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Add ImGuiIO basics (#107)
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# Changelog for dear-imgui
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# Changelog for dear-imgui
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## [1.2.1]
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- Added `DearImGui.Raw.IO` with attribute setters.
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## [1.2.0]
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## [1.2.0]
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- Fixed `nullPtr` in place of default arguments.
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- Fixed `nullPtr` in place of default arguments.
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cabal-version: 3.0
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cabal-version: 3.0
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name: dear-imgui
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name: dear-imgui
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version: 1.2.0
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version: 1.2.1
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author: Oliver Charles
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author: Oliver Charles
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maintainer: ollie@ocharles.org.uk, aenor.realm@gmail.com
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maintainer: ollie@ocharles.org.uk, aenor.realm@gmail.com
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license: BSD-3-Clause
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license: BSD-3-Clause
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@ -127,6 +127,7 @@ library
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DearImGui.Raw
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DearImGui.Raw
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DearImGui.Raw.DrawList
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DearImGui.Raw.DrawList
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DearImGui.Raw.ListClipper
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DearImGui.Raw.ListClipper
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DearImGui.Raw.IO
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other-modules:
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other-modules:
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DearImGui.Context
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DearImGui.Context
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DearImGui.Enums
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DearImGui.Enums
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125
src/DearImGui/Raw/IO.hs
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125
src/DearImGui/Raw/IO.hs
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{-# LANGUAGE BlockArguments #-}
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{-# LANGUAGE DuplicateRecordFields #-}
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{-# LANGUAGE FlexibleContexts #-}
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{-# LANGUAGE LambdaCase #-}
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{-# LANGUAGE NamedFieldPuns #-}
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE PatternSynonyms #-}
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{-# LANGUAGE QuasiQuotes #-}
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE ViewPatterns #-}
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{-| Main configuration and I/O between your application and ImGui
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-}
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module DearImGui.Raw.IO where
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-- TODO: add exports
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import Control.Monad.IO.Class
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( MonadIO, liftIO )
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import Foreign
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( Ptr )
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import Foreign.C
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( CFloat(..)
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, CString
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)
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-- dear-imgui
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import DearImGui.Context
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( imguiContext )
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-- import DearImGui.Enums
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-- import DearImGui.Structs
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-- inline-c
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import qualified Language.C.Inline as C
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-- inline-c-cpp
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import qualified Language.C.Inline.Cpp as Cpp
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C.context (Cpp.cppCtx <> C.bsCtx <> imguiContext)
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C.include "imgui.h"
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Cpp.using "namespace ImGui"
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setIniFilename :: MonadIO m => CString -> m ()
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setIniFilename ptr = liftIO do
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[C.block|
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void {
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GetIO().IniFilename = $(char * ptr);
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}
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setLogFilename :: MonadIO m => CString -> m ()
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setLogFilename ptr = liftIO do
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[C.block|
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void {
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GetIO().LogFilename = $(char * ptr);
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}
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setMouseDoubleClickTime :: MonadIO m => CFloat -> m ()
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setMouseDoubleClickTime seconds = liftIO do
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[C.block|
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void {
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GetIO().MouseDoubleClickTime = $(float seconds);
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}
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setMouseDoubleClickMaxDist :: MonadIO m => CFloat -> m ()
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setMouseDoubleClickMaxDist pixels = liftIO do
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[C.block|
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void {
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GetIO().MouseDoubleClickMaxDist = $(float pixels);
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}
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setMouseDragThreshold :: MonadIO m => CFloat -> m ()
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setMouseDragThreshold pixels = liftIO do
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[C.block|
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void {
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GetIO().MouseDragThreshold = $(float pixels);
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}
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setKeyRepeatDelay :: MonadIO m => CFloat -> m ()
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setKeyRepeatDelay seconds = liftIO do
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[C.block|
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void {
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GetIO().KeyRepeatDelay = $(float seconds);
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}
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setKeyRepeatRate :: MonadIO m => CFloat -> m ()
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setKeyRepeatRate pixels = liftIO do
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[C.block|
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void {
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GetIO().KeyRepeatRate = $(float pixels);
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}
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setUserData :: MonadIO m => Ptr () -> m ()
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setUserData ptr = liftIO do
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[C.block|
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void {
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GetIO().UserData = $(void* ptr);
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}
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{- TODO:
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bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
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bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderWindows; // Number of visible windows
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int MetricsActiveWindows; // Number of active windows
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int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
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ImVec2 MouseDelta;
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-}
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