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menu.go
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menu.go
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package glmenu
import (
"github.com/4ydx/gltext"
"github.com/4ydx/gltext/v4.1"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/go-gl/mathgl/mgl32"
"image"
"math"
)
type Point struct {
X, Y float32
}
var vertexShaderSource string = `
#version 330
uniform mat4 scale_matrix;
uniform mat4 matrix;
uniform vec2 final_position;
in vec4 position;
void main() {
vec4 scaled = scale_matrix * matrix * position;
gl_Position = vec4(scaled.x + final_position.x, scaled.y + final_position.y, scaled.z, scaled.w);
}
` + "\x00"
var fragmentShaderSource string = `
#version 330
uniform vec4 background;
out vec4 fragment_color;
void main() {
fragment_color = background;
}
` + "\x00"
type MouseClick int
type Navigation int
type Alignment int
type ScreenPosition int
const (
MouseUnclicked MouseClick = iota
MouseLeft
MouseRight
MouseCenter
NavigationMouse Navigation = 0
NavigationKey = 1
AlignCenter Alignment = 0
AlignRight = 1
AlignLeft = 2
ScreenCenter ScreenPosition = 0
ScreenTopLeft = 1
ScreenTopCenter = 2
ScreenTopRight = 3
ScreenLeft = 4
ScreenRight = 5
ScreenLowerLeft = 6
ScreenLowerCenter = 7
ScreenLowerRight = 8
ScreenPadding = float32(10) // used by screen positioning calculations
)
type MenuDefaults struct {
TextColor mgl32.Vec3
TextHover mgl32.Vec3
TextClick mgl32.Vec3
BackgroundColor mgl32.Vec4
BorderColor mgl32.Vec4
Border mgl32.Vec2
Dimensions mgl32.Vec2
Padding mgl32.Vec2
HoverPadding mgl32.Vec2
}
type Menu struct {
// parent MenuManager
*MenuManager
Name string
// trigger
OnShow func()
OnComplete func()
OnEnterRelease func()
// options
Defaults MenuDefaults
IsVisible bool
ShowOnKey glfw.Key
Height float32
Width float32
IsAutoCenter bool
lowerLeft Point
// interactive objects
Font *v41.Font
Labels []*Label
TextBoxes []*TextBox
Formatable []Formatable // all labels and textboxes
// Up/Down keypress -> NavigationVia set to "Key"
// When in "Key", mouse navigation only happens once the mouse has been moved enough from LastMousePosition
LastMousePosition mgl32.Vec2
NavigationVia Navigation
NavigationIndex int // once up/down arrows are pressed, determine which element needs to be entered/hovered over
// increment during a scale operation
TextScaleRate float32
// opengl oriented
ScreenPosition ScreenPosition
screenPositionOffset mgl32.Vec2
Window *glfw.Window
WindowWidth float32
WindowHeight float32
program uint32 // shader program
backgroundUniform int32
orthographicUniform int32 // ortho matrix
finalPositionUniform int32 // offset to reposition based on ScreenPosition
scaleUniform int32 // scale matrix
scaleIdent4 mgl32.Mat4
scaleMatrix mgl32.Mat4
finalPosition mgl32.Vec2
position uint32 // index location
vao uint32
vbo uint32
ebo uint32
vboData []float32
vboIndexCount int
eboData []int32
eboIndexCount int
}
func (menu *Menu) Finalize(align Alignment) {
glfloat_size := 4
glint_size := 4
menu.format(align)
menu.lowerLeft = menu.findCenter()
menu.finalPosition = mgl32.Vec2{
menu.screenPositionOffset.X() / (menu.WindowWidth / 2),
menu.screenPositionOffset.Y() / (menu.WindowHeight / 2),
}
menu.makeBufferData()
menu.scaleIdent4 = mgl32.Ident4()
// create a 5 pixel border
menu.scaleMatrix = mgl32.Scale3D(
1+menu.Defaults.Border.X()/(menu.Width/2),
1+menu.Defaults.Border.Y()/(menu.Height/2),
1,
)
// bind data
gl.BindVertexArray(menu.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, menu.vbo)
gl.BufferData(
gl.ARRAY_BUFFER, glfloat_size*menu.vboIndexCount, gl.Ptr(menu.vboData), gl.DYNAMIC_DRAW)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, menu.ebo)
gl.BufferData(
gl.ELEMENT_ARRAY_BUFFER, glint_size*menu.eboIndexCount, gl.Ptr(menu.eboData), gl.DYNAMIC_DRAW)
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
}
// NewMenuTexture accepts an image location and the internal dimensions of the smaller images embedded within
// the texture. The image will be subdivided into evenly spaced rectangles based on the dimensions given.
// This is very beta.
func (menu *Menu) NewMenuTexture(imagePath string, dimensions mgl32.Vec2) (mt *MenuTexture, err error) {
width, height := menu.Window.GetSize()
mt = &MenuTexture{
Menu: menu,
WindowWidth: float32(width),
WindowHeight: float32(height),
Dimensions: dimensions,
}
mt.ResizeWindow(float32(width), float32(height))
mt.Image, err = gltext.LoadImage(imagePath)
if err != nil {
return nil, err
}
// Resize menuTexture to next power-of-two.
mt.Image = gltext.Pow2Image(mt.Image).(*image.NRGBA)
ib := mt.Image.Bounds()
mt.textureWidth = float32(ib.Dx())
mt.textureHeight = float32(ib.Dy())
// generate texture
gl.GenTextures(1, &mt.textureID)
gl.BindTexture(gl.TEXTURE_2D, mt.textureID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
int32(ib.Dx()),
int32(ib.Dy()),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Ptr(mt.Image.Pix),
)
gl.BindTexture(gl.TEXTURE_2D, 0)
// create shader program and define attributes and uniforms
mt.program, err = v41.NewProgram(menuTextureVertexShaderSource, menuTextureFragmentShaderSource)
if err != nil {
return mt, err
}
// attributes
mt.centeredPositionAttribute = uint32(gl.GetAttribLocation(mt.program, gl.Str("centered_position\x00")))
mt.uvAttribute = uint32(gl.GetAttribLocation(mt.program, gl.Str("uv\x00")))
// uniforms
mt.finalPositionUniform = gl.GetUniformLocation(mt.program, gl.Str("final_position\x00"))
mt.orthographicMatrixUniform = gl.GetUniformLocation(mt.program, gl.Str("orthographic_matrix\x00"))
mt.fragmentTextureUniform = gl.GetUniformLocation(mt.program, gl.Str("fragment_texture\x00"))
return mt, nil
}
// NewLabel handles spacing layout as defined on the menu level
func (menu *Menu) NewLabel(str string, config LabelConfig) *Label {
label := &Label{
Config: config,
Menu: menu,
Text: v41.NewText(menu.Font, 1.0, 1.1),
}
menu.Labels = append(menu.Labels, label)
menu.Formatable = append(menu.Formatable, label)
label.SetString(str)
label.Text.SetScale(1)
label.Text.SetColor(menu.Defaults.TextColor)
if config.Action == NOOP {
label.onRelease = func(xPos, yPos float64, button MouseClick, inBox bool) {}
return label
}
label.OnClick = func(xPos, yPos float64, button MouseClick, inBox bool) {
label.Text.SetColor(menu.Defaults.TextClick)
}
label.OnHover = func(xPos, yPos float64, button MouseClick, inBox bool) {
if !label.IsClick {
label.Text.SetColor(menu.Defaults.TextHover)
label.Text.AddScale(menu.TextScaleRate)
}
}
label.OnNotHover = func() {
if !label.IsClick {
label.Text.SetColor(menu.Defaults.TextColor)
label.Text.AddScale(-menu.TextScaleRate)
}
}
switch config.Action {
case EXIT_MENU:
label.onRelease = func(xPos, yPos float64, button MouseClick, inBox bool) {
if inBox {
menu.Hide()
}
}
case EXIT_GAME:
label.onRelease = func(xPos, yPos float64, button MouseClick, inBox bool) {
if inBox {
menu.Window.SetShouldClose(true)
}
}
default:
label.onRelease = func(xPos, yPos float64, button MouseClick, inBox bool) {}
}
return label
}
func (menu *Menu) format(align Alignment) {
var borders float32
height, width := float32(0), float32(0)
hTotal, wTotal := float32(0), float32(0)
length := len(menu.Formatable)
for _, l := range menu.Formatable {
if l.Height() > height {
height = l.Height()
}
if l.Width() > width {
width = l.Width()
}
if l.Width() > wTotal {
wTotal = l.Width() + l.GetPadding().Y*2
}
borders += l.GetPadding().Y * 2
}
hTotal = height*float32(length) + borders
// readjust entire menu size to hold all objects
if menu.Height < hTotal+menu.Defaults.Padding.Y() {
menu.Height = hTotal + menu.Defaults.Padding.Y()*2
}
if menu.Width < wTotal+menu.Defaults.Padding.X() {
menu.Width = wTotal + menu.Defaults.Padding.X()*2
}
// calculate an appropriate offset based on the screen position that was requested
ww, wh := menu.Window.GetSize()
menu.WindowWidth = float32(ww)
menu.WindowHeight = float32(wh)
switch menu.ScreenPosition {
case ScreenTopLeft:
menu.screenPositionOffset[0] = -(menu.WindowWidth/2 - menu.Width/2) + ScreenPadding
menu.screenPositionOffset[1] = +(menu.WindowHeight/2 - menu.Height/2) - ScreenPadding
case ScreenLeft:
menu.screenPositionOffset[0] = -(menu.WindowWidth/2 - menu.Width/2) + ScreenPadding
menu.screenPositionOffset[1] = 0
case ScreenLowerLeft:
menu.screenPositionOffset[0] = -(menu.WindowWidth/2 - menu.Width/2) + ScreenPadding
menu.screenPositionOffset[1] = -(menu.WindowHeight/2 - menu.Height/2) + ScreenPadding
case ScreenTopCenter:
menu.screenPositionOffset[0] = 0
menu.screenPositionOffset[1] = +(menu.WindowHeight/2 - menu.Height/2) - ScreenPadding
case ScreenLowerCenter:
menu.screenPositionOffset[0] = 0
menu.screenPositionOffset[1] = -(menu.WindowHeight/2 - menu.Height/2) + ScreenPadding
case ScreenTopRight:
menu.screenPositionOffset[0] = +(menu.WindowWidth/2 - menu.Width/2) - ScreenPadding
menu.screenPositionOffset[1] = +(menu.WindowHeight/2 - menu.Height/2) - ScreenPadding
case ScreenRight:
menu.screenPositionOffset[0] = +(menu.WindowWidth/2 - menu.Width/2) - ScreenPadding
menu.screenPositionOffset[1] = 0
case ScreenLowerRight:
menu.screenPositionOffset[0] = +(menu.WindowWidth/2 - menu.Width/2) - ScreenPadding
menu.screenPositionOffset[1] = -(menu.WindowHeight/2 - menu.Height/2) + ScreenPadding
}
// depending on the number of menu elements a vertically centered menus formatting will differ
// - the middle object in a menu with an odd number of objects has value 0 = middleIndex-float32(i)
// or, in the case of even values, the two middle values are just around the center
middleIndex := float32(math.Floor(float64(length / 2)))
if length%2 == 0 {
// even number of objects to vertically align
for i, l := range menu.Formatable {
vertical := height + l.GetPadding().Y*2
yOffset := (middleIndex-float32(i)-1)*vertical + vertical/2
xOffset := float32(0)
if align != AlignCenter {
if l.Type() == FormatableLabel {
xOffset = -((menu.Width-menu.Defaults.Padding.X()*2-menu.Defaults.HoverPadding.X())/2 - l.Width()/2)
} else {
xOffset = -((menu.Width-menu.Defaults.Padding.X()*2)/2 - l.Width()/2)
}
if align == AlignRight {
xOffset = -xOffset
}
}
l.SetPosition(mgl32.Vec2{xOffset + l.GetPosition().X() + menu.screenPositionOffset.X(), yOffset + l.GetPosition().Y() + menu.screenPositionOffset.Y()})
}
} else {
for i, l := range menu.Formatable {
vertical := height + l.GetPadding().Y*2
yOffset := (middleIndex - float32(i)) * vertical
xOffset := float32(0)
if align != AlignCenter {
if l.Type() == FormatableLabel {
xOffset = -((menu.Width-menu.Defaults.Padding.X()*2-menu.Defaults.HoverPadding.X())/2 - l.Width()/2)
} else {
xOffset = -((menu.Width-menu.Defaults.Padding.X()*2)/2 - l.Width()/2)
}
if align == AlignRight {
xOffset = -xOffset
}
}
l.SetPosition(mgl32.Vec2{xOffset + l.GetPosition().X() + menu.screenPositionOffset.X(), yOffset + l.GetPosition().Y() + menu.screenPositionOffset.Y()})
}
}
}
// NewTextBox handles vertical spacing
func (menu *Menu) NewTextBox(str string, width, height float32, borderWidth int32) *TextBox {
textbox := &TextBox{}
textbox.Load(menu, width, height, borderWidth)
textbox.SetString(str)
textbox.SetColor(menu.Defaults.TextColor)
textbox.Text.SetScale(1)
menu.TextBoxes = append(menu.TextBoxes, textbox)
menu.Formatable = append(menu.Formatable, textbox)
return textbox
}
func (menu *Menu) Show() {
for i := range menu.Labels {
menu.Labels[i].Reset()
menu.NavigationVia = NavigationMouse
menu.NavigationIndex = -1
}
menu.IsVisible = true
if menu.OnShow != nil {
menu.OnShow()
}
}
func (menu *Menu) Hide() {
for i := range menu.Labels {
menu.Labels[i].Reset()
}
menu.IsVisible = false
}
func (menu *Menu) Toggle() {
for i := range menu.Labels {
menu.Labels[i].Reset()
}
menu.IsVisible = !menu.IsVisible
}
// NewMenu creates a new menu object with a background centered on the screen or positioned using offsetBy
func NewMenu(window *glfw.Window, name string, font *v41.Font, defaults MenuDefaults, screenPosition ScreenPosition) (*Menu, error) {
// i believe we are actually supposed to pass in the framebuffer sizes when creating the orthographic projection
// this would probably require some changes though in order to track mouse movement.
width, height := window.GetSize()
menu := &Menu{
Defaults: defaults,
Font: font,
IsVisible: false,
ShowOnKey: glfw.KeyM,
Width: defaults.Dimensions.X(),
Height: defaults.Dimensions.Y(),
Window: window,
ScreenPosition: screenPosition,
}
//menu.Background = defaults.BackgroundColor
menu.TextScaleRate = 0.01 // 2DO: make this time dependent rather than fps dependent?
menu.ResizeWindow(float32(width), float32(height))
menu.Name = name
// reasonable default is to follow the first followable element when hitting enter i suppose
menu.OnEnterRelease = func() {
if menu.IsVisible {
for i := range menu.Formatable {
if menu.Formatable[i].Follow() {
return
}
}
}
}
// create shader program and define attributes and uniforms
var err error
menu.program, err = v41.NewProgram(vertexShaderSource, fragmentShaderSource)
if err != nil {
return nil, err
}
menu.scaleUniform = gl.GetUniformLocation(menu.program, gl.Str("scale_matrix\x00"))
menu.orthographicUniform = gl.GetUniformLocation(menu.program, gl.Str("matrix\x00"))
menu.finalPositionUniform = gl.GetUniformLocation(menu.program, gl.Str("final_position\x00"))
menu.backgroundUniform = gl.GetUniformLocation(menu.program, gl.Str("background\x00"))
menu.position = uint32(gl.GetAttribLocation(menu.program, gl.Str("position\x00")))
gl.GenVertexArrays(1, &menu.vao)
gl.GenBuffers(1, &menu.vbo)
gl.GenBuffers(1, &menu.ebo)
// vao
gl.BindVertexArray(menu.vao)
// 2DO: Change text depth to get it to render? For now this works.
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LEQUAL)
// vbo
// specify the buffer for which the VertexAttribPointer calls apply
gl.BindBuffer(gl.ARRAY_BUFFER, menu.vbo)
gl.EnableVertexAttribArray(menu.position)
gl.VertexAttribPointer(
menu.position,
2,
gl.FLOAT,
false,
0, // no stride... yet
gl.PtrOffset(0),
)
// ebo
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, menu.ebo)
// i am guessing that order is important here
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
// ebo, vbo data
menu.vboIndexCount = 4 * 2 // four indices (2 points per index)
menu.eboIndexCount = 6 // 6 triangle indices for a quad
menu.vboData = make([]float32, menu.vboIndexCount, menu.vboIndexCount)
menu.eboData = make([]int32, menu.eboIndexCount, menu.eboIndexCount)
// binding of the data now in the Finalize method
return menu, nil
}
func (menu *Menu) ResizeWindow(width float32, height float32) {
menu.WindowWidth = width
menu.WindowHeight = height
menu.Font.ResizeWindow(width, height)
}
func (menu *Menu) makeBufferData() {
// index (0,0)
menu.vboData[0] = menu.lowerLeft.X // position
menu.vboData[1] = menu.lowerLeft.Y
// index (1,0)
menu.vboData[2] = menu.lowerLeft.X + menu.Width
menu.vboData[3] = menu.lowerLeft.Y
// index (1,1)
menu.vboData[4] = menu.lowerLeft.X + menu.Width
menu.vboData[5] = menu.lowerLeft.Y + menu.Height
// index (0,1)
menu.vboData[6] = menu.lowerLeft.X
menu.vboData[7] = menu.lowerLeft.Y + menu.Height
menu.eboData[0] = 0
menu.eboData[1] = 1
menu.eboData[2] = 2
menu.eboData[3] = 0
menu.eboData[4] = 2
menu.eboData[5] = 3
}
func (menu *Menu) Release() {
gl.DeleteBuffers(1, &menu.vbo)
gl.DeleteBuffers(1, &menu.ebo)
gl.DeleteBuffers(1, &menu.vao)
for i := range menu.Labels {
menu.Labels[i].Text.Release()
}
for i := range menu.TextBoxes {
menu.TextBoxes[i].Text.Release()
}
}
func (menu *Menu) Draw() bool {
if !menu.MenuManager.IsFinalized {
panic("A menu manager must be finalized prior to drawing!")
}
if !menu.IsVisible {
return menu.IsVisible
}
gl.UseProgram(menu.program)
for i := 0; i < 2; i++ {
// i == 0 is background draw at higher scale, producing a border around the menu
if i == 0 {
gl.UniformMatrix4fv(menu.scaleUniform, 1, false, &menu.scaleMatrix[0])
gl.Uniform4fv(menu.backgroundUniform, 1, &menu.Defaults.BorderColor[0])
} else {
gl.UniformMatrix4fv(menu.scaleUniform, 1, false, &menu.scaleIdent4[0])
gl.Uniform4fv(menu.backgroundUniform, 1, &menu.Defaults.BackgroundColor[0])
}
gl.Uniform2fv(menu.finalPositionUniform, 1, &menu.finalPosition[0])
gl.UniformMatrix4fv(menu.orthographicUniform, 1, false, &menu.Font.OrthographicMatrix[0])
gl.Enable(gl.BLEND)
gl.BlendEquation(gl.FUNC_ADD)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.BindVertexArray(menu.vao)
gl.DrawElements(gl.TRIANGLES, int32(menu.eboIndexCount), gl.UNSIGNED_INT, nil)
gl.BindVertexArray(0)
gl.Disable(gl.BLEND)
}
for i := range menu.Labels {
if !menu.Labels[i].IsHover {
if menu.Labels[i].OnNotHover != nil {
menu.Labels[i].OnNotHover()
}
}
menu.Labels[i].Draw()
}
for i := range menu.TextBoxes {
menu.TextBoxes[i].Draw()
}
return menu.IsVisible
}
func (menu *Menu) MouseClick(xPos, yPos float64, button MouseClick) {
if !menu.IsVisible {
return
}
yPos = float64(menu.WindowHeight) - yPos
for i := range menu.Labels {
menu.Labels[i].IsClicked(xPos, yPos, button)
}
for i := range menu.TextBoxes {
menu.TextBoxes[i].IsClicked(xPos, yPos, button)
}
}
func (menu *Menu) MouseRelease(xPos, yPos float64, button MouseClick) {
if !menu.IsVisible {
return
}
yPos = float64(menu.WindowHeight) - yPos
for i := range menu.Labels {
menu.Labels[i].IsReleased(xPos, yPos, button)
}
for i := range menu.TextBoxes {
menu.TextBoxes[i].IsReleased(xPos, yPos, button)
}
}
func (menu *Menu) MouseHover(xPos, yPos float64) {
if !menu.IsVisible {
return
}
dist := math.Sqrt(math.Pow(float64(menu.LastMousePosition[0])-xPos, 2) + math.Pow(float64(menu.LastMousePosition[1])-yPos, 2))
menu.LastMousePosition[0] = float32(xPos)
menu.LastMousePosition[1] = float32(yPos)
if dist > 1 {
// a bit of mouse movement will reenable mouse position evaluation
menu.NavigationVia = NavigationMouse
menu.NavigationIndex = -1
}
if menu.NavigationVia == NavigationKey {
menu.Formatable[menu.NavigationIndex].NavigateTo()
return
}
yPos = float64(menu.WindowHeight) - yPos
for i := range menu.Labels {
if menu.Labels[i].OnHover != nil {
menu.Labels[i].IsHovered(xPos, yPos)
}
}
}
func (menu *Menu) findCenter() (lowerLeft Point) {
menuWidthHalf := menu.Width / 2
menuHeightHalf := menu.Height / 2
lowerLeft.X = -menuWidthHalf //+ menu.screenPositionOffset.X()
lowerLeft.Y = -menuHeightHalf //+ menu.screenPositionOffset.Y()
return
}
func (menu *Menu) KeyRelease(key glfw.Key, withShift bool) {
if key == glfw.KeyUp || key == glfw.KeyDown {
for i := range menu.Formatable {
if menu.Formatable[i].NavigateAway() {
menu.NavigationIndex = i
}
}
// adjust endpoints skipping objects that are NOOP
for {
if key == glfw.KeyUp {
menu.NavigationIndex -= 1
} else {
menu.NavigationIndex += 1
}
if menu.NavigationIndex < 0 || menu.NavigationIndex == len(menu.Formatable) || !menu.Formatable[menu.NavigationIndex].IsNoop() {
if menu.NavigationIndex < -1 {
menu.NavigationIndex = -1
}
// once we have found something that can be interacted with or have gone beyond our boundaries, break the for loop
break
}
}
// if we ended up going beyond a boundary try to go back into menu entries to find something that can be interacted with
// the worst case scenario is that everything is NOOP in which case we just need to exit
if menu.NavigationIndex < 0 {
// went up the menu too much now go back down
for {
menu.NavigationIndex++
if menu.NavigationIndex == len(menu.Formatable) || !menu.Formatable[menu.NavigationIndex].IsNoop() {
break
}
}
} else if menu.NavigationIndex == len(menu.Formatable) {
// went down the menu too much now go back up
for {
menu.NavigationIndex--
if menu.NavigationIndex < 0 || !menu.Formatable[menu.NavigationIndex].IsNoop() {
break
}
}
}
if menu.NavigationIndex < 0 {
menu.NavigationIndex = 0
}
if menu.NavigationIndex == len(menu.Formatable) {
menu.NavigationIndex -= 1
}
// perform necessary visual changes as we navigate to the next place
for i := range menu.Formatable {
if i == menu.NavigationIndex {
menu.Formatable[i].NavigateTo()
}
}
menu.NavigationVia = NavigationKey
}
for i := range menu.TextBoxes {
menu.TextBoxes[i].KeyRelease(key, withShift)
}
if menu.OnEnterRelease != nil && key == glfw.KeyEnter {
menu.OnEnterRelease()
}
}