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Vulkan2D
2D renderer written in C using Vulkan and SDL2
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Data Fields | |
| struct nk_input | input |
| struct nk_style | style |
| struct nk_buffer | memory |
| struct nk_clipboard | clip |
| nk_flags | last_widget_state |
| enum nk_button_behavior | button_behavior |
| struct nk_configuration_stacks | stacks |
| float | delta_time_seconds |
| struct nk_text_edit | text_edit |
| struct nk_command_buffer | overlay |
| int | build |
| int | use_pool |
| struct nk_pool | pool |
| struct nk_window * | begin |
| struct nk_window * | end |
| struct nk_window * | active |
| struct nk_window * | current |
| struct nk_page_element * | freelist |
| unsigned int | count |
| unsigned int | seq |
| int nk_context::build |
windows
| struct nk_command_buffer nk_context::overlay |
draw buffer used for overlay drawing operation like cursor
| struct nk_text_edit nk_context::text_edit |
text editor objects are quite big because of an internal undo/redo stack. Therefore it does not make sense to have one for each window for temporary use cases, so I only provide one instance for all windows. This works because the content is cleared anyway