Added keyboard input handling
Windows only
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parent
33bb0eb2b8
commit
cca1c865d9
4 changed files with 47 additions and 12 deletions
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@ -169,10 +169,9 @@ public:
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position -= glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
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if (keys.right)
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position += glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f))) * moveSpeed;
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updateViewMatrix();
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}
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}
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updateViewMatrix();
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};
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// Update camera passing separate axis data (gamepad)
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@ -1344,6 +1344,8 @@ void VulkanExampleBase::handleMessages(HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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resizing = false;
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break;
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}
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OnHandleMessage(hWnd, uMsg, wParam, lParam);
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}
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#elif defined(VK_USE_PLATFORM_ANDROID_KHR)
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int32_t VulkanExampleBase::handleAppInput(struct android_app* app, AInputEvent* event)
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@ -2934,3 +2936,7 @@ void VulkanExampleBase::setupSwapChain()
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}
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void VulkanExampleBase::OnUpdateUIOverlay(vks::UIOverlay *overlay) {}
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#if defined(_WIN32)
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void VulkanExampleBase::OnHandleMessage(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {};
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#endif
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@ -391,6 +391,10 @@ public:
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/** @brief (Virtual) Called when the UI overlay is updating, can be used to add custom elements to the overlay */
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay);
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#if defined(_WIN32)
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virtual void OnHandleMessage(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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#endif
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};
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// OS specific macros for the example main entry points
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@ -1,7 +1,7 @@
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/*
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* Vulkan Example - imGui (https://github.com/ocornut/imgui)
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*
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* Copyright (C) 2017 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2017-2023 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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@ -97,6 +97,16 @@ public:
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(width, height);
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io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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#if defined(_WIN32)
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// If we directly work with os specific key codes, we need to map special key types like tab
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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#endif
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}
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// Initialize all Vulkan resources used by the ui
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@ -560,7 +570,6 @@ public:
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renderPassBeginInfo.pClearValues = clearValues;
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imGui->newFrame(this, (frameCounter == 0));
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imGui->updateBuffers();
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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@ -743,6 +752,8 @@ public:
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if (!prepared)
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return;
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updateUniformBuffers();
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// Update imGui
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ImGuiIO& io = ImGui::GetIO();
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@ -755,14 +766,6 @@ public:
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io.MouseDown[2] = mouseButtons.middle && UIOverlay.visible;
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draw();
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if (uiSettings.animateLight)
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updateUniformBuffers();
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}
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virtual void viewChanged()
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{
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updateUniformBuffers();
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}
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virtual void mouseMoved(double x, double y, bool &handled)
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@ -771,6 +774,29 @@ public:
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handled = io.WantCaptureMouse && UIOverlay.visible;
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}
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// Input handling is platform specific, to show how it's basically done this sample implements it for Windows
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#if defined(_WIN32)
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virtual void OnHandleMessage(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
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ImGuiIO& io = ImGui::GetIO();
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// Only react to keyboard input if ImGui is active
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if (io.WantCaptureKeyboard) {
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// Character input
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if (uMsg == WM_CHAR) {
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if (wParam > 0 && wParam < 0x10000) {
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io.AddInputCharacter((unsigned short)wParam);
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}
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}
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// Special keys (tab, cursor, etc.)
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if ((wParam < 256) && (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN)) {
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io.KeysDown[wParam] = true;
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}
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if ((wParam < 256) && (uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP)) {
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io.KeysDown[wParam] = false;
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}
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}
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}
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#endif
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};
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VULKAN_EXAMPLE_MAIN()
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