTextWithHint("Test", "", &testString, newimgui.InputTextFlagsAllowTabInput, nil)
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imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
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imgui.End()
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if input.KeyClicked(sdl.K_F4) {
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fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
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@ -360,7 +363,6 @@ func (g *OurGame) updateCameraPos() {
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func (g *OurGame) Render() {
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matToUse := simpleMat
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newimgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
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if debugDrawDepthBuffer {
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matToUse = debugDepthMat
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}
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@ -1,7 +1,7 @@
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package nmageimgui
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import (
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newimgui "github.com/AllenDang/cimgui-go"
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/timing"
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@ -10,8 +10,7 @@ import (
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)
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type ImguiInfo struct {
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ImCtx newimgui.Context
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// ImCtx2 *imgui.Context
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ImCtx imgui.Context
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Mat *materials.Material
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VaoID uint32
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@ -26,11 +25,11 @@ func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
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// assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
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// }
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imIO := newimgui.CurrentIO()
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imIO.SetDisplaySize(newimgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
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imIO := imgui.CurrentIO()
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imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
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imIO.SetDeltaTime(timing.DT())
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newimgui.NewFrame()
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imgui.NewFrame()
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}
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func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
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@ -39,15 +38,15 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
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// assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
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// }
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newimgui.Render()
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imgui.Render()
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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drawData := newimgui.CurrentDrawData()
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drawData.ScaleClipRects(newimgui.Vec2{
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drawData := imgui.CurrentDrawData()
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drawData.ScaleClipRects(imgui.Vec2{
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X: float32(fbWidth) / float32(winWidth),
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Y: float32(fbHeight) / float32(winHeight),
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})
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@ -79,7 +78,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
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gl.BindVertexArray(i.VaoID)
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gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := newimgui.VertexBufferLayout()
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
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i.Mat.EnableAttribute("Position")
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i.Mat.EnableAttribute("UV")
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i.Mat.EnableAttribute("Color")
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@ -87,7 +86,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
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gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
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gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
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indexSize := newimgui.IndexBufferLayout()
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indexSize := imgui.IndexBufferLayout()
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drawType := gl.UNSIGNED_SHORT
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if indexSize == 4 {
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drawType = gl.UNSIGNED_INT
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@ -124,19 +123,19 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
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gl.Enable(gl.DEPTH_TEST)
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}
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func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *newimgui.FontConfig, glyphRanges *newimgui.GlyphRange) newimgui.Font {
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func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRange) imgui.Font {
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fontConfigToUse := newimgui.NewFontConfig()
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fontConfigToUse := imgui.NewFontConfig()
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if fontConfig != nil {
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fontConfigToUse = *fontConfig
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}
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glyphRangesToUse := newimgui.NewGlyphRange()
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glyphRangesToUse := imgui.NewGlyphRange()
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if glyphRanges != nil {
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glyphRangesToUse = *glyphRanges
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}
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imIO := newimgui.CurrentIO()
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imIO := imgui.CurrentIO()
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a := imIO.Fonts()
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f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
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@ -187,14 +186,13 @@ void main()
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func NewImGui() ImguiInfo {
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imguiInfo := ImguiInfo{
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// ImCtx2: imgui.CreateContext(nil),
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ImCtx: newimgui.CreateContext(),
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Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
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ImCtx: imgui.CreateContext(),
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Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
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}
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imIO := newimgui.CurrentIO()
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imIO.SetBackendFlags(imIO.BackendFlags() | newimgui.BackendFlagsRendererHasVtxOffset)
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io := imgui.CurrentIO()
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io.SetConfigFlags(io.ConfigFlags() | imgui.ConfigFlagsDockingEnable)
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io.SetBackendFlags(io.BackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
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gl.GenVertexArrays(1, &imguiInfo.VaoID)
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gl.GenBuffers(1, &imguiInfo.VboID)
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@ -207,11 +205,11 @@ func NewImGui() ImguiInfo {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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pixels, width, height, _ := imIO.Fonts().GetTextureDataAsAlpha8()
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pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
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// Store our identifier
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imIO.Fonts().SetTexID(newimgui.TextureID(uintptr(imguiInfo.TexID)))
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io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
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//Shader attributes
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imguiInfo.Mat.Bind()
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@ -223,220 +221,220 @@ func NewImGui() ImguiInfo {
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return imguiInfo
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}
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func SdlScancodeToImGuiKey(scancode sdl.Scancode) newimgui.Key {
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func SdlScancodeToImGuiKey(scancode sdl.Scancode) imgui.Key {
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switch scancode {
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case sdl.SCANCODE_TAB:
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return newimgui.KeyTab
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return imgui.KeyTab
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case sdl.SCANCODE_LEFT:
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return newimgui.KeyLeftArrow
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return imgui.KeyLeftArrow
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case sdl.SCANCODE_RIGHT:
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return newimgui.KeyRightArrow
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return imgui.KeyRightArrow
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case sdl.SCANCODE_UP:
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return newimgui.KeyUpArrow
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return imgui.KeyUpArrow
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case sdl.SCANCODE_DOWN:
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return newimgui.KeyDownArrow
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return imgui.KeyDownArrow
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case sdl.SCANCODE_PAGEUP:
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return newimgui.KeyPageUp
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return imgui.KeyPageUp
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case sdl.SCANCODE_PAGEDOWN:
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return newimgui.KeyPageDown
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return imgui.KeyPageDown
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case sdl.SCANCODE_HOME:
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return newimgui.KeyHome
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return imgui.KeyHome
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case sdl.SCANCODE_END:
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return newimgui.KeyEnd
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return imgui.KeyEnd
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case sdl.SCANCODE_INSERT:
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return newimgui.KeyInsert
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return imgui.KeyInsert
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case sdl.SCANCODE_DELETE:
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return newimgui.KeyDelete
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return imgui.KeyDelete
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case sdl.SCANCODE_BACKSPACE:
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return newimgui.KeyBackspace
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return imgui.KeyBackspace
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case sdl.SCANCODE_SPACE:
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return newimgui.KeySpace
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return imgui.KeySpace
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case sdl.SCANCODE_RETURN:
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return newimgui.KeyEnter
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return imgui.KeyEnter
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case sdl.SCANCODE_ESCAPE:
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return newimgui.KeyEscape
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return imgui.KeyEscape
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case sdl.SCANCODE_APOSTROPHE:
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return newimgui.KeyApostrophe
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return imgui.KeyApostrophe
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case sdl.SCANCODE_COMMA:
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return newimgui.KeyComma
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return imgui.KeyComma
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case sdl.SCANCODE_MINUS:
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return newimgui.KeyMinus
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return imgui.KeyMinus
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case sdl.SCANCODE_PERIOD:
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return newimgui.KeyPeriod
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return imgui.KeyPeriod
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case sdl.SCANCODE_SLASH:
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return newimgui.KeySlash
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return imgui.KeySlash
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case sdl.SCANCODE_SEMICOLON:
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return newimgui.KeySemicolon
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return imgui.KeySemicolon
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case sdl.SCANCODE_EQUALS:
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return newimgui.KeyEqual
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return imgui.KeyEqual
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case sdl.SCANCODE_LEFTBRACKET:
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return newimgui.KeyLeftBracket
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return imgui.KeyLeftBracket
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case sdl.SCANCODE_BACKSLASH:
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return newimgui.KeyBackslash
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return imgui.KeyBackslash
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case sdl.SCANCODE_RIGHTBRACKET:
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return newimgui.KeyRightBracket
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return imgui.KeyRightBracket
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case sdl.SCANCODE_GRAVE:
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return newimgui.KeyGraveAccent
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return imgui.KeyGraveAccent
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case sdl.SCANCODE_CAPSLOCK:
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return newimgui.KeyCapsLock
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return imgui.KeyCapsLock
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case sdl.SCANCODE_SCROLLLOCK:
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return newimgui.KeyScrollLock
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return imgui.KeyScrollLock
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case sdl.SCANCODE_NUMLOCKCLEAR:
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return newimgui.KeyNumLock
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return imgui.KeyNumLock
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case sdl.SCANCODE_PRINTSCREEN:
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return newimgui.KeyPrintScreen
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return imgui.KeyPrintScreen
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case sdl.SCANCODE_PAUSE:
|
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return newimgui.KeyPause
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return imgui.KeyPause
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case sdl.SCANCODE_KP_0:
|
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return newimgui.KeyKeypad0
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return imgui.KeyKeypad0
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case sdl.SCANCODE_KP_1:
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return newimgui.KeyKeypad1
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return imgui.KeyKeypad1
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case sdl.SCANCODE_KP_2:
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return newimgui.KeyKeypad2
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return imgui.KeyKeypad2
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case sdl.SCANCODE_KP_3:
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return newimgui.KeyKeypad3
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return imgui.KeyKeypad3
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case sdl.SCANCODE_KP_4:
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return newimgui.KeyKeypad4
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return imgui.KeyKeypad4
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case sdl.SCANCODE_KP_5:
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return newimgui.KeyKeypad5
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return imgui.KeyKeypad5
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case sdl.SCANCODE_KP_6:
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return newimgui.KeyKeypad6
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return imgui.KeyKeypad6
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case sdl.SCANCODE_KP_7:
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return newimgui.KeyKeypad7
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return imgui.KeyKeypad7
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case sdl.SCANCODE_KP_8:
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return newimgui.KeyKeypad8
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return imgui.KeyKeypad8
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case sdl.SCANCODE_KP_9:
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return newimgui.KeyKeypad9
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return imgui.KeyKeypad9
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case sdl.SCANCODE_KP_PERIOD:
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return newimgui.KeyKeypadDecimal
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return imgui.KeyKeypadDecimal
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case sdl.SCANCODE_KP_DIVIDE:
|
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return newimgui.KeyKeypadDivide
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return imgui.KeyKeypadDivide
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case sdl.SCANCODE_KP_MULTIPLY:
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return newimgui.KeyKeypadMultiply
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return imgui.KeyKeypadMultiply
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case sdl.SCANCODE_KP_MINUS:
|
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return newimgui.KeyKeypadSubtract
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return imgui.KeyKeypadSubtract
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case sdl.SCANCODE_KP_PLUS:
|
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return newimgui.KeyKeypadAdd
|
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return imgui.KeyKeypadAdd
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case sdl.SCANCODE_KP_ENTER:
|
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return newimgui.KeyKeypadEnter
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return imgui.KeyKeypadEnter
|
||||
case sdl.SCANCODE_KP_EQUALS:
|
||||
return newimgui.KeyKeypadEqual
|
||||
return imgui.KeyKeypadEqual
|
||||
case sdl.SCANCODE_LSHIFT:
|
||||
return newimgui.KeyLeftShift
|
||||
return imgui.KeyLeftShift
|
||||
case sdl.SCANCODE_LCTRL:
|
||||
return newimgui.KeyLeftCtrl
|
||||
return imgui.KeyLeftCtrl
|
||||
case sdl.SCANCODE_LALT:
|
||||
return newimgui.KeyLeftAlt
|
||||
return imgui.KeyLeftAlt
|
||||
case sdl.SCANCODE_LGUI:
|
||||
return newimgui.KeyLeftSuper
|
||||
return imgui.KeyLeftSuper
|
||||
case sdl.SCANCODE_RSHIFT:
|
||||
return newimgui.KeyRightShift
|
||||
return imgui.KeyRightShift
|
||||
case sdl.SCANCODE_RCTRL:
|
||||
return newimgui.KeyRightCtrl
|
||||
return imgui.KeyRightCtrl
|
||||
case sdl.SCANCODE_RALT:
|
||||
return newimgui.KeyRightAlt
|
||||
return imgui.KeyRightAlt
|
||||
case sdl.SCANCODE_RGUI:
|
||||
return newimgui.KeyRightSuper
|
||||
return imgui.KeyRightSuper
|
||||
case sdl.SCANCODE_MENU:
|
||||
return newimgui.KeyMenu
|
||||
return imgui.KeyMenu
|
||||
case sdl.SCANCODE_0:
|
||||
return newimgui.Key0
|
||||
return imgui.Key0
|
||||
case sdl.SCANCODE_1:
|
||||
return newimgui.Key1
|
||||
return imgui.Key1
|
||||
case sdl.SCANCODE_2:
|
||||
return newimgui.Key2
|
||||
return imgui.Key2
|
||||
case sdl.SCANCODE_3:
|
||||
return newimgui.Key3
|
||||
return imgui.Key3
|
||||
case sdl.SCANCODE_4:
|
||||
return newimgui.Key4
|
||||
return imgui.Key4
|
||||
case sdl.SCANCODE_5:
|
||||
return newimgui.Key5
|
||||
return imgui.Key5
|
||||
case sdl.SCANCODE_6:
|
||||
return newimgui.Key6
|
||||
return imgui.Key6
|
||||
case sdl.SCANCODE_7:
|
||||
return newimgui.Key7
|
||||
return imgui.Key7
|
||||
case sdl.SCANCODE_8:
|
||||
return newimgui.Key8
|
||||
return imgui.Key8
|
||||
case sdl.SCANCODE_9:
|
||||
return newimgui.Key9
|
||||
return imgui.Key9
|
||||
case sdl.SCANCODE_A:
|
||||
return newimgui.KeyA
|
||||
return imgui.KeyA
|
||||
case sdl.SCANCODE_B:
|
||||
return newimgui.KeyB
|
||||
return imgui.KeyB
|
||||
case sdl.SCANCODE_C:
|
||||
return newimgui.KeyC
|
||||
return imgui.KeyC
|
||||
case sdl.SCANCODE_D:
|
||||
return newimgui.KeyD
|
||||
return imgui.KeyD
|
||||
case sdl.SCANCODE_E:
|
||||
return newimgui.KeyE
|
||||
return imgui.KeyE
|
||||
case sdl.SCANCODE_F:
|
||||
return newimgui.KeyF
|
||||
return imgui.KeyF
|
||||
case sdl.SCANCODE_G:
|
||||
return newimgui.KeyG
|
||||
return imgui.KeyG
|
||||
case sdl.SCANCODE_H:
|
||||
return newimgui.KeyH
|
||||
return imgui.KeyH
|
||||
case sdl.SCANCODE_I:
|
||||
return newimgui.KeyI
|
||||
return imgui.KeyI
|
||||
case sdl.SCANCODE_J:
|
||||
return newimgui.KeyJ
|
||||
return imgui.KeyJ
|
||||
case sdl.SCANCODE_K:
|
||||
return newimgui.KeyK
|
||||
return imgui.KeyK
|
||||
case sdl.SCANCODE_L:
|
||||
return newimgui.KeyL
|
||||
return imgui.KeyL
|
||||
case sdl.SCANCODE_M:
|
||||
return newimgui.KeyM
|
||||
return imgui.KeyM
|
||||
case sdl.SCANCODE_N:
|
||||
return newimgui.KeyN
|
||||
return imgui.KeyN
|
||||
case sdl.SCANCODE_O:
|
||||
return newimgui.KeyO
|
||||
return imgui.KeyO
|
||||
case sdl.SCANCODE_P:
|
||||
return newimgui.KeyP
|
||||
return imgui.KeyP
|
||||
case sdl.SCANCODE_Q:
|
||||
return newimgui.KeyQ
|
||||
return imgui.KeyQ
|
||||
case sdl.SCANCODE_R:
|
||||
return newimgui.KeyR
|
||||
return imgui.KeyR
|
||||
case sdl.SCANCODE_S:
|
||||
return newimgui.KeyS
|
||||
return imgui.KeyS
|
||||
case sdl.SCANCODE_T:
|
||||
return newimgui.KeyT
|
||||
return imgui.KeyT
|
||||
case sdl.SCANCODE_U:
|
||||
return newimgui.KeyU
|
||||
return imgui.KeyU
|
||||
case sdl.SCANCODE_V:
|
||||
return newimgui.KeyV
|
||||
return imgui.KeyV
|
||||
case sdl.SCANCODE_W:
|
||||
return newimgui.KeyW
|
||||
return imgui.KeyW
|
||||
case sdl.SCANCODE_X:
|
||||
return newimgui.KeyX
|
||||
return imgui.KeyX
|
||||
case sdl.SCANCODE_Y:
|
||||
return newimgui.KeyY
|
||||
return imgui.KeyY
|
||||
case sdl.SCANCODE_Z:
|
||||
return newimgui.KeyZ
|
||||
return imgui.KeyZ
|
||||
case sdl.SCANCODE_F1:
|
||||
return newimgui.KeyF1
|
||||
return imgui.KeyF1
|
||||
case sdl.SCANCODE_F2:
|
||||
return newimgui.KeyF2
|
||||
return imgui.KeyF2
|
||||
case sdl.SCANCODE_F3:
|
||||
return newimgui.KeyF3
|
||||
return imgui.KeyF3
|
||||
case sdl.SCANCODE_F4:
|
||||
return newimgui.KeyF4
|
||||
return imgui.KeyF4
|
||||
case sdl.SCANCODE_F5:
|
||||
return newimgui.KeyF5
|
||||
return imgui.KeyF5
|
||||
case sdl.SCANCODE_F6:
|
||||
return newimgui.KeyF6
|
||||
return imgui.KeyF6
|
||||
case sdl.SCANCODE_F7:
|
||||
return newimgui.KeyF7
|
||||
return imgui.KeyF7
|
||||
case sdl.SCANCODE_F8:
|
||||
return newimgui.KeyF8
|
||||
return imgui.KeyF8
|
||||
case sdl.SCANCODE_F9:
|
||||
return newimgui.KeyF9
|
||||
return imgui.KeyF9
|
||||
case sdl.SCANCODE_F10:
|
||||
return newimgui.KeyF10
|
||||
return imgui.KeyF10
|
||||
case sdl.SCANCODE_F11:
|
||||
return newimgui.KeyF11
|
||||
return imgui.KeyF11
|
||||
case sdl.SCANCODE_F12:
|
||||
return newimgui.KeyF12
|
||||
return imgui.KeyF12
|
||||
default:
|
||||
return newimgui.KeyNone
|
||||
return imgui.KeyNone
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user