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// ImGui Allegro 5 bindings
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// Implemented features:
// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
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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.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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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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// https://github.com/ocornut/imgui, Original code by @birthggd
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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# include <stdint.h> // uint64_t
# include <cstring> // memcpy
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# include "imgui.h"
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# include "imgui_impl_a5.h"
# include <allegro5/allegro.h>
# include <allegro5/allegro_primitives.h>
# ifdef _WIN32
# include <allegro5/allegro_windows.h>
# endif
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// Data
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static ALLEGRO_DISPLAY * g_Display = NULL ;
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static ALLEGRO_BITMAP * g_Texture = NULL ;
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static double g_Time = 0.0 ;
static ALLEGRO_MOUSE_CURSOR * g_MouseCursorInvisible = NULL ;
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static ALLEGRO_VERTEX_DECL * g_VertexDecl = NULL ;
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struct ImDrawVertAllegro
{
ImVec2 pos ;
ImVec2 uv ;
ALLEGRO_COLOR col ;
} ;
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// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplA5_RenderDrawData ( ImDrawData * draw_data )
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{
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int op , src , dst ;
al_get_blender ( & op , & src , & dst ) ;
al_set_blender ( ALLEGRO_ADD , ALLEGRO_ALPHA , ALLEGRO_INVERSE_ALPHA ) ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector < ImDrawVertAllegro > vertices ;
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vertices . resize ( cmd_list - > VtxBuffer . Size ) ;
for ( int i = 0 ; i < cmd_list - > VtxBuffer . Size ; + + i )
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{
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const ImDrawVert & dv = cmd_list - > VtxBuffer [ i ] ;
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ImDrawVertAllegro v ;
v . pos = dv . pos ;
v . uv = dv . uv ;
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unsigned char * c = ( unsigned char * ) & dv . col ;
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v . col = al_map_rgba ( c [ 0 ] , c [ 1 ] , c [ 2 ] , c [ 3 ] ) ;
vertices [ i ] = v ;
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}
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// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
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static ImVector < int > indices ;
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indices . resize ( cmd_list - > IdxBuffer . Size ) ;
for ( int i = 0 ; i < cmd_list - > IdxBuffer . Size ; + + i )
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indices [ i ] = ( int ) cmd_list - > IdxBuffer . Data [ i ] ;
int idx_offset = 0 ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
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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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}
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else
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{
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ALLEGRO_BITMAP * texture = ( ALLEGRO_BITMAP * ) pcmd - > TextureId ;
al_set_clipping_rectangle ( pcmd - > ClipRect . x , pcmd - > ClipRect . y , pcmd - > ClipRect . z - pcmd - > ClipRect . x , pcmd - > ClipRect . w - pcmd - > ClipRect . y ) ;
al_draw_indexed_prim ( & vertices [ 0 ] , g_VertexDecl , texture , & indices [ idx_offset ] , pcmd - > ElemCount , ALLEGRO_PRIM_TRIANGLE_LIST ) ;
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}
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idx_offset + = pcmd - > ElemCount ;
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}
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}
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// Restore modified state
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al_set_blender ( op , src , dst ) ;
al_set_clipping_rectangle ( 0 , 0 , al_get_display_width ( g_Display ) , al_get_display_height ( g_Display ) ) ;
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}
bool Imgui_ImplA5_CreateDeviceObjects ( )
{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
// Create texture
int flags = al_get_new_bitmap_flags ( ) ;
int fmt = al_get_new_bitmap_format ( ) ;
al_set_new_bitmap_flags ( ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR ) ;
al_set_new_bitmap_format ( ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE ) ;
ALLEGRO_BITMAP * img = al_create_bitmap ( width , height ) ;
al_set_new_bitmap_flags ( flags ) ;
al_set_new_bitmap_format ( fmt ) ;
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if ( ! img )
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return false ;
ALLEGRO_LOCKED_REGION * locked_img = al_lock_bitmap ( img , al_get_bitmap_format ( img ) , ALLEGRO_LOCK_WRITEONLY ) ;
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if ( ! locked_img )
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{
al_destroy_bitmap ( img ) ;
return false ;
}
memcpy ( locked_img - > data , pixels , sizeof ( int ) * width * height ) ;
al_unlock_bitmap ( img ) ;
// Convert software texture to hardware texture.
ALLEGRO_BITMAP * cloned_img = al_clone_bitmap ( img ) ;
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al_destroy_bitmap ( img ) ;
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if ( ! cloned_img )
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return false ;
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// Store our identifier
io . Fonts - > TexID = ( void * ) cloned_img ;
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g_Texture = cloned_img ;
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// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP * mouse_cursor = al_create_bitmap ( 8 , 8 ) ;
g_MouseCursorInvisible = al_create_mouse_cursor ( mouse_cursor , 0 , 0 ) ;
al_destroy_bitmap ( mouse_cursor ) ;
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return true ;
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}
void ImGui_ImplA5_InvalidateDeviceObjects ( )
{
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if ( g_Texture )
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{
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al_destroy_bitmap ( g_Texture ) ;
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ImGui : : GetIO ( ) . Fonts - > TexID = NULL ;
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g_Texture = NULL ;
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}
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if ( g_MouseCursorInvisible )
{
al_destroy_mouse_cursor ( g_MouseCursorInvisible ) ;
g_MouseCursorInvisible = NULL ;
}
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}
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bool ImGui_ImplA5_Init ( ALLEGRO_DISPLAY * display )
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{
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g_Display = display ;
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
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ALLEGRO_VERTEX_ELEMENT elems [ ] =
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{
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{ ALLEGRO_PRIM_POSITION , ALLEGRO_PRIM_FLOAT_2 , IM_OFFSETOF ( ImDrawVertAllegro , pos ) } ,
{ ALLEGRO_PRIM_TEX_COORD , ALLEGRO_PRIM_FLOAT_2 , IM_OFFSETOF ( ImDrawVertAllegro , uv ) } ,
{ ALLEGRO_PRIM_COLOR_ATTR , 0 , IM_OFFSETOF ( ImDrawVertAllegro , col ) } ,
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{ 0 , 0 , 0 }
} ;
g_VertexDecl = al_create_vertex_decl ( elems , sizeof ( ImDrawVertAllegro ) ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = ALLEGRO_KEY_TAB ;
io . KeyMap [ ImGuiKey_LeftArrow ] = ALLEGRO_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = ALLEGRO_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = ALLEGRO_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = ALLEGRO_KEY_DOWN ;
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io . KeyMap [ ImGuiKey_PageUp ] = ALLEGRO_KEY_PGUP ;
io . KeyMap [ ImGuiKey_PageDown ] = ALLEGRO_KEY_PGDN ;
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io . KeyMap [ ImGuiKey_Home ] = ALLEGRO_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = ALLEGRO_KEY_END ;
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io . KeyMap [ ImGuiKey_Insert ] = ALLEGRO_KEY_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = ALLEGRO_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = ALLEGRO_KEY_BACKSPACE ;
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io . KeyMap [ ImGuiKey_Space ] = ALLEGRO_KEY_SPACE ;
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io . KeyMap [ ImGuiKey_Enter ] = ALLEGRO_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = ALLEGRO_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = ALLEGRO_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = ALLEGRO_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = ALLEGRO_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = ALLEGRO_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = ALLEGRO_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = ALLEGRO_KEY_Z ;
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# ifdef _WIN32
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io . ImeWindowHandle = al_get_win_window_handle ( g_Display ) ;
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# endif
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return true ;
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}
void ImGui_ImplA5_Shutdown ( )
{
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ImGui_ImplA5_InvalidateDeviceObjects ( ) ;
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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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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// 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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switch ( ev - > type )
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{
case ALLEGRO_EVENT_MOUSE_AXES :
io . MouseWheel + = ev - > mouse . dz ;
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io . MouseWheelH + = ev - > mouse . dw ;
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return true ;
case ALLEGRO_EVENT_KEY_CHAR :
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if ( ev - > keyboard . display = = g_Display )
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if ( ev - > keyboard . unichar > 0 & & ev - > keyboard . unichar < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) ev - > keyboard . unichar ) ;
return true ;
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case ALLEGRO_EVENT_KEY_DOWN :
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case ALLEGRO_EVENT_KEY_UP :
if ( ev - > keyboard . display = = g_Display )
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io . KeysDown [ ev - > keyboard . keycode ] = ( ev - > type = = ALLEGRO_EVENT_KEY_DOWN ) ;
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return true ;
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}
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return false ;
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}
void ImGui_ImplA5_NewFrame ( )
{
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if ( ! g_Texture )
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Imgui_ImplA5_CreateDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
w = al_get_display_width ( g_Display ) ;
h = al_get_display_height ( g_Display ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
// Setup time step
double current_time = al_get_time ( ) ;
io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys ;
al_get_keyboard_state ( & keys ) ;
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io . KeyCtrl = al_key_down ( & keys , ALLEGRO_KEY_LCTRL ) | | al_key_down ( & keys , ALLEGRO_KEY_RCTRL ) ;
io . KeyShift = al_key_down ( & keys , ALLEGRO_KEY_LSHIFT ) | | al_key_down ( & keys , ALLEGRO_KEY_RSHIFT ) ;
io . KeyAlt = al_key_down ( & keys , ALLEGRO_KEY_ALT ) | | al_key_down ( & keys , ALLEGRO_KEY_ALTGR ) ;
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io . KeySuper = al_key_down ( & keys , ALLEGRO_KEY_LWIN ) | | al_key_down ( & keys , ALLEGRO_KEY_RWIN ) ;
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ALLEGRO_MOUSE_STATE mouse ;
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if ( keys . display = = g_Display )
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{
al_get_mouse_state ( & mouse ) ;
io . MousePos = ImVec2 ( ( float ) mouse . x , ( float ) mouse . y ) ;
}
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else
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{
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io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
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}
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al_get_mouse_state ( & mouse ) ;
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io . MouseDown [ 0 ] = mouse . buttons & ( 1 < < 0 ) ;
io . MouseDown [ 1 ] = mouse . buttons & ( 1 < < 1 ) ;
io . MouseDown [ 2 ] = mouse . buttons & ( 1 < < 2 ) ;
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// Hide OS mouse cursor if ImGui is drawing it
if ( io . MouseDrawCursor )
{
al_set_mouse_cursor ( g_Display , g_MouseCursorInvisible ) ;
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT ;
switch ( ImGui : : GetMouseCursor ( ) )
{
case ImGuiMouseCursor_TextInput : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT ; break ;
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case ImGuiMouseCursor_ResizeAll : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE ; break ;
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case ImGuiMouseCursor_ResizeNS : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N ; break ;
case ImGuiMouseCursor_ResizeEW : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E ; break ;
case ImGuiMouseCursor_ResizeNESW : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE ; break ;
case ImGuiMouseCursor_ResizeNWSE : cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW ; break ;
}
al_set_system_mouse_cursor ( g_Display , cursor_id ) ;
}
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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}