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33
imgui.h
33
imgui.h
@ -171,7 +171,6 @@ typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
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typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier
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typedef int ImGuiInputSource; // -> enum ImGuiInputSource_ // Enum: An input source (mouse/keyboard/gamepad) for io.AddKeyEvent() functions
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typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
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@ -1890,14 +1889,6 @@ struct ImGuiKeyData
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float AnalogValue; // 0.0f..1.0f for gamepad values
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};
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enum ImGuiInputSource_
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{
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad
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};
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struct ImGuiIO
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{
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//------------------------------------------------------------------
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@ -1966,19 +1957,19 @@ struct ImGuiIO
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//------------------------------------------------------------------
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// Input Functions
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IMGUI_API void AddKeyEvent(ImGuiKey key, bool down, ImGuiInputSource src = ImGuiInputSource_Keyboard); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
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IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v, ImGuiInputSource src); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
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IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
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IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
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IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
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IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
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IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
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IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
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IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
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IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
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IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
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IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
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IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
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IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
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IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
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IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
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IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
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IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
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IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
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IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
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IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
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//------------------------------------------------------------------
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