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Added ImGuiKeyModFlags. Added additional checks in EndFrame() to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame().
typedefint ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
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typedefint ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
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typedefint ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
@@ -997,6 +998,16 @@ enum ImGuiKey_
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ImGuiKey_COUNT
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};
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// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end)
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enum ImGuiKeyModFlags_
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{
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ImGuiKeyModFlags_None = 0,
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ImGuiKeyModFlags_Ctrl = 1 << 0,
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ImGuiKeyModFlags_Shift = 1 << 1,
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ImGuiKeyModFlags_Alt = 1 << 2,
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ImGuiKeyModFlags_Super = 1 << 3
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};
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// Gamepad/Keyboard directional navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
@@ -1496,6 +1507,7 @@ struct ImGuiIO
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// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
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