forked from Green-Sky/tomato
imgui v1.90.1 Merge commit '5af8cfa8799b54f7549f6d730d498ecb42964032'
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@@ -13,11 +13,15 @@
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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@@ -73,6 +77,7 @@
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdl2.h"
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// Clang warnings with -Weverything
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@@ -259,6 +264,20 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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case SDLK_F10: return ImGuiKey_F10;
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case SDLK_F11: return ImGuiKey_F11;
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case SDLK_F12: return ImGuiKey_F12;
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case SDLK_F13: return ImGuiKey_F13;
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case SDLK_F14: return ImGuiKey_F14;
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case SDLK_F15: return ImGuiKey_F15;
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case SDLK_F16: return ImGuiKey_F16;
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case SDLK_F17: return ImGuiKey_F17;
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case SDLK_F18: return ImGuiKey_F18;
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case SDLK_F19: return ImGuiKey_F19;
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case SDLK_F20: return ImGuiKey_F20;
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case SDLK_F21: return ImGuiKey_F21;
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case SDLK_F22: return ImGuiKey_F22;
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case SDLK_F23: return ImGuiKey_F23;
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case SDLK_F24: return ImGuiKey_F24;
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case SDLK_AC_BACK: return ImGuiKey_AppBack;
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case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
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}
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return ImGuiKey_None;
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}
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@@ -477,6 +496,11 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
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return ImGui_ImplSDL2_Init(window, renderer);
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}
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bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@@ -641,6 +665,10 @@ void ImGui_ImplSDL2_NewFrame()
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ImGui_ImplSDL2_UpdateGamepads();
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}
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//-----------------------------------------------------------------------------
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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#endif // #ifndef IMGUI_DISABLE
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