Add checkstyle to imgui-binding and make everything compliant to Java codestyle
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20 files changed
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@@ -124,34 +124,34 @@ public final class ImGuiIO {
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public native void setKeyMap(int[] keyMap); /*
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for (int i = 0; i < ImGuiKey_COUNT; i++)
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ImGui::GetIO().KeyMap[i] = keyMap[i];
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*/
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*/
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// KeyRepeatDelay
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// When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
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//
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public native float getKeyRepeatDelay(); /*
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return ImGui::GetIO().KeyRepeatDelay;
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*/
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*/
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public native void setKeyRepeatDelay(float keyRepeatDelay); /*
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ImGui::GetIO().KeyRepeatDelay = keyRepeatDelay;
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*/
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*/
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// KeyRepeatRate
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// When holding a key/button, rate at which it repeats, in seconds.
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//
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public native float getKeyRepeatRate(); /*
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return ImGui::GetIO().KeyRepeatRate;
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*/
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*/
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public native void setKeyRepeatRate(float keyRepeatRate); /*
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ImGui::GetIO().KeyRepeatRate = keyRepeatRate;
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*/
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*/
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// TODO fonts configuration
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// BINDING NOTICE: this is a stub to pass important for ImGui info
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public native void SetFontsTexID(int id); /*
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public native void setFontsTexID(int id); /*
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ImGui::GetIO().Fonts->TexID = (ImTextureID)id;
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*/
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@@ -163,11 +163,11 @@ public final class ImGuiIO {
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//
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public native boolean getMouseDrawCursor(); /*
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return ImGui::GetIO().MouseDrawCursor;
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*/
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*/
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public native void setMouseDrawCursor(boolean mouseDrawCursor); /*
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ImGui::GetIO().MouseDrawCursor = mouseDrawCursor;
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*/
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*/
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// ConfigMacOSXBehaviors
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// OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl,
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@@ -176,22 +176,22 @@ public final class ImGuiIO {
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//
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public native boolean getConfigMacOSXBehaviors(); /*
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return ImGui::GetIO().ConfigMacOSXBehaviors;
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*/
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*/
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public native void setConfigMacOSXBehaviors(boolean configMacOSXBehaviors); /*
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ImGui::GetIO().ConfigMacOSXBehaviors = configMacOSXBehaviors;
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*/
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*/
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// ConfigInputTextCursorBlink
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// Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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//
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public native boolean getConfigInputTextCursorBlink(); /*
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return ImGui::GetIO().ConfigInputTextCursorBlink;
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*/
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*/
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public native void setConfigInputTextCursorBlink(boolean configInputTextCursorBlink); /*
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ImGui::GetIO().ConfigInputTextCursorBlink = configInputTextCursorBlink;
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*/
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*/
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// ConfigWindowsResizeFromEdges
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// Enable resizing of windows from their edges and from the lower-left corner.
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@@ -200,33 +200,33 @@ public final class ImGuiIO {
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//
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public native boolean getConfigWindowsResizeFromEdges(); /*
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return ImGui::GetIO().ConfigWindowsResizeFromEdges;
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*/
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*/
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public native void setConfigWindowsResizeFromEdges(boolean configWindowsResizeFromEdges); /*
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ImGui::GetIO().ConfigWindowsResizeFromEdges = configWindowsResizeFromEdges;
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*/
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*/
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// ConfigWindowsMoveFromTitleBarOnly
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// [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
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//
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public native boolean getConfigWindowsMoveFromTitleBarOnly(); /*
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return ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly;
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*/
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*/
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public native void setConfigWindowsMoveFromTitleBarOnly(boolean configWindowsMoveFromTitleBarOnly); /*
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ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = configWindowsMoveFromTitleBarOnly;
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*/
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*/
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// ConfigWindowsMemoryCompactTimer
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// [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
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//
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public native float getConfigWindowsMemoryCompactTimer(); /*
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return ImGui::GetIO().ConfigWindowsMemoryCompactTimer;
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*/
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*/
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public native void setConfigWindowsMemoryCompactTimer(float configWindowsMemoryCompactTimer); /*
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ImGui::GetIO().ConfigWindowsMemoryCompactTimer = configWindowsMemoryCompactTimer;
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*/
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*/
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//------------------------------------------------------------------
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// Platform Functions
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@@ -237,7 +237,7 @@ public final class ImGuiIO {
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//
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public native String getBackendPlatformName(); /*
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return env -> NewStringUTF(ImGui::GetIO().BackendPlatformName);
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*/
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*/
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public native void setBackendPlatformName(String backendPlatformName); /*MANUAL
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ImGui::GetIO().BackendPlatformName = obj_backendPlatformName == NULL ? NULL : (char*)env->GetStringUTFChars(obj_backendPlatformName, JNI_FALSE);
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@@ -247,7 +247,7 @@ public final class ImGuiIO {
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//
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public native String getBackendRendererName(); /*
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return env -> NewStringUTF(ImGui::GetIO().BackendRendererName);
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*/
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*/
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public native void setBackendRendererName(String backendRendererName); /*MANUAL
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ImGui::GetIO().BackendRendererName = obj_backendRendererName == NULL ? NULL : (char*)env->GetStringUTFChars(obj_backendRendererName, JNI_FALSE);
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@@ -265,12 +265,12 @@ public final class ImGuiIO {
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//
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public native void getDisplaySize(ImVec2 dstImVec2); /*
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Jni::ImVec2Cpy(env, &ImGui::GetIO().DisplaySize, dstImVec2);
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*/
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*/
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public native void setDisplaySize(float x, float y); /*
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ImGui::GetIO().DisplaySize.x = x;
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ImGui::GetIO().DisplaySize.y = y;
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*/
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*/
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// DisplayFramebufferScale
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// For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
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@@ -278,12 +278,12 @@ public final class ImGuiIO {
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//
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public native void getDisplayFramebufferScale(ImVec2 dstImVec2); /*
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Jni::ImVec2Cpy(env, &ImGui::GetIO().DisplayFramebufferScale, dstImVec2);
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*/
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*/
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public native void setDisplayFramebufferScale(float x, float y); /*
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ImGui::GetIO().DisplayFramebufferScale.x = x;
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ImGui::GetIO().DisplayFramebufferScale.y = y;
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*/
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*/
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// DeltaTime
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// Time elapsed since last frame, in seconds.
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@@ -291,23 +291,23 @@ public final class ImGuiIO {
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//
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public native float getDeltaTime(); /*
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return ImGui::GetIO().DeltaTime;
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*/
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*/
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public native void setDeltaTime(float deltaTime); /*
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ImGui::GetIO().DeltaTime = deltaTime;
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*/
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*/
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// MousePos
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// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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//
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public native void getMousePos(ImVec2 dstImVec2); /*
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Jni::ImVec2Cpy(env, &ImGui::GetIO().MousePos, dstImVec2);
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*/
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*/
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public native void setMousePos(float x, float y); /*
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ImGui::GetIO().MousePos.x = x;
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ImGui::GetIO().MousePos.y = y;
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*/
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*/
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// MouseDown
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// Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button).
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@@ -316,86 +316,86 @@ public final class ImGuiIO {
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public native void getMouseDown(boolean[] buff); /*
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for (int i = 0; i < 5; i++)
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buff[i] = ImGui::GetIO().MouseDown[i];
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*/
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*/
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public native boolean getMouseDown(int idx); /*
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return ImGui::GetIO().MouseDown[idx];
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*/
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*/
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public native void setMouseDown(int idx, boolean down); /*
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ImGui::GetIO().MouseDown[idx] = down;
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*/
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*/
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public native void setMouseDown(boolean[] mouseDown); /*
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for (int i = 0; i < 5; i++)
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ImGui::GetIO().MouseDown[i] = mouseDown[i];
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*/
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*/
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// MouseWheel
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// Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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//
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public native float getMouseWheel(); /*
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return ImGui::GetIO().MouseWheel;
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*/
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*/
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public native void setMouseWheel(float mouseDeltaY); /*
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ImGui::GetIO().MouseWheel = mouseDeltaY;
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*/
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*/
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// MouseWheelH
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// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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//
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public native float getMouseWheelH(); /*
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return ImGui::GetIO().MouseWheelH;
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*/
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*/
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public native void setMouseWheelH(float mouseDeltaX); /*
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ImGui::GetIO().MouseWheelH = mouseDeltaX;
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*/
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*/
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// KeyCtrl
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// Keyboard modifier pressed: Control
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//
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public native boolean getKeyCtrl(); /*
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return ImGui::GetIO().KeyCtrl;
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*/
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*/
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public native void setKeyCtrl(boolean value); /*
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ImGui::GetIO().KeyCtrl = value;
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*/
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*/
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// KeyShift
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// Keyboard modifier pressed: Shift
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//
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public native boolean getKeyShift(); /*
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return ImGui::GetIO().KeyShift;
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*/
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*/
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public native void setKeyShift(boolean value); /*
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ImGui::GetIO().KeyShift = value;
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*/
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*/
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// KeyAlt
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// Keyboard modifier pressed: Alt
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//
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public native boolean getKeyAlt(); /*
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return ImGui::GetIO().KeyAlt;
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*/
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*/
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public native void setKeyAlt(boolean value); /*
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ImGui::GetIO().KeyAlt = value;
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*/
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*/
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// KeySuper
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// Keyboard modifier pressed: Cmd/Super/Windows
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//
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public native boolean getKeySuper(); /*
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return ImGui::GetIO().KeySuper;
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*/
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*/
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public native void setKeySuper(boolean value); /*
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ImGui::GetIO().KeySuper = value;
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*/
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*/
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// KeysDown
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// Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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@@ -403,20 +403,20 @@ public final class ImGuiIO {
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public native void getKeysDown(boolean[] buff); /*
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for (int i = 0; i < 512; i++)
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buff[i] = ImGui::GetIO().KeysDown[i];
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*/
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*/
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public native boolean getKeysDown(int idx); /*
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return ImGui::GetIO().KeysDown[idx];
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*/
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*/
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public native void setKeysDown(int idx, boolean pressed); /*
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ImGui::GetIO().KeysDown[idx] = pressed;
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*/
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*/
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public native void setKeysDown(boolean[] keysDown); /*
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for (int i = 0; i < 512; i++)
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ImGui::GetIO().KeysDown[i] = keysDown[i];
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*/
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*/
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//------------------------------------------------------------------
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// Output - Retrieve after calling NewFrame()
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@@ -428,11 +428,11 @@ public final class ImGuiIO {
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//
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public native boolean getWantCaptureMouse(); /*
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return ImGui::GetIO().WantCaptureMouse;
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*/
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*/
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public native void setWantCaptureMouse(boolean wantCaptureMouse); /*
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ImGui::GetIO().WantCaptureMouse = wantCaptureMouse;
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*/
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*/
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// WantCaptureKeyboard
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// When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui).
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@@ -440,11 +440,11 @@ public final class ImGuiIO {
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//
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public native boolean getWantCaptureKeyboard(); /*
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return ImGui::GetIO().WantCaptureKeyboard;
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*/
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*/
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public native void setWantCaptureKeyboard(boolean wantCaptureKeyboard); /*
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ImGui::GetIO().WantCaptureKeyboard = wantCaptureKeyboard;
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*/
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*/
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// WantTextInput
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// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard.
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@@ -452,22 +452,22 @@ public final class ImGuiIO {
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//
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public native boolean getWantTextInput(); /*
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return ImGui::GetIO().WantTextInput;
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*/
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*/
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public native void setWantTextInput(boolean wantTextInput); /*
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ImGui::GetIO().WantTextInput = wantTextInput;
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*/
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*/
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// WantSetMousePos
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// MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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//
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public native boolean getWantSetMousePos(); /*
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return ImGui::GetIO().WantSetMousePos;
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*/
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*/
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public native void setWantSetMousePos(boolean wantSetMousePos); /*
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ImGui::GetIO().WantSetMousePos = wantSetMousePos;
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*/
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*/
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// WantSaveIniSettings
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// When manual .ini load/save is active (io.IniFilename == NULL),
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@@ -476,133 +476,133 @@ public final class ImGuiIO {
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//
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public native boolean getWantSaveIniSettings(); /*
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return ImGui::GetIO().WantSaveIniSettings;
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*/
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*/
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public native void setWantSaveIniSettings(boolean wantSaveIniSettings); /*
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ImGui::GetIO().WantSaveIniSettings = wantSaveIniSettings;
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*/
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*/
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// NavActive
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// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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//
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public native boolean getNavActive(); /*
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return ImGui::GetIO().NavActive;
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*/
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*/
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public native void setNavActive(boolean navActive); /*
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ImGui::GetIO().NavActive = navActive;
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*/
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*/
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// NavVisible
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// Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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//
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public native boolean getNavVisible(); /*
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return ImGui::GetIO().NavVisible;
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*/
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*/
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public native void setNavVisible(boolean navVisible); /*
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ImGui::GetIO().NavVisible = navVisible;
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*/
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*/
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// Framerate
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// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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//
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public native float getFramerate(); /*
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return ImGui::GetIO().Framerate;
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*/
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*/
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public native void setFramerate(float framerate); /*
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ImGui::GetIO().Framerate = framerate;
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*/
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*/
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// MetricsRenderVertices
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// Vertices output during last call to Render()
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//
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public native int getMetricsRenderVertices(); /*
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return ImGui::GetIO().MetricsRenderVertices;
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*/
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*/
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public native void setMetricsRenderVertices(int metricsRenderVertices); /*
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ImGui::GetIO().MetricsRenderVertices = metricsRenderVertices;
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*/
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*/
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// MetricsRenderIndices
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// Indices output during last call to Render() = number of triangles * 3
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//
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public native int getMetricsRenderIndices(); /*
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return ImGui::GetIO().MetricsRenderIndices;
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*/
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*/
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public native void setMetricsRenderIndices(int metricsRenderIndices); /*
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ImGui::GetIO().MetricsRenderIndices = metricsRenderIndices;
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*/
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*/
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// MetricsRenderWindows
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// Number of visible windows
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//
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public native int getMetricsRenderWindows(); /*
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return ImGui::GetIO().MetricsRenderWindows;
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*/
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*/
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public native void setMetricsRenderWindows(int metricsRenderWindows); /*
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ImGui::GetIO().MetricsRenderWindows = metricsRenderWindows;
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*/
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*/
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// MetricsActiveWindows
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// Number of active windows
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//
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public native int getMetricsActiveWindows(); /*
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return ImGui::GetIO().MetricsActiveWindows;
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*/
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*/
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public native void setMetricsActiveWindows(int metricsActiveWindows); /*
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ImGui::GetIO().MetricsActiveWindows = metricsActiveWindows;
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*/
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*/
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// MetricsActiveAllocations
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// Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
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//
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public native int getMetricsActiveAllocations(); /*
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return ImGui::GetIO().MetricsActiveAllocations;
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*/
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*/
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public native void setMetricsActiveAllocations(int metricsActiveAllocations); /*
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ImGui::GetIO().MetricsActiveAllocations = metricsActiveAllocations;
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*/
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*/
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// MouseDelta
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// Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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//
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public native void getMouseDelta(ImVec2 dstImVec2); /*
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Jni::ImVec2Cpy(env, &ImGui::GetIO().MouseDelta, dstImVec2);
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*/
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*/
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public native void setMouseDelta(float x, float y); /*
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ImGui::GetIO().MouseDelta.x = x;
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ImGui::GetIO().MouseDelta.y = y;
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*/
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*/
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||||
|
||||
// Functions
|
||||
|
||||
/**
|
||||
* Queue new character input.
|
||||
*/
|
||||
public native void AddInputCharacter(int c); /*
|
||||
public native void addInputCharacter(int c); /*
|
||||
if (c > 0 && c < 0x10000)
|
||||
ImGui::GetIO().AddInputCharacter((unsigned short)c);
|
||||
*/;
|
||||
*/
|
||||
|
||||
/**
|
||||
* Queue new characters input from an UTF-8 string.
|
||||
*/
|
||||
public native void AddInputCharactersUTF8(String str); /*
|
||||
public native void addInputCharactersUTF8(String str); /*
|
||||
ImGui::GetIO().AddInputCharactersUTF8(str);
|
||||
*/
|
||||
*/
|
||||
|
||||
/**
|
||||
* Clear the text input buffer manually.
|
||||
*/
|
||||
public native void ClearInputCharacters(); /*
|
||||
public native void clearInputCharacters(); /*
|
||||
ImGui::GetIO().ClearInputCharacters();
|
||||
*/
|
||||
*/
|
||||
}
|
||||
Reference in new issue
Block a user