mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Examples: SDL2: Enabling vsync. Using scancode consistently, fixed keyboard weirdness.
This commit is contained in:
parent
11d0fc8220
commit
60fb7d31fd
@ -152,7 +152,8 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
@ -203,8 +204,9 @@ void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
|
||||
{
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
@ -214,16 +216,16 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDLK_a;
|
||||
io.KeyMap[ImGuiKey_C] = SDLK_c;
|
||||
io.KeyMap[ImGuiKey_V] = SDLK_v;
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
|
||||
|
@ -31,6 +31,7 @@ int main(int, char**)
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL2_Init(window);
|
||||
|
@ -174,7 +174,8 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
@ -314,8 +315,9 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
|
||||
{
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
@ -325,16 +327,16 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDLK_a;
|
||||
io.KeyMap[ImGuiKey_C] = SDLK_c;
|
||||
io.KeyMap[ImGuiKey_V] = SDLK_v;
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
|
||||
|
@ -30,6 +30,7 @@ int main(int, char**)
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
gl3wInit();
|
||||
|
||||
// Setup ImGui binding
|
||||
|
Loading…
Reference in New Issue
Block a user