Add rendering implementation for LWJGL
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package imgui.enums;
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/**
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* Flags for ImGui::InputText()
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*/
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public class ImGuiInputTextFlags {
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public static ImGuiInputTextFlags None = new ImGuiInputTextFlags(0);
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/**
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* Allow 0123456789.+-*
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*/
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public static ImGuiInputTextFlags CharsDecimal = new ImGuiInputTextFlags(1 << 0);
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/**
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* Allow 0123456789ABCDEFabcdef
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*/
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public static ImGuiInputTextFlags CharsHexadecimal = new ImGuiInputTextFlags(1 << 1);
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/**
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* Turn a..z into A..Z
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*/
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public static ImGuiInputTextFlags CharsUppercase = new ImGuiInputTextFlags(1 << 2);
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/**
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* Filter out spaces, tabs
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*/
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public static ImGuiInputTextFlags CharsNoBlank = new ImGuiInputTextFlags(1 << 3);
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/**
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* Select entire text when first taking mouse focus
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*/
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public static ImGuiInputTextFlags AutoSelectAll = new ImGuiInputTextFlags(1 << 4);
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/**
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* Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
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*/
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public static ImGuiInputTextFlags EnterReturnsTrue = new ImGuiInputTextFlags(1 << 5);
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/**
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* Callback on pressing TAB (for completion handling)
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*/
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public static ImGuiInputTextFlags CallbackCompletion = new ImGuiInputTextFlags(1 << 6);
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/**
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* Callback on pressing Up/Down arrows (for history handling)
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*/
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public static ImGuiInputTextFlags CallbackHistory = new ImGuiInputTextFlags(1 << 7);
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/**
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* Callback on each iteration. User code may query cursor position, modify text buffer.
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*/
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public static ImGuiInputTextFlags CallbackAlways = new ImGuiInputTextFlags(1 << 8);
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/**
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* Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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*/
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public static ImGuiInputTextFlags CallbackCharFilter = new ImGuiInputTextFlags(1 << 9);
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/**
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* Pressing TAB input a '\t' character into the text field
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*/
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public static ImGuiInputTextFlags AllowTabInput = new ImGuiInputTextFlags(1 << 10);
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/**
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* In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
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*/
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public static ImGuiInputTextFlags CtrlEnterForNewLine = new ImGuiInputTextFlags(1 << 11);
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/**
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* Disable following the cursor horizontally
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*/
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public static ImGuiInputTextFlags NoHorizontalScroll = new ImGuiInputTextFlags(1 << 12);
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/**
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* Insert mode
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*/
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public static ImGuiInputTextFlags AlwaysInsertMode = new ImGuiInputTextFlags(1 << 13);
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/**
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* Read-only mode
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*/
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public static ImGuiInputTextFlags ReadOnly = new ImGuiInputTextFlags(1 << 14);
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/**
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* Password mode, display all characters as '*'
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*/
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public static ImGuiInputTextFlags Password = new ImGuiInputTextFlags(1 << 15);
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/**
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* Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
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*/
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public static ImGuiInputTextFlags NoUndoRedo = new ImGuiInputTextFlags(1 << 16);
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/**
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* Allow 0123456789.+-*\\/eE (Scientific notation input)
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*/
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public static ImGuiInputTextFlags CharsScientific = new ImGuiInputTextFlags(1 << 17);
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/**
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* Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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*/
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public static ImGuiInputTextFlags CallbackResize = new ImGuiInputTextFlags(1 << 18);
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private static ImGuiInputTextFlags Custom = new ImGuiInputTextFlags(0);
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public int data;
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private ImGuiInputTextFlags(int code) {
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data = code;
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}
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public ImGuiInputTextFlags or(ImGuiInputTextFlags otherEnum) {
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ImGuiInputTextFlags.Custom.data = data | otherEnum.data;
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return ImGuiInputTextFlags.Custom;
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}
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public int getValue() {
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return data;
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}
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}
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