Add text field draft implementation
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+18
-9
@@ -24,24 +24,33 @@ INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action,
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switch (key)
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{
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case GLFW_KEY_UP:
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processKey(&game->input.up, key, action);
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processKey(&game->input.keys[keycode_up], key, action);
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break;
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case GLFW_KEY_DOWN:
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processKey(&game->input.down, key, action);
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processKey(&game->input.keys[keycode_down], key, action);
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break;
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case GLFW_KEY_LEFT:
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processKey(&game->input.left, key, action);
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processKey(&game->input.keys[keycode_left], key, action);
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break;
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case GLFW_KEY_RIGHT:
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processKey(&game->input.right, key, action);
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break;
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case GLFW_KEY_SPACE:
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processKey(&game->input.space, key, action);
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processKey(&game->input.keys[keycode_right], key, action);
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break;
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case GLFW_KEY_LEFT_SHIFT:
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processKey(&game->input.leftShift, key, action);
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processKey(&game->input.keys[keycode_leftShift], key, action);
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break;
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case GLFW_KEY_ENTER:
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processKey(&game->input.keys[keycode_enter], key, action);
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break;
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case GLFW_KEY_BACKSPACE:
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processKey(&game->input.keys[keycode_backspace], key, action);
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break;
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default:
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if (key >= ' ' && key <= '~')
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{
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processKey(&game->input.keys[key - ' '], key, action);
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// TODO(doyle): Temporary
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game->uiState.keyChar = key - ' ';
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}
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break;
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}
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}
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@@ -64,7 +73,7 @@ INTERNAL void mouseButtonCallback(GLFWwindow *window, int button, int action,
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switch(button)
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{
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case GLFW_MOUSE_BUTTON_LEFT:
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processKey(&game->input.mouseLeft, button, action);
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processKey(&game->input.keys[keycode_mouseLeft], button, action);
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break;
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default:
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break;
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