diff --git a/GlitchyEngine/src/ImGui/ImGuiLayer.bf b/GlitchyEngine/src/ImGui/ImGuiLayer.bf index 73c78e3..c09073c 100644 --- a/GlitchyEngine/src/ImGui/ImGuiLayer.bf +++ b/GlitchyEngine/src/ImGui/ImGuiLayer.bf @@ -3,7 +3,6 @@ using imgui_beef; using GlitchyEngine.Events; // Temporary -using DirectX.Windows.VirtualKeyCodes; using GlitchyEngine.Platform.DX11; namespace GlitchyEngine.ImGui @@ -25,28 +24,28 @@ namespace GlitchyEngine.ImGui // Todo: Temporary, needs own keymap // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[(int32)ImGui.Key.Tab] = VK_TAB; - io.KeyMap[(int32)ImGui.Key.LeftArrow] = VK_LEFT; - io.KeyMap[(int32)ImGui.Key.RightArrow] = VK_RIGHT; - io.KeyMap[(int32)ImGui.Key.UpArrow] = VK_UP; - io.KeyMap[(int32)ImGui.Key.DownArrow] = VK_DOWN; - io.KeyMap[(int32)ImGui.Key.PageUp] = VK_PRIOR; - io.KeyMap[(int32)ImGui.Key.PageDown] = VK_NEXT; - io.KeyMap[(int32)ImGui.Key.Home] = VK_HOME; - io.KeyMap[(int32)ImGui.Key.End] = VK_END; - io.KeyMap[(int32)ImGui.Key.Insert] = VK_INSERT; - io.KeyMap[(int32)ImGui.Key.Delete] = VK_DELETE; - io.KeyMap[(int32)ImGui.Key.Backspace] = VK_BACK; - io.KeyMap[(int32)ImGui.Key.Space] = VK_SPACE; - io.KeyMap[(int32)ImGui.Key.Enter] = VK_RETURN; - io.KeyMap[(int32)ImGui.Key.Escape] = VK_ESCAPE; - io.KeyMap[(int32)ImGui.Key.KeyPadEnter] = VK_RETURN; - io.KeyMap[(int32)ImGui.Key.A] = (int32)'A'; - io.KeyMap[(int32)ImGui.Key.C] = (int32)'C'; - io.KeyMap[(int32)ImGui.Key.V] = (int32)'V'; - io.KeyMap[(int32)ImGui.Key.X] = (int32)'X'; - io.KeyMap[(int32)ImGui.Key.Y] = (int32)'Y'; - io.KeyMap[(int32)ImGui.Key.Z] = (int32)'Z'; + io.KeyMap[(int32)ImGui.Key.Tab] = (int32)Key.Tab; + io.KeyMap[(int32)ImGui.Key.LeftArrow] = (int32)Key.Left; + io.KeyMap[(int32)ImGui.Key.RightArrow] = (int32)Key.Right; + io.KeyMap[(int32)ImGui.Key.UpArrow] = (int32)Key.Up; + io.KeyMap[(int32)ImGui.Key.DownArrow] = (int32)Key.Down; + io.KeyMap[(int32)ImGui.Key.PageUp] = (int32)Key.Prior; + io.KeyMap[(int32)ImGui.Key.PageDown] = (int32)Key.Next; + io.KeyMap[(int32)ImGui.Key.Home] = (int32)Key.Home; + io.KeyMap[(int32)ImGui.Key.End] = (int32)Key.End; + io.KeyMap[(int32)ImGui.Key.Insert] = (int32)Key.Insert; + io.KeyMap[(int32)ImGui.Key.Delete] = (int32)Key.Delete; + io.KeyMap[(int32)ImGui.Key.Backspace] = (int32)Key.Backspace; + io.KeyMap[(int32)ImGui.Key.Space] = (int32)Key.Space; + io.KeyMap[(int32)ImGui.Key.Enter] = (int32)Key.Return; + io.KeyMap[(int32)ImGui.Key.Escape] = (int32)Key.Escape; + io.KeyMap[(int32)ImGui.Key.KeyPadEnter] = (int32)Key.Return; + io.KeyMap[(int32)ImGui.Key.A] = (int32)(int32)Key.A; + io.KeyMap[(int32)ImGui.Key.C] = (int32)(int32)Key.C; + io.KeyMap[(int32)ImGui.Key.V] = (int32)(int32)Key.V; + io.KeyMap[(int32)ImGui.Key.X] = (int32)(int32)Key.X; + io.KeyMap[(int32)ImGui.Key.Y] = (int32)(int32)Key.Y; + io.KeyMap[(int32)ImGui.Key.Z] = (int32)(int32)Key.Z; // Todo: temporary, needs to be platform independant ImGuiImplDx11.Init(Platform.DX11.DirectX.Device, Platform.DX11.DirectX.ImmediateContext); @@ -127,10 +126,10 @@ namespace GlitchyEngine.ImGui ref ImGui.IO io = ref ImGui.GetIO(); io.KeysDown[(int32)e.KeyCode] = true; - io.KeyCtrl = io.KeysDown[VK_CONTROL]; - io.KeyShift = io.KeysDown[VK_SHIFT]; - io.KeyAlt = io.KeysDown[VK_MENU]; - io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN]; + io.KeyCtrl = io.KeysDown[(int32)Key.Control]; + io.KeyShift = io.KeysDown[(int32)Key.Shift]; + io.KeyAlt = io.KeysDown[(int32)Key.Alt]; + io.KeySuper = io.KeysDown[(int32)Key.LeftSuper] || io.KeysDown[(int32)Key.RightSuper]; return false; }); @@ -140,10 +139,10 @@ namespace GlitchyEngine.ImGui ref ImGui.IO io = ref ImGui.GetIO(); io.KeysDown[(int32)e.KeyCode] = false; - io.KeyCtrl = io.KeysDown[VK_CONTROL]; - io.KeyShift = io.KeysDown[VK_SHIFT]; - io.KeyAlt = io.KeysDown[VK_MENU]; - io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN]; + io.KeyCtrl = io.KeysDown[(int32)Key.Control]; + io.KeyShift = io.KeysDown[(int32)Key.Shift]; + io.KeyAlt = io.KeysDown[(int32)Key.Alt]; + io.KeySuper = io.KeysDown[(int32)Key.LeftSuper] || io.KeysDown[(int32)Key.RightSuper]; return false; });