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	Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys.
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		| @@ -5712,6 +5712,51 @@ static void ShowDemoWindowMisc() | ||||
|             ImGui::Text("Chars queue:");        for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. | ||||
|             ImGui::Text("NavInputs down:");     for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f)              { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } | ||||
|             ImGui::Text("NavInputs pressed:");  for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } | ||||
|  | ||||
|             // Draw an arbitrary US keyboard layout to visualize translated keys | ||||
|             { | ||||
|                 const ImVec2 key_size = ImVec2(35.0f, 35.0f); | ||||
|                 const float  key_rounding = 3.0f; | ||||
|                 const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); | ||||
|                 const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); | ||||
|                 const float  key_face_rounding = 2.0f; | ||||
|                 const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); | ||||
|                 const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); | ||||
|                 const float  key_row_offset = 9.0f; | ||||
|  | ||||
|                 ImVec2 board_min = ImGui::GetCursorScreenPos(); | ||||
|                 ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); | ||||
|                 ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); | ||||
|  | ||||
|                 struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; | ||||
|                 const KeyLayoutData keys_to_display[] = | ||||
|                 { | ||||
|                     { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, | ||||
|                     { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, | ||||
|                     { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } | ||||
|                 }; | ||||
|  | ||||
|                 ImDrawList* draw_list = ImGui::GetWindowDrawList(); | ||||
|                 draw_list->PushClipRect(board_min, board_max, true); | ||||
|                 for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) | ||||
|                 { | ||||
|                     const KeyLayoutData* key_data = &keys_to_display[n]; | ||||
|                     ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); | ||||
|                     ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); | ||||
|                     draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); | ||||
|                     draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); | ||||
|                     ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); | ||||
|                     ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); | ||||
|                     draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); | ||||
|                     draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); | ||||
|                     ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); | ||||
|                     draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); | ||||
|                     if (ImGui::IsKeyDown(key_data->Key)) | ||||
|                         draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); | ||||
|                 } | ||||
|                 draw_list->PopClipRect(); | ||||
|                 ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); | ||||
|             } | ||||
|             ImGui::TreePop(); | ||||
|         } | ||||
|  | ||||
|   | ||||
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