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Update ImGui to 1.89.5 + docking.
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+15
-16
@@ -1,8 +1,8 @@
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// dear imgui, v1.89.4
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// dear imgui, v1.89.5
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// (demo code)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for more details, documentation and comments.
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@@ -426,7 +426,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
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ImGui::BulletText("See comments in imgui.cpp.");
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ImGui::BulletText("See example applications in the examples/ folder.");
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ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
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ImGui::BulletText("Read the FAQ at http://www.dearimgui.com/faq/");
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ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
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ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
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ImGui::Separator();
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@@ -538,15 +538,16 @@ void ImGui::ShowDemoWindow(bool* p_open)
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"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
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// Make a local copy to avoid modifying actual backend flags.
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// FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..
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ImGuiBackendFlags backend_flags = io.BackendFlags;
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ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, ImGuiBackendFlags_PlatformHasViewports);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, ImGuiBackendFlags_RendererHasViewports);
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// FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
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ImGui::BeginDisabled();
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ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
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ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
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ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
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ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
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ImGui::EndDisabled();
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ImGui::TreePop();
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ImGui::Spacing();
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}
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@@ -5786,8 +5787,6 @@ static void ShowDemoWindowColumns()
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ImGui::TreePop();
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}
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namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
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static void ShowDemoWindowInputs()
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{
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IMGUI_DEMO_MARKER("Inputs & Focus");
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@@ -5822,7 +5821,7 @@ static void ShowDemoWindowInputs()
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
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ImGuiKey start_key = (ImGuiKey)0;
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#endif
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ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); ImGui::SameLine(); ImGui::Text("(%.02f)", ImGui::GetKeyData(key)->DownDuration); }
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ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
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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::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.
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@@ -7540,7 +7539,7 @@ static void ShowExampleAppFullscreen(bool* p_open)
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static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
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// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
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// Based on your use case you may want one of the other.
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// Based on your use case you may want one or the other.
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
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ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
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