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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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@ -122,6 +122,10 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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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_ImplSdlGL2_ProcessEvent(SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -286,6 +290,6 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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// Hide OS mouse cursor if ImGui is drawing it
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SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
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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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@ -2,6 +2,9 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
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// See imgui_impl_sdl.cpp for details.
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#include <imgui.h>
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#include "imgui_impl_sdl.h"
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#include <stdio.h>
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@ -55,6 +58,10 @@ int main(int, char**)
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bool done = false;
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while (!done)
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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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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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@ -65,7 +72,7 @@ int main(int, char**)
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ImGui_ImplSdlGL2_NewFrame(window);
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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@ -76,7 +83,7 @@ int main(int, char**)
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window);
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@ -84,7 +91,7 @@ int main(int, char**)
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ImGui::End();
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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