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Merge pull request #164 from cwkx/master

Emscripten support with glfw3 (and shaders) demo at www.cwkx.com/nuklear
Micha Mettke 9 жил өмнө
parent
commit
e5ce2de621

+ 6 - 0
demo/emscripten/build.js

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+var exec = require('child_process').exec;
+var cmd  = 'emcc main.c -o index.html -s USE_GLFW=3';
+
+exec(cmd, function(error, stdout, stderr) {
+   // command output is in stdout
+});

Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 192 - 0
demo/emscripten/index.html


Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 1586 - 0
demo/emscripten/index.js


+ 185 - 0
demo/emscripten/main.c

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+#include <stdio.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <stdarg.h>
+#include <string.h>
+#include <math.h>
+#include <assert.h>
+#include <math.h>
+#include <limits.h>
+#include <time.h>
+#include <emscripten.h>
+
+#define GLFW_INCLUDE_ES2
+#include <GLFW/glfw3.h>
+
+#define NK_INCLUDE_FIXED_TYPES
+#define NK_INCLUDE_STANDARD_IO
+#define NK_INCLUDE_DEFAULT_ALLOCATOR
+#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
+#define NK_INCLUDE_FONT_BAKING
+#define NK_INCLUDE_DEFAULT_FONT
+#define NK_IMPLEMENTATION
+#define NK_GLFW_GL3_IMPLEMENTATION
+#include "../../nuklear.h"
+#include "nuklear_glfw_gl3.h"
+
+#define MAX_VERTEX_BUFFER 512 * 1024
+#define MAX_ELEMENT_BUFFER 128 * 1024
+#define UNUSED(a) (void)a
+#define MIN(a,b) ((a) < (b) ? (a) : (b))
+#define MAX(a,b) ((a) < (b) ? (b) : (a))
+#define LEN(a) (sizeof(a)/sizeof(a)[0])
+
+int result = 1;
+
+GLFWwindow* win;
+struct nk_context *ctx;
+struct nk_color background;
+
+int inFullscreen = 0;
+int wasFullscreen = 0;
+int width = 0;
+int height = 0;
+
+void render();
+void error_callback(int error, const char* description);
+
+void render() {
+   /* Input */
+   glfwPollEvents();
+   nk_glfw3_new_frame();
+
+   /* GUI */
+   {struct nk_panel layout;
+   if (nk_begin(ctx, &layout, "Demo", nk_rect(50, 50, 230, 250),
+       NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
+       NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
+   {
+       enum {EASY, HARD};
+       static int op = EASY;
+       static int property = 20;
+       nk_layout_row_static(ctx, 30, 80, 1);
+       if (nk_button_label(ctx, "button", NK_BUTTON_DEFAULT))
+           fprintf(stdout, "button pressed\n");
+
+       nk_layout_row_dynamic(ctx, 30, 2);
+       if (nk_option_label(ctx, "easy", op == EASY)) op = EASY;
+       if (nk_option_label(ctx, "hard", op == HARD)) op = HARD;
+
+       nk_layout_row_dynamic(ctx, 25, 1);
+       nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);
+
+       {struct nk_panel combo;
+       nk_layout_row_dynamic(ctx, 20, 1);
+       nk_label(ctx, "background:", NK_TEXT_LEFT);
+       nk_layout_row_dynamic(ctx, 25, 1);
+       if (nk_combo_begin_color(ctx, &combo, background, 400)) {
+           nk_layout_row_dynamic(ctx, 120, 1);
+           background = nk_color_picker(ctx, background, NK_RGBA);
+           nk_layout_row_dynamic(ctx, 25, 1);
+           background.r = (nk_byte)nk_propertyi(ctx, "#R:", 0, background.r, 255, 1,1);
+           background.g = (nk_byte)nk_propertyi(ctx, "#G:", 0, background.g, 255, 1,1);
+           background.b = (nk_byte)nk_propertyi(ctx, "#B:", 0, background.b, 255, 1,1);
+           background.a = (nk_byte)nk_propertyi(ctx, "#A:", 0, background.a, 255, 1,1);
+           nk_combo_end(ctx);
+       }}
+   }
+   nk_end(ctx);}
+
+   /* Draw */
+   {float bg[4];
+   nk_color_fv(bg, background);
+   glfwGetWindowSize(win, &width, &height);
+   glViewport(0, 0, width, height);
+   glClear(GL_COLOR_BUFFER_BIT);
+   glClearColor(bg[0], bg[1], bg[2], bg[3]);
+   /* IMPORTANT: `nk_glfw_render` modifies some global OpenGL state
+    * with blending, scissor, face culling, depth test and viewport and
+    * defaults everything back into a default state.
+    * Make sure to either a.) save and restore or b.) reset your own state after
+    * rendering the UI. */
+   nk_glfw3_render(NK_ANTI_ALIASING_ON, MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
+   glfwSwapBuffers(win);}
+}
+
+void error_callback(int error, const char* description)
+{
+   fprintf(stderr, "Error %d: %s\n", error, description);
+}
+
+void windowSizeCallback(GLFWwindow* window, int width, int height)
+{
+   int isInFullscreen = EM_ASM_INT_V(return !!(document.fullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement));
+   if (isInFullscreen && !wasFullscreen)
+   {
+      printf("Successfully transitioned to fullscreen mode!\n");
+      wasFullscreen = isInFullscreen;
+   }
+
+   if (wasFullscreen && !isInFullscreen)
+   {
+      printf("Exited fullscreen. Test succeeded.\n");
+      result = 1;
+      #ifdef REPORT_RESULT
+      REPORT_RESULT();
+      #endif
+      wasFullscreen = isInFullscreen;
+      emscripten_cancel_main_loop();
+      return;
+   }
+}
+
+int main()
+{
+   /* Setup win */
+   glfwSetErrorCallback(error_callback);
+   if (!glfwInit())
+   {
+      result = 0;
+      printf("Could not create window. Test failed.\n");
+      #ifdef REPORT_RESULT
+      REPORT_RESULT();
+      #endif
+      return -1;
+   }
+   glfwWindowHint(GLFW_RESIZABLE , 1);
+   win = glfwCreateWindow(1024, 1024, "GLFW resizing test - windowed", NULL, NULL);
+   if (!win)
+   {
+      result = 0;
+      printf("Could not create window. Test failed.\n");
+      #ifdef REPORT_RESULT
+      REPORT_RESULT();
+      #endif
+      glfwTerminate();
+      return -1;
+   }
+   glfwMakeContextCurrent(win);
+
+   /* Install callbacks */
+   glfwSetWindowSizeCallback(win, windowSizeCallback);
+
+   /* Nuklear */
+   ctx = nk_glfw3_init(win, NK_GLFW3_INSTALL_CALLBACKS);
+   /* Load Fonts: if none of these are loaded a default font will be used  */
+   {struct nk_font_atlas *atlas;
+   nk_glfw3_font_stash_begin(&atlas);
+   /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../../extra_font/DroidSans.ttf", 14, 0);*/
+   /*struct nk_font *roboto = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Roboto-Regular.ttf", 14, 0);*/
+   /*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../../extra_font/kenvector_future_thin.ttf", 13, 0);*/
+   /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyClean.ttf", 12, 0);*/
+   /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyTiny.ttf", 10, 0);*/
+   /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Cousine-Regular.ttf", 13, 0);*/
+   nk_glfw3_font_stash_end();
+   /*nk_style_set_font(ctx, &droid->handle);*/}
+   background = nk_rgb(190,205,255);
+
+   /* Main loop */
+   emscripten_set_main_loop(render, 0, 1);
+
+   nk_glfw3_shutdown();
+   glfwTerminate();
+
+   return 0;
+}

+ 496 - 0
demo/emscripten/nuklear_glfw_gl3.h

@@ -0,0 +1,496 @@
+/*
+ * Nuklear - v1.00 - public domain
+ * no warrenty implied; use at your own risk.
+ * authored from 2015-2016 by Micha Mettke
+ * emscripten from 2016 by Chris Willcocks
+ */
+/*
+ * ==============================================================
+ *
+ *                              API
+ *
+ * ===============================================================
+ */
+#ifndef NK_GLFW_GL3_H_
+#define NK_GLFW_GL3_H_
+
+#include <GLFW/glfw3.h>
+
+enum nk_glfw_init_state{
+    NK_GLFW3_DEFAULT=0,
+    NK_GLFW3_INSTALL_CALLBACKS
+};
+
+NK_API void                 nk_compile_shader(GLuint shader, char *name);
+NK_API struct nk_context*   nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state);
+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, int max_vertex_buffer, int max_element_buffer);
+
+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);
+
+#endif
+/*
+ * ==============================================================
+ *
+ *                          IMPLEMENTATION
+ *
+ * ===============================================================
+ */
+#ifdef NK_GLFW_GL3_IMPLEMENTATION
+
+#ifndef NK_GLFW_TEXT_MAX
+#define NK_GLFW_TEXT_MAX 256
+#endif
+
+struct nk_glfw_device {
+    struct nk_buffer cmds;
+    struct nk_draw_null_texture null;
+    GLuint vbo, 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;
+    GLsizei vs;
+    size_t vp, vt, vc;
+};
+
+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;
+    float scroll;
+} glfw;
+
+#ifdef __EMSCRIPTEN__
+  #define NK_SHADER_VERSION "#version 100\n"
+#else
+#ifdef __APPLE__
+  #define NK_SHADER_VERSION "#version 150\n"
+#else
+  #define NK_SHADER_VERSION "#version 300 es\n"
+#endif
+#endif
+
+NK_API void nk_compile_shader(GLuint shader, char *name)
+{
+   GLint status, length, result;
+   char *log;
+
+   glCompileShader(shader);
+
+   /* get the shader info log */
+   glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
+   log = malloc(length);
+   glGetShaderInfoLog(shader, length, &result, log);
+   glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+
+   /* print an error message and the info log */
+   if (status != GL_TRUE)
+   {
+      fprintf(stderr, "Unable to compile %s: %s\n", name, log);
+   }
+   free(log);
+}
+
+NK_API void
+nk_glfw3_device_create(void)
+{
+    GLint status;
+    static const GLchar *vertex_shader =
+        NK_SHADER_VERSION
+        "uniform mat4 ProjMtx;\n"
+#ifdef __EMSCRIPTEN__
+        "attribute vec2 Position;\n"
+        "attribute vec2 TexCoord;\n"
+        "attribute vec4 Color;\n"
+        "varying vec2 Frag_UV;\n"
+        "varying vec4 Frag_Color;\n"
+#else
+        "in vec2 Position;\n"
+        "in vec2 TexCoord;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+#endif
+        "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"
+#ifdef __EMSCRIPTEN__
+        "varying vec2 Frag_UV;\n"
+        "varying vec4 Frag_Color;\n"
+#else
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+#endif
+        "void main(){\n"
+#ifdef __EMSCRIPTEN__
+        "   gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);\n"
+#else
+        "   Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+#endif
+        "}\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);
+    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 */
+        dev->vs = sizeof(struct nk_draw_vertex);
+        dev->vp = offsetof(struct nk_draw_vertex, position);
+        dev->vt = offsetof(struct nk_draw_vertex, uv);
+        dev->vc = offsetof(struct nk_draw_vertex, col);
+
+        glGenBuffers(1, &dev->vbo);
+        glGenBuffers(1, &dev->ebo);
+    }
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#ifndef __EMSCRIPTEN__
+    glBindVertexArray(0);
+#endif
+}
+
+NK_INTERN void
+nk_glfw3_device_upload_atlas(const void *image, int width, int height)
+{
+    struct nk_glfw_device *dev = &glfw.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_glfw3_device_destroy(void)
+{
+    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);
+    glDeleteTextures(1, &dev->font_tex);
+    glDeleteBuffers(1, &dev->vbo);
+    glDeleteBuffers(1, &dev->ebo);
+    nk_buffer_free(&dev->cmds);
+}
+
+NK_API void
+nk_glfw3_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    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);
+    glActiveTexture(GL_TEXTURE0);
+
+    /* setup program */
+    glUseProgram(dev->prog);
+    glUniform1i(dev->uniform_tex, 0);
+    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;
+
+        /* allocate vertex and element buffer */
+        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, dev->vs, (void*)dev->vp);
+        glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, dev->vs, (void*)dev->vt);
+        glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, dev->vs, (void*)dev->vc);
+
+        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 draw vertices & elements directly into vertex + element buffer */
+#ifndef __EMSCRIPTEN__
+        vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+        elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
+#else
+        vertices = malloc((size_t)max_vertex_buffer);
+        elements = malloc((size_t)max_element_buffer);
+#endif
+        {
+            /* fill converting configuration */
+            struct nk_convert_config config;
+            memset(&config, 0, sizeof(config));
+            config.global_alpha = 1.0f;
+            config.shape_AA = AA;
+            config.line_AA = AA;
+            config.circle_segment_count = 22;
+            config.curve_segment_count = 22;
+            config.arc_segment_count = 22;
+            config.null = dev->null;
+
+            /* setup buffers to load vertices and elements */
+            {struct nk_buffer vbuf, ebuf;
+            nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
+            nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
+            nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
+        }
+#ifdef __EMSCRIPTEN__
+        glBufferSubData(GL_ARRAY_BUFFER, 0, (size_t)max_vertex_buffer, vertices);
+        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (size_t)max_element_buffer, elements);
+        free(vertices);
+        free(elements);
+#else
+        glUnmapBuffer(GL_ARRAY_BUFFER);
+        glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+#endif
+
+        /* iterate over and execute each draw command */
+        nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds)
+        {
+            if (!cmd->elem_count) continue;
+            glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
+            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);
+    }
+
+    /* default OpenGL state */
+    glUseProgram(0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#ifndef __EMSCRIPTEN__
+    glBindVertexArray(0);
+#endif
+    glDisable(GL_BLEND);
+    glDisable(GL_SCISSOR_TEST);
+}
+
+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 += (float)yoff;
+}
+
+NK_INTERN void
+nk_glfw3_clipbard_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_clipbard_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)
+{
+    glfw.win = win;
+    if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
+        glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
+        glfwSetCharCallback(win, nk_glfw3_char_callback);
+    }
+
+    nk_init_default(&glfw.ctx, 0);
+    glfw.ctx.clip.copy = nk_glfw3_clipbard_copy;
+    glfw.ctx.clip.paste = nk_glfw3_clipbard_paste;
+    glfw.ctx.clip.userdata = nk_handle_ptr(0);
+    nk_glfw3_device_create();
+    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), &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]);
+
+    /* 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);
+
+    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_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_P) == 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);
+    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;
+    }
+
+    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_scroll(ctx, glfw.scroll);
+    nk_input_end(&glfw.ctx);
+    glfw.text_len = 0;
+    glfw.scroll = 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

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