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https://github.com/Drezil/imgui.git
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Demo: Merged a few demo tweaks from navigation branch to minimize drift.
This commit is contained in:
parent
a78ef7a369
commit
d888de4483
115
imgui_demo.cpp
115
imgui_demo.cpp
@ -542,13 +542,10 @@ void ImGui::ShowTestWindow(bool* p_open)
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ImGui::TreePop();
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}
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static bool my_toggle = false;
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static int clicked = 0;
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if (ImGui::Button("Button"))
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{
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printf("Clicked\n");
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my_toggle = !my_toggle;
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}
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if (my_toggle)
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clicked++;
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if (clicked & 1)
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{
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ImGui::SameLine();
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ImGui::Text("Thanks for clicking me!");
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@ -902,7 +899,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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}
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}
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if (ImGui::CollapsingHeader("Graphs widgets"))
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if (ImGui::CollapsingHeader("Plots widgets"))
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{
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static bool animate = true;
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ImGui::Checkbox("Animate", &animate);
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@ -914,16 +911,16 @@ void ImGui::ShowTestWindow(bool* p_open)
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// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.
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static float values[90] = { 0 };
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static int values_offset = 0;
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if (animate)
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static float refresh_time = 0.0f;
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if (!animate || refresh_time == 0.0f)
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refresh_time = ImGui::GetTime();
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while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo
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{
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static float refresh_time = ImGui::GetTime(); // Create dummy data at fixed 60 hz rate for the demo
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for (; ImGui::GetTime() > refresh_time + 1.0f/60.0f; refresh_time += 1.0f/60.0f)
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{
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static float phase = 0.0f;
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values[values_offset] = cosf(phase);
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values_offset = (values_offset+1) % IM_ARRAYSIZE(values);
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phase += 0.10f*values_offset;
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}
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static float phase = 0.0f;
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values[values_offset] = cosf(phase);
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values_offset = (values_offset+1) % IM_ARRAYSIZE(values);
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phase += 0.10f*values_offset;
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refresh_time += 1.0f/60.0f;
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}
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ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
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ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
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@ -933,7 +930,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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struct Funcs
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{
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static float Sin(void*, int i) { return sinf(i * 0.1f); }
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static float Saw(void*, int i) { return (i & 1) ? 1.0f : 0.0f; }
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static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }
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};
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static int func_type = 0, display_count = 70;
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ImGui::Separator();
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@ -1458,9 +1455,11 @@ void ImGui::ShowTestWindow(bool* p_open)
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ImGui::OpenPopup("Stacked 1");
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if (ImGui::BeginPopupModal("Stacked 1"))
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{
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ImGui::Text("Hello from Stacked The First");
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ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDarkening] for darkening.");
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static int item = 1;
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ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
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if (ImGui::Button("Another one.."))
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if (ImGui::Button("Add another modal.."))
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ImGui::OpenPopup("Stacked 2");
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if (ImGui::BeginPopupModal("Stacked 2"))
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{
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@ -1617,7 +1616,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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}
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bool node_open = ImGui::TreeNode("Tree within single cell");
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ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
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ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell.");
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if (node_open)
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{
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ImGui::Columns(2, "tree items");
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@ -1645,8 +1644,42 @@ void ImGui::ShowTestWindow(bool* p_open)
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ImGui::BulletText("%s", lines[i]);
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}
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if (ImGui::CollapsingHeader("Keyboard, Mouse & Focus"))
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if (ImGui::CollapsingHeader("Inputs & Focus"))
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
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ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via regular GPU rendering will feel more laggy than hardware cursor, but will be more in sync with your other visuals.");
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ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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if (ImGui::TreeNode("Keyboard & Mouse State"))
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{
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
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ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Button("Hovering me sets the\nkeyboard capture flag");
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if (ImGui::IsItemHovered())
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ImGui::CaptureKeyboardFromApp(true);
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ImGui::SameLine();
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ImGui::Button("Holding me clears the\nthe keyboard capture flag");
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if (ImGui::IsItemActive())
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ImGui::CaptureKeyboardFromApp(false);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Tabbing"))
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{
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ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
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@ -1700,52 +1733,20 @@ void ImGui::ShowTestWindow(bool* p_open)
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// Draw a line between the button and the mouse cursor
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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draw_list->PushClipRectFullScreen();
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draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
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draw_list->AddLine(ImGui::CalcItemRectClosestPoint(io.MousePos, true, -2.0f), io.MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
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draw_list->PopClipRect();
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ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
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ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
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ImVec2 mouse_delta = ImGui::GetIO().MouseDelta;
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ImVec2 mouse_delta = io.MouseDelta;
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ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);
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}
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Keyboard & Mouse State"))
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui::Text("MousePos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("MouseWheel: %.1f", io.MouseWheel);
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ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
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ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("KeyMods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
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ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
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ImGui::Text("WantTextInput: %s", io.WantTextInput ? "true" : "false");
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ImGui::Button("Hovering me sets the\nkeyboard capture flag");
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if (ImGui::IsItemHovered())
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ImGui::CaptureKeyboardFromApp(true);
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ImGui::SameLine();
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ImGui::Button("Holding me clears the\nthe keyboard capture flag");
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if (ImGui::IsItemActive())
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ImGui::CaptureKeyboardFromApp(false);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Mouse cursors"))
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{
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ImGui::TextWrapped("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. You can also set io.MouseDrawCursor to ask ImGui to render the cursor for you in software.");
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ImGui::Checkbox("io.MouseDrawCursor", &ImGui::GetIO().MouseDrawCursor);
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ImGui::Text("Hover to see mouse cursors:");
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ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
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for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
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{
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char label[32];
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@ -2014,9 +2015,11 @@ static void ShowExampleMenuFile()
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ImGui::EndChild();
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static float f = 0.5f;
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static int n = 0;
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static bool b = true;
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ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
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ImGui::InputFloat("Input", &f, 0.1f);
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ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
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ImGui::Checkbox("Check", &b);
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Colors"))
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