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Nav: Examples: DirectX11, Glfw+GL3: Basic code to map keyboard inputs when io.NavFlags & ImGuiNavFlags_EnableKeyboard is set. (will iterate/tweak before spreading to other examples). (#787)
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@ -32,7 +32,9 @@ int main(int, char**)
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gl3wInit();
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// Setup ImGui binding
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui_ImplGlfwGL3_Init(window, true);
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
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// Setup style
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ImGui::StyleColorsClassic();
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@ -45,7 +47,6 @@ int main(int, char**)
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'extra_fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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