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// ImGui Marmalade binding with IwGx
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// Implemented features:
// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
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# include "imgui.h"
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# include "imgui_impl_marmalade.h"
# include <s3eClipboard.h>
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# include <s3ePointer.h>
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# include <s3eKeyboard.h>
# include <IwTexture.h>
# include <IwGx.h>
// Data
static double g_Time = 0.0f ;
static bool g_MousePressed [ 3 ] = { false , false , false } ;
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static CIwTexture * g_FontTexture = NULL ;
static char * g_ClipboardText = NULL ;
static bool g_osdKeyboardEnabled = false ;
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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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static ImVec2 g_RenderScale = ImVec2 ( 1.0f , 1.0f ) ;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists ( ImDrawData * draw_data )
{
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO & io = ImGui : : GetIO ( ) ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
// Render command lists
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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const ImDrawIdx * idx_buffer = cmd_list - > IdxBuffer . Data ;
const int nVert = cmd_list - > VtxBuffer . Size ;
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CIwFVec2 * pVertStream = IW_GX_ALLOC ( CIwFVec2 , nVert ) ;
CIwFVec2 * pUVStream = IW_GX_ALLOC ( CIwFVec2 , nVert ) ;
CIwColour * pColStream = IW_GX_ALLOC ( CIwColour , nVert ) ;
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for ( int i = 0 ; i < nVert ; i + + )
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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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// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
pVertStream [ i ] . x = cmd_list - > VtxBuffer [ i ] . pos . x * g_RenderScale . x ;
pVertStream [ i ] . y = cmd_list - > VtxBuffer [ i ] . pos . y * g_RenderScale . y ;
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pUVStream [ i ] . x = cmd_list - > VtxBuffer [ i ] . uv . x ;
pUVStream [ i ] . y = cmd_list - > VtxBuffer [ i ] . uv . y ;
pColStream [ i ] = cmd_list - > VtxBuffer [ i ] . col ;
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}
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IwGxSetVertStreamScreenSpace ( pVertStream , nVert ) ;
IwGxSetUVStream ( pUVStream ) ;
IwGxSetColStream ( pColStream , nVert ) ;
IwGxSetNormStream ( 0 ) ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
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if ( pcmd - > UserCallback )
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{
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pcmd - > UserCallback ( cmd_list , pcmd ) ;
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}
else
{
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CIwMaterial * pCurrentMaterial = IW_GX_ALLOC_MATERIAL ( ) ;
pCurrentMaterial - > SetShadeMode ( CIwMaterial : : SHADE_FLAT ) ;
pCurrentMaterial - > SetCullMode ( CIwMaterial : : CULL_NONE ) ;
pCurrentMaterial - > SetFiltering ( false ) ;
pCurrentMaterial - > SetAlphaMode ( CIwMaterial : : ALPHA_BLEND ) ;
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pCurrentMaterial - > SetDepthWriteMode ( CIwMaterial : : DEPTH_WRITE_NORMAL ) ;
pCurrentMaterial - > SetAlphaTestMode ( CIwMaterial : : ALPHATEST_DISABLED ) ;
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pCurrentMaterial - > SetTexture ( ( CIwTexture * ) pcmd - > TextureId ) ;
IwGxSetMaterial ( pCurrentMaterial ) ;
IwGxDrawPrims ( IW_GX_TRI_LIST , ( uint16 * ) idx_buffer , pcmd - > ElemCount ) ;
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}
idx_buffer + = pcmd - > ElemCount ;
}
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IwGxFlush ( ) ;
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}
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// TODO: restore modified state (i.e. mvp matrix)
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}
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static const char * ImGui_Marmalade_GetClipboardText ( void * /*user_data*/ )
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{
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if ( ! s3eClipboardAvailable ( ) )
return NULL ;
if ( int size = s3eClipboardGetText ( NULL , 0 ) )
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{
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if ( g_ClipboardText )
delete [ ] g_ClipboardText ;
g_ClipboardText = new char [ size ] ;
g_ClipboardText [ 0 ] = ' \0 ' ;
s3eClipboardGetText ( g_ClipboardText , size ) ;
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}
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return g_ClipboardText ;
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}
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static void ImGui_Marmalade_SetClipboardText ( void * /*user_data*/ , const char * text )
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{
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if ( s3eClipboardAvailable ( ) )
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s3eClipboardSetText ( text ) ;
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback ( void * SystemData , void * pUserData )
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent * pEvent = ( s3ePointerEvent * ) SystemData ;
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if ( pEvent - > m_Pressed = = 1 )
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{
if ( pEvent - > m_Button = = S3E_POINTER_BUTTON_LEFTMOUSE )
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g_MousePressed [ 0 ] = true ;
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if ( pEvent - > m_Button = = S3E_POINTER_BUTTON_RIGHTMOUSE )
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g_MousePressed [ 1 ] = true ;
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if ( pEvent - > m_Button = = S3E_POINTER_BUTTON_MIDDLEMOUSE )
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g_MousePressed [ 2 ] = true ;
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if ( pEvent - > m_Button = = S3E_POINTER_BUTTON_MOUSEWHEELUP )
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io . MouseWheel + = pEvent - > m_y ;
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if ( pEvent - > m_Button = = S3E_POINTER_BUTTON_MOUSEWHEELDOWN )
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io . MouseWheel + = pEvent - > m_y ;
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}
return 0 ;
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}
int32 ImGui_Marmalade_KeyCallback ( void * SystemData , void * userData )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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s3eKeyboardEvent * e = ( s3eKeyboardEvent * ) SystemData ;
if ( e - > m_Pressed = = 1 )
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io . KeysDown [ e - > m_Key ] = true ;
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if ( e - > m_Pressed = = 0 )
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io . KeysDown [ e - > m_Key ] = false ;
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io . KeyCtrl = s3eKeyboardGetState ( s3eKeyLeftControl ) = = S3E_KEY_STATE_DOWN | | s3eKeyboardGetState ( s3eKeyRightControl ) = = S3E_KEY_STATE_DOWN ;
io . KeyShift = s3eKeyboardGetState ( s3eKeyLeftShift ) = = S3E_KEY_STATE_DOWN | | s3eKeyboardGetState ( s3eKeyRightShift ) = = S3E_KEY_STATE_DOWN ;
io . KeyAlt = s3eKeyboardGetState ( s3eKeyLeftAlt ) = = S3E_KEY_STATE_DOWN | | s3eKeyboardGetState ( s3eKeyRightAlt ) = = S3E_KEY_STATE_DOWN ;
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io . KeySuper = s3eKeyboardGetState ( s3eKeyLeftWindows ) = = S3E_KEY_STATE_DOWN | | s3eKeyboardGetState ( s3eKeyRightWindows ) = = S3E_KEY_STATE_DOWN ;
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return 0 ;
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}
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int32 ImGui_Marmalade_CharCallback ( void * SystemData , void * userData )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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s3eKeyboardCharEvent * e = ( s3eKeyboardCharEvent * ) SystemData ;
if ( ( e - > m_Char > 0 & & e - > m_Char < 0x10000 ) )
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io . AddInputCharacter ( ( unsigned short ) e - > m_Char ) ;
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return 0 ;
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}
bool ImGui_Marmalade_CreateDeviceObjects ( )
{
// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
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// Upload texture to graphics system
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g_FontTexture = new CIwTexture ( ) ;
g_FontTexture - > SetModifiable ( true ) ;
CIwImage & image = g_FontTexture - > GetImage ( ) ;
image . SetFormat ( CIwImage : : ARGB_8888 ) ;
image . SetWidth ( width ) ;
image . SetHeight ( height ) ;
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image . SetBuffers ( ) ; // allocates and own buffers
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image . ReadTexels ( pixels ) ;
g_FontTexture - > SetMipMapping ( false ) ;
g_FontTexture - > SetFiltering ( false ) ;
g_FontTexture - > Upload ( ) ;
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// Store our identifier
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io . Fonts - > TexID = ( void * ) g_FontTexture ;
return true ;
}
void ImGui_Marmalade_InvalidateDeviceObjects ( )
{
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if ( g_ClipboardText )
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{
delete [ ] g_ClipboardText ;
g_ClipboardText = NULL ;
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}
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if ( g_FontTexture )
{
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delete g_FontTexture ;
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ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
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g_FontTexture = NULL ;
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}
}
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bool ImGui_Marmalade_Init ( bool install_callbacks )
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{
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IwGxInit ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = s3eKeyTab ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io . KeyMap [ ImGuiKey_LeftArrow ] = s3eKeyLeft ;
io . KeyMap [ ImGuiKey_RightArrow ] = s3eKeyRight ;
io . KeyMap [ ImGuiKey_UpArrow ] = s3eKeyUp ;
io . KeyMap [ ImGuiKey_DownArrow ] = s3eKeyDown ;
io . KeyMap [ ImGuiKey_PageUp ] = s3eKeyPageUp ;
io . KeyMap [ ImGuiKey_PageDown ] = s3eKeyPageDown ;
io . KeyMap [ ImGuiKey_Home ] = s3eKeyHome ;
io . KeyMap [ ImGuiKey_End ] = s3eKeyEnd ;
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io . KeyMap [ ImGuiKey_Insert ] = s3eKeyInsert ;
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io . KeyMap [ ImGuiKey_Delete ] = s3eKeyDelete ;
io . KeyMap [ ImGuiKey_Backspace ] = s3eKeyBackspace ;
io . KeyMap [ ImGuiKey_Enter ] = s3eKeyEnter ;
io . KeyMap [ ImGuiKey_Escape ] = s3eKeyEsc ;
io . KeyMap [ ImGuiKey_A ] = s3eKeyA ;
io . KeyMap [ ImGuiKey_C ] = s3eKeyC ;
io . KeyMap [ ImGuiKey_V ] = s3eKeyV ;
io . KeyMap [ ImGuiKey_X ] = s3eKeyX ;
io . KeyMap [ ImGuiKey_Y ] = s3eKeyY ;
io . KeyMap [ ImGuiKey_Z ] = s3eKeyZ ;
io . RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists ; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io . SetClipboardTextFn = ImGui_Marmalade_SetClipboardText ;
io . GetClipboardTextFn = ImGui_Marmalade_GetClipboardText ;
if ( install_callbacks )
{
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s3ePointerRegister ( S3E_POINTER_BUTTON_EVENT , ImGui_Marmalade_PointerButtonEventCallback , 0 ) ;
s3eKeyboardRegister ( S3E_KEYBOARD_KEY_EVENT , ImGui_Marmalade_KeyCallback , 0 ) ;
s3eKeyboardRegister ( S3E_KEYBOARD_CHAR_EVENT , ImGui_Marmalade_CharCallback , 0 ) ;
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}
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return true ;
}
void ImGui_Marmalade_Shutdown ( )
{
ImGui_Marmalade_InvalidateDeviceObjects ( ) ;
ImGui : : Shutdown ( ) ;
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IwGxTerminate ( ) ;
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}
void ImGui_Marmalade_NewFrame ( )
{
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if ( ! g_FontTexture )
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ImGui_Marmalade_CreateDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
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int w = IwGxGetScreenWidth ( ) , h = IwGxGetScreenHeight ( ) ;
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io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
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// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
io . DisplayFramebufferScale = g_scale ;
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// Setup time step
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double current_time = s3eTimerGetUST ( ) / 1000.0f ;
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io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
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double mouse_x , mouse_y ;
mouse_x = s3ePointerGetX ( ) ;
mouse_y = s3ePointerGetY ( ) ;
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io . MousePos = ImVec2 ( ( float ) mouse_x / g_scale . x , ( float ) mouse_y / g_scale . y ) ; // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
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for ( int i = 0 ; i < 3 ; i + + )
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{
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io . MouseDown [ i ] = g_MousePressed [ i ] | | s3ePointerGetState ( ( s3ePointerButton ) i ) ! = S3E_POINTER_STATE_UP ; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed [ i ] = false ;
}
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// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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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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// 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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// Show/hide OSD keyboard
if ( io . WantTextInput )
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{
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// Some text input widget is active?
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if ( ! g_osdKeyboardEnabled )
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{
g_osdKeyboardEnabled = true ;
s3eKeyboardSetInt ( S3E_KEYBOARD_GET_CHAR , 1 ) ; // show OSD keyboard
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}
}
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else
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{
// No text input widget is active
if ( g_osdKeyboardEnabled )
{
g_osdKeyboardEnabled = false ;
s3eKeyboardSetInt ( S3E_KEYBOARD_GET_CHAR , 0 ) ; // hide OSD keyboard
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}
}
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}