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// Package page provides the interface for pages
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package page
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import (
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"fmt"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/veandco/go-sdl2/sdl"
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"rhemawavetech.com/rhemawave/internal/shaderManager"
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)
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// Page defines the contract for all application screens.
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type Page interface {
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Init(ctx *PageCtx) error
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HandleEvent(event *sdl.Event) error
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Update(dt float32) error
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Render() error
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Destroy() error
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}
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// Base is a helper struct that pages can embed to get common functionality.
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type Base struct {
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Context *PageCtx
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QuadVAO uint32
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QuadVBO uint32
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Projection mgl32.Mat4
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ScreenWidth int32
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ScreenHeight int32
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ScreenCenterX int32
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ScreenCenterY int32
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}
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// Init stores the application context and sets up common resources.
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func (p *Base) Init(ctx *PageCtx) error {
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p.Context = ctx
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vertices := []float32{
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// pos(x,y) tex(u,v)
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0.0, 1.0, 0.0, 1.0,
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1.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 1.0, 0.0,
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}
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W := p.Context.W
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H := p.Context.H
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p.Projection = mgl32.Ortho(0, float32(W), 0, float32(H), -1, 1)
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p.ScreenHeight = H
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p.ScreenWidth = W
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p.ScreenCenterY = H / 2
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p.ScreenCenterX = W / 2
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gl.GenVertexArrays(1, &p.QuadVAO)
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gl.GenBuffers(1, &p.QuadVBO)
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gl.BindVertexArray(p.QuadVAO)
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gl.BindBuffer(gl.ARRAY_BUFFER, p.QuadVBO)
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gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
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stride := int32(4 * 4) // Each vertex has 4 floats (pos.x, pos.y, tex.u, tex.v)
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// Attribute 0: Vertex Position (vec2)
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointerWithOffset(0, 2, gl.FLOAT, false, stride, 0)
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// Attribute 1: Texture Coordinate (vec2)
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointerWithOffset(1, 2, gl.FLOAT, false, stride, 2*4) // Offset by 2 floats
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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gl.Disable(gl.BLEND)
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gl.UseProgram(0)
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return nil
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}
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// Destroy cleans up the common OpenGL resources.
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func (p *Base) Destroy() error {
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gl.DeleteBuffers(1, &p.QuadVBO)
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gl.DeleteVertexArrays(1, &p.QuadVAO)
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return nil
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}
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// BeginTextureRendering sets up shared GL state for a batch of RenderTexture calls.
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// Call this once before a series of RenderTexture calls, then EndTextureRendering after.
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func (p *Base) BeginTextureRendering(shader *shaderManager.Shader) {
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gl.UseProgram(shader.ProgramID)
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gl.Uniform1i(shader.LocTexture, 0)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.BindVertexArray(p.QuadVAO)
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}
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// EndTextureRendering restores GL state after a batch of RenderTexture calls.
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func (p *Base) EndTextureRendering() {
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gl.BindVertexArray(0)
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gl.Disable(gl.BLEND)
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gl.UseProgram(0)
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}
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// RenderTexture draws a given texture to the screen at a specified position and size.
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// For best performance, wrap multiple calls with BeginTextureRendering/EndTextureRendering.
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// This method also works standalone for one-off renders.
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func (p *Base) RenderTexture(shader *shaderManager.Shader, textureID uint32, position, size mgl32.Vec2, color sdl.Color) error {
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gl.UseProgram(shader.ProgramID)
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gl.Uniform1i(shader.LocTexture, 0)
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if shader.LocTextColor == -1 {
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return fmt.Errorf("could not find 'u_textColor' uniform in shader program %d", shader.ProgramID)
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}
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gl.Uniform4f(shader.LocTextColor, float32(color.R)/255.0, float32(color.G)/255.0, float32(color.B)/255.0, float32(color.A)/255.0)
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model := mgl32.Ident4()
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model = model.Mul4(mgl32.Translate3D(position.X(), position.Y(), 0))
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model = model.Mul4(mgl32.Scale3D(size.X(), size.Y(), 1))
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mvp := p.Projection.Mul4(model)
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gl.UniformMatrix4fv(shader.LocMVPMatrix, 1, false, &mvp[0])
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, textureID)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.BindVertexArray(p.QuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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gl.BindVertexArray(0)
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gl.Disable(gl.BLEND)
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gl.UseProgram(0)
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return nil
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}
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// RenderTextureBatched is a lightweight version of RenderTexture for use inside
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// a BeginTextureRendering/EndTextureRendering block. It skips redundant state setup.
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func (p *Base) RenderTextureBatched(shader *shaderManager.Shader, textureID uint32, position, size mgl32.Vec2, color sdl.Color) {
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gl.Uniform4f(shader.LocTextColor, float32(color.R)/255.0, float32(color.G)/255.0, float32(color.B)/255.0, float32(color.A)/255.0)
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model := mgl32.Ident4()
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model = model.Mul4(mgl32.Translate3D(position.X(), position.Y(), 0))
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model = model.Mul4(mgl32.Scale3D(size.X(), size.Y(), 1))
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mvp := p.Projection.Mul4(model)
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gl.UniformMatrix4fv(shader.LocMVPMatrix, 1, false, &mvp[0])
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gl.BindTexture(gl.TEXTURE_2D, textureID)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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// RenderSolidColorQuad draws a rectangle of a solid color to the screen.
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func (p *Base) RenderSolidColorQuad(shader *shaderManager.Shader, position, size mgl32.Vec2, color sdl.Color) error {
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gl.UseProgram(shader.ProgramID)
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model := mgl32.Ident4()
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model = model.Mul4(mgl32.Translate3D(position.X(), position.Y(), 0))
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model = model.Mul4(mgl32.Scale3D(size.X(), size.Y(), 1))
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mvp := p.Projection.Mul4(model)
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if shader.LocMVPMatrix == -1 {
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return fmt.Errorf("RenderSolidColorQuad: could not find 'u_mvpMatrix' uniform")
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}
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gl.UniformMatrix4fv(shader.LocMVPMatrix, 1, false, &mvp[0])
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if shader.LocColor == -1 {
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return fmt.Errorf("RenderSolidColorQuad: could not find 'u_color' uniform")
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}
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gl.Uniform4f(shader.LocColor, float32(color.R)/255.0, float32(color.G)/255.0, float32(color.B)/255.0, float32(color.A)/255.0)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.BindVertexArray(p.QuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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gl.BindVertexArray(0)
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gl.Disable(gl.BLEND)
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gl.UseProgram(0)
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return nil
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}
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// Provide default implementations for the Page interface.
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func (p *Base) HandleEvent(event sdl.Event) error { return nil }
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func (p *Base) Update(dt float32) error { return nil }
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func (p *Base) Render() error { return nil }
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// --- Helper Functions ---
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// keycodeToChar converts an SDL keycode to a rune, respecting SHIFT state.
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// Returns 0 for non-printable keys.
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func keycodeToChar(sym sdl.Keycode, mod uint16) rune {
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shifted := mod&sdl.KMOD_SHIFT != 0
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// Letters
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if sym >= sdl.K_a && sym <= sdl.K_z {
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ch := rune(sym)
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if shifted {
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ch -= 'a' - 'A'
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}
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return ch
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}
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// Digits and their shifted symbols
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if sym >= sdl.K_0 && sym <= sdl.K_9 {
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if shifted {
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shiftDigits := []rune{')', '!', '@', '#', '$', '%', '^', '&', '*', '('}
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return shiftDigits[sym-sdl.K_0]
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}
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return rune(sym)
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}
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// Common punctuation / symbols
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type charPair struct{ normal, shifted rune }
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punctuation := map[sdl.Keycode]charPair{
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sdl.K_SPACE: {' ', ' '},
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sdl.K_MINUS: {'-', '_'},
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sdl.K_EQUALS: {'=', '+'},
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sdl.K_LEFTBRACKET: {'[', '{'},
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sdl.K_RIGHTBRACKET: {']', '}'},
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sdl.K_BACKSLASH: {'\\', '|'},
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sdl.K_SEMICOLON: {';', ':'},
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sdl.K_QUOTE: {'\'', '"'},
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sdl.K_BACKQUOTE: {'`', '~'},
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sdl.K_COMMA: {',', '<'},
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sdl.K_PERIOD: {'.', '>'},
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sdl.K_SLASH: {'/', '?'},
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}
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if pair, ok := punctuation[sym]; ok {
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if shifted {
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return pair.shifted
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}
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return pair.normal
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}
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return 0
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}
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