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SDL example: moved event loop to main.cpp , adding page up/page down. (#226)
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@ -101,24 +101,46 @@ static void ImGui_ImplSdl_SetClipboardText(const char* text)
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SDL_SetClipboardText(text);
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}
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void ImGui_ImplSdl_KeyCallback(int key, bool down)
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bool ImGui_ImplSdl_EventCallback(const SDL_Event& event)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (down)
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io.KeysDown[key] = true;
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else
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io.KeysDown[key] = false;
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switch (event.type)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event.wheel.y > 0)
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g_MouseWheel = 1;
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if (event.wheel.y < 0)
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g_MouseWheel = -1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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return true;
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}
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case SDL_TEXTINPUT:
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{
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ImGuiIO& io = ImGui::GetIO();
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unsigned int c = event.text.text[0];
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if (c > 0 && c < 0x10000)
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io.AddInputCharacter((unsigned short)c);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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int key = event.key.keysym.sym & ~SDLK_SCANCODE_MASK;
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io.KeysDown[key] = (event.type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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return true;
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}
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void ImGui_ImplSdl_CharCallback(unsigned int c)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000)
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io.AddInputCharacter((unsigned short)c);
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}
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return false;
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}
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bool ImGui_ImplSdl_CreateDeviceObjects()
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@ -164,6 +186,8 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
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@ -197,47 +221,13 @@ void ImGui_ImplSdl_Shutdown()
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ImGui::Shutdown();
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}
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bool ImGui_ImplSdl_NewFrame(SDL_Window *window)
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void ImGui_ImplSdl_NewFrame(SDL_Window *window)
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{
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if (!g_FontTexture)
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ImGui_ImplSdl_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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bool done = false;
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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done = true;
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break;
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case SDL_MOUSEWHEEL:
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if (event.wheel.y > 0)
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g_MouseWheel = 1;
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if (event.wheel.y < 0)
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g_MouseWheel = -1;
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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break;
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case SDL_TEXTINPUT:
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ImGui_ImplSdl_CharCallback(event.text.text[0]);
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break;
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case SDL_KEYUP:
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ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false);
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break;
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case SDL_KEYDOWN:
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ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true);
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break;
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default:
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break;
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}
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}
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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@ -273,5 +263,4 @@ bool ImGui_ImplSdl_NewFrame(SDL_Window *window)
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// Start the frame
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ImGui::NewFrame();
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return done;
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}
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@ -1,11 +1,11 @@
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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bool ImGui_ImplSdl_Init(SDL_Window *window);
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void ImGui_ImplSdl_Shutdown();
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bool ImGui_ImplSdl_NewFrame(SDL_Window *window);
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void ImGui_ImplSdl_NewFrame(SDL_Window *window);
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bool ImGui_ImplSdl_EventCallback(const SDL_Event& event);
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void ImGui_ImplSdl_InvalidateDeviceObjects();
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bool ImGui_ImplSdl_CreateDeviceObjects();
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void ImGui_ImplSdl_KeyCallback(int key, int, bool down);
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void ImGui_ImplSdl_CharCallback(unsigned int c);
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@ -56,7 +56,14 @@ int SDL_main(int /*argc*/, char* /*argv*/[])
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bool done = false;
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while (!done)
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{
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done = ImGui_ImplSdl_NewFrame(window);
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSdl_EventCallback(event);
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if (event.type == SDL_QUIT)
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done = true;
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}
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ImGui_ImplSdl_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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