update imgui, back to releases Merge commit '0e1b1703f68766c55445e7e3e439035bed6d559c'
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@ -269,8 +269,9 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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@ -629,36 +630,36 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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// Update gamepad inputs
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const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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}
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void ImGui_ImplSDL3_NewFrame()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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