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Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
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12
imgui.h
12
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.87 WIP"
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#define IMGUI_VERSION_NUM 18614
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#define IMGUI_VERSION_NUM 18615
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1454,6 +1454,16 @@ enum ImGuiKey_
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#endif
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};
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// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.
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enum ImGuiKeyModFlags_
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{
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ImGuiKeyModFlags_None = 0,
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ImGuiKeyModFlags_Ctrl = 1 << 0,
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ImGuiKeyModFlags_Shift = 1 << 1,
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ImGuiKeyModFlags_Alt = 1 << 2,
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ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
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};
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// Gamepad/Keyboard navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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