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# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/vulkan_example/imgui_impl_glfw_vulkan.cpp # imgui.cpp # imgui_internal.h
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1c385c2ca4
12 changed files with 67 additions and 57 deletions
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@ -132,7 +132,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#endif
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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