
Refactoring Kaban Engine: UI
It’s been a little while since my last update on the Kaban Engine refactor, and I’ve been busy wrestling with input handling, integrating Nuklear more deeply into my codebase, and sorting out some UI quirks. Progress is steady, and I’m starting to see the light at the end of the tunnel—or at least a less foggy path forward. Here’s what I’ve been up to since last time! Input Handling: Borrowing from GLFW After ditching GLFW for window management (see my last post for that saga), I still found its input handling code pretty solid. So, I peeked under the hood, grabbed some of its input-fetching logic, and ported it into my engine’s platform layer. Nuklear needs specific inputs—keyboard, mouse, the usual suspects—and GLFW’s approach fit the bill. Porting it was painless; I just tweaked a few things, wrote some wrapper functions, and it was good to go. ...



