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zidi fix backspace won't work problem in SFML UTF-8

Zidi 5 years ago
parent
commit
5b4cc7b5eb
2 changed files with 466 additions and 1 deletions
  1. 3 1
      demo/sfml_opengl3/nuklear_sfml_gl3.h
  2. 463 0
      demo/sfml_opengl3/nuklear_sfml_gl3.h.bak

+ 3 - 1
demo/sfml_opengl3/nuklear_sfml_gl3.h

@@ -442,7 +442,9 @@ nk_sfml_handle_event(sf::Event* evt)
         } 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);
+		if (evt->text.unicode != 8) {
+			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));

+ 463 - 0
demo/sfml_opengl3/nuklear_sfml_gl3.h.bak

@@ -0,0 +1,463 @@
+/*
+ * Nuklear - 1.32.0 - public domain
+ * no warrenty implied; use at your own risk.
+ * authored from 2015-2016 by Micha Mettke
+ */
+/*
+ * ==============================================================
+ *
+ *                              API
+ *
+ * ===============================================================
+ */
+#ifndef NK_SFML_GL3_H_
+#define NK_SFML_GL3_H_
+
+/* Feel free to edit here and include your own extension wrangler */
+#include <glad/glad.h>
+/* I use GLAD but you can use GLEW or what you like */
+
+#include <SFML/Window.hpp>
+
+NK_API struct nk_context*   nk_sfml_init(sf::Window* window);
+NK_API void                 nk_sfml_font_stash_begin(struct nk_font_atlas** atlas);
+NK_API void                 nk_sfml_font_stash_end(void);
+NK_API int                  nk_sfml_handle_event(sf::Event* event);
+NK_API void                 nk_sfml_render(enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
+NK_API void                 nk_sfml_shutdown(void);
+
+NK_API void                 nk_sfml_device_create(void);
+NK_API void                 nk_sfml_device_destroy(void);
+
+#endif
+/*
+ * ==============================================================
+ *
+ *                          IMPLEMENTATION
+ *
+ * ===============================================================
+ */
+ #ifdef NK_SFML_GL3_IMPLEMENTATION
+
+#include <string>
+
+struct nk_sfml_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;
+    GLuint font_tex;
+};
+struct nk_sfml_vertex {
+    float position[2];
+    float uv[2];
+    nk_byte col[4];
+};
+static struct nk_sfml {
+    sf::Window* window;
+    struct nk_sfml_device ogl;
+    struct nk_context ctx;
+    struct nk_font_atlas atlas;
+} sfml;
+
+#ifdef __APPLE__
+  #define NK_SHADER_VERSION "#version 150\n"
+#else
+  #define NK_SHADER_VERSION "#version 300 es\n"
+#endif
+
+NK_API void
+nk_sfml_device_create(void)
+{
+    GLint status;
+    static const GLchar* vertex_shader =
+        NK_SHADER_VERSION
+        "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
+        "precision mediump float;\n"
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main(){\n"
+        "   Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+        "}\n";
+
+    struct nk_sfml_device* dev = &sfml.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);
+    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_sfml_vertex);
+        size_t vp = NK_OFFSETOF(struct nk_sfml_vertex, position);
+        size_t vt = NK_OFFSETOF(struct nk_sfml_vertex, uv);
+        size_t vc = NK_OFFSETOF(struct nk_sfml_vertex, col);
+
+        glGenBuffers(1, &dev->vbo);
+        glGenBuffers(1, &dev->ebo);
+        glGenVertexArrays(1, &dev->vao);
+
+        glBindVertexArray(dev->vao);
+        glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
+
+        glEnableVertexAttribArray((GLuint)dev->attrib_pos);
+        glEnableVertexAttribArray((GLuint)dev->attrib_uv);
+        glEnableVertexAttribArray((GLuint)dev->attrib_col);
+
+        glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
+        glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
+        glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
+    }
+    glBindTexture(GL_TEXTURE_2D, 0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+    glBindVertexArray(0);
+}
+
+NK_API void
+nk_sfml_device_destroy(void)
+{
+    struct nk_sfml_device* dev = &sfml.ogl;
+
+    glDetachShader(dev->prog, dev->vert_shdr);
+    glDetachShader(dev->prog, dev->frag_shdr);
+    glDeleteShader(dev->vert_shdr);
+    glDeleteShader(dev->vert_shdr);
+    glDeleteProgram(dev->prog);
+    glDeleteTextures(1, &dev->font_tex);
+    glDeleteBuffers(1, &dev->vbo);
+    glDeleteBuffers(1, &dev->ebo);
+    nk_buffer_free(&dev->cmds);
+}
+
+NK_INTERN void
+nk_sfml_device_upload_atlas(const void* image, int width, int height)
+{
+    struct nk_sfml_device* dev = &sfml.ogl;
+    glGenTextures(1, &dev->font_tex);
+    glBindTexture(GL_TEXTURE_2D, dev->font_tex);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image);
+}
+
+NK_API void
+nk_sfml_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
+{
+    /* setup global state */
+    struct nk_sfml_device* dev = &sfml.ogl;
+    int window_width = sfml.window->getSize().x;
+    int window_height = sfml.window->getSize().y;
+    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)window_width;
+    ortho[1][1] /= (GLfloat)window_height;
+
+    glViewport(0, 0, window_width, window_height);
+    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);
+    glActiveTexture(GL_TEXTURE0);
+
+    /* setup program */
+    glUseProgram(dev->prog);
+    glUniform1i(dev->uniform_tex, 0);
+    glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
+    {
+        /* 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;
+
+        /* allocate vertex and element buffer */
+        glBindVertexArray(dev->vao);
+        glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
+
+        glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
+
+        /* load vertices/elements directly into vertex/element buffer */
+        vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+        elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
+        {
+            /* 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_sfml_vertex, position)},
+                {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, uv)},
+                {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sfml_vertex, col)},
+                {NK_VERTEX_LAYOUT_END}
+            };
+
+            NK_MEMSET(&config, 0, sizeof(config));
+            config.vertex_layout = vertex_layout;
+            config.vertex_size = sizeof(struct nk_sfml_vertex);
+            config.vertex_alignment = NK_ALIGNOF(struct nk_sfml_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 */
+            struct nk_buffer vbuf, ebuf;
+            nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
+            nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
+            nk_convert(&sfml.ctx, &dev->cmds, &vbuf, &ebuf, &config);
+        }
+        glUnmapBuffer(GL_ARRAY_BUFFER);
+        glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+
+        /* iterate over and execute each draw command */
+        nk_draw_foreach(cmd, &sfml.ctx, &dev->cmds)
+        {
+            if (!cmd->elem_count) continue;
+            glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
+            glScissor(
+                (GLint)(cmd->clip_rect.x),
+                (GLint)((window_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
+                (GLint)(cmd->clip_rect.w),
+                (GLint)(cmd->clip_rect.h));
+            glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
+            offset += cmd->elem_count;
+        }
+        nk_clear(&sfml.ctx);
+    }
+    glUseProgram(0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+    glBindVertexArray(0);
+    glDisable(GL_BLEND);
+    glDisable(GL_SCISSOR_TEST);
+}
+
+static void
+nk_sfml_clipboard_paste(nk_handle usr, struct nk_text_edit* edit)
+{
+#if 0
+    /* Not Implemented in SFML */
+    (void)usr;
+    sf::Clipboard clipboard(sfml.window);
+    const char* text = clipboard.getText();
+    if(text) nk_textedit_paste(edit, text, nk_strlen(text));
+#endif
+}
+static void
+nk_sfml_clipboard_copy(nk_handle usr, const char* text, int len)
+{
+#if 0
+    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';
+
+    /* Not Implemented in SFML */
+    sf::Clipboard clipboard(sfml.window);
+    clipboard.setText(str);
+    free(str);
+#endif
+}
+
+NK_API struct nk_context*
+nk_sfml_init(sf::Window* window)
+{
+    sfml.window = window;
+    nk_init_default(&sfml.ctx, 0);
+    sfml.ctx.clip.copy = nk_sfml_clipboard_copy;
+    sfml.ctx.clip.paste = nk_sfml_clipboard_paste;
+    sfml.ctx.clip.userdata = nk_handle_ptr(0);
+    nk_sfml_device_create();
+    return &sfml.ctx;
+}
+
+NK_API void
+nk_sfml_font_stash_begin(struct nk_font_atlas** atlas)
+{
+    nk_font_atlas_init_default(&sfml.atlas);
+    nk_font_atlas_begin(&sfml.atlas);
+    *atlas = &sfml.atlas;
+}
+
+NK_API void
+nk_sfml_font_stash_end()
+{
+    const void* image;
+    int w, h;
+    image = nk_font_atlas_bake(&sfml.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
+    nk_sfml_device_upload_atlas(image, w, h);
+    nk_font_atlas_end(&sfml.atlas, nk_handle_id((int)sfml.ogl.font_tex), &sfml.ogl.null);
+    if(sfml.atlas.default_font)
+        nk_style_set_font(&sfml.ctx, &sfml.atlas.default_font->handle);
+}
+
+NK_API int
+nk_sfml_handle_event(sf::Event* evt)
+{
+    struct nk_context* ctx = &sfml.ctx;
+    /* optional grabbing behavior */
+    if(ctx->input.mouse.grab)
+        ctx->input.mouse.grab = 0;
+    else if(ctx->input.mouse.ungrab) {
+        int x = (int)ctx->input.mouse.prev.x;
+        int y = (int)ctx->input.mouse.prev.y;
+        sf::Mouse::setPosition(sf::Vector2i(x, y), *sfml.window);
+        ctx->input.mouse.ungrab = 0;
+    }
+    if(evt->type == sf::Event::KeyReleased || evt->type == sf::Event::KeyPressed)
+    {
+        int down = evt->type == sf::Event::KeyPressed;
+        sf::Keyboard::Key key = evt->key.code;
+        if(key == sf::Keyboard::RShift || key == sf::Keyboard::LShift)
+            nk_input_key(ctx, NK_KEY_SHIFT, down);
+        else if(key == sf::Keyboard::Delete)
+            nk_input_key(ctx, NK_KEY_DEL, down);
+        else if(key == sf::Keyboard::Return)
+            nk_input_key(ctx, NK_KEY_ENTER, down);
+        else if(key == sf::Keyboard::Tab)
+            nk_input_key(ctx, NK_KEY_TAB, down);
+        else if(key == sf::Keyboard::BackSpace)
+            nk_input_key(ctx, NK_KEY_BACKSPACE, down);
+        else if(key == sf::Keyboard::Home) {
+            nk_input_key(ctx, NK_KEY_TEXT_START, down);
+            nk_input_key(ctx, NK_KEY_SCROLL_START, down);
+        } else if(key == sf::Keyboard::End) {
+            nk_input_key(ctx, NK_KEY_TEXT_END, down);
+            nk_input_key(ctx, NK_KEY_SCROLL_END, down);
+        } else if(key == sf::Keyboard::PageDown)
+            nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
+        else if(key == sf::Keyboard::PageUp)
+            nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
+        else if(key == sf::Keyboard::Z)
+            nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::R)
+            nk_input_key(ctx, NK_KEY_TEXT_REDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::C)
+            nk_input_key(ctx, NK_KEY_COPY, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::V)
+            nk_input_key(ctx, NK_KEY_PASTE, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::X)
+            nk_input_key(ctx, NK_KEY_CUT, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::B)
+            nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::E)
+            nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
+        else if(key == sf::Keyboard::Up)
+            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