# Changes
3ds Backend: - switch to shaderProgramUse Desktop Backend - Add Pre Alpha Text Input and Keyboard Support - Move Shader Attrib Setup into a function and callit every time we need a set up vbo - Move to Mat4 api Core: - Add fquat support - Add LoadFile2Str - Move Mat4 Lib from Project n73 to Palladium - Add full supprot for vec cross types - Add Normalize, Distance and Dot to all - Add Cross to vec3 Drivers: - Add a SetViewPort func to GFX - Add Keyboard keys and Flasg to Hid Image: - Add Vertical Flipping - Add Horizontal flipping UI7: - Fix Critical Bug in IO Viewport handler - Fix library list (error on MinGW for some reason) Lazyvec: - Split into multiple source files - Generate new functions (see core updates)
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@ -37,9 +37,36 @@ class HidGLFW : public HidDriver {
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PD_SHARED(HidGLFW);
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void Update() override;
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void GetInputStr(std::string& str) override;
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void HandleTextOps();
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bool pTimedHeld(KbKey k) {
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if (pTimings.count(k)) {
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if (IsEvent(Event_Up, k)) {
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pTimings.erase(k);
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return false;
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}
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return (PD::OS::GetTime() - pTimings[k]) > 50;
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}
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if (!IsEvent(Event_Held, k)) {
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if (pTimings.count(k)) {
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pTimings.erase(k);
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return false;
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}
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}
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if (IsEvent(Event_Held, k)) {
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pTimings[k] = PD::OS::GetTime();
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return true;
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}
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return false;
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}
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/** Data section */
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GLFWwindow* Window;
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int PrevState;
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std::unordered_map<int, int> PrevStates;
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static std::string* pText;
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bool pInTextMode = false;
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PD::u64 pLastUpdate = 0;
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std::unordered_map<KbKey, u64> pTimings;
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};
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} // namespace PD
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