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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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@ -204,6 +204,10 @@ void ImGui_ImplA5_Shutdown()
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ImGui::Shutdown();
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
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{
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ImGuiIO &io = ImGui::GetIO();
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@ -227,7 +231,6 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
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return false;
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}
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void ImGui_ImplA5_NewFrame()
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{
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if (!g_Texture)
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@ -290,6 +293,6 @@ void ImGui_ImplA5_NewFrame()
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al_set_system_mouse_cursor(g_Display, cursor_id);
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}
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// Start the frame
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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}
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