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Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) + Comments in imgui.h
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@@ -120,12 +120,12 @@ static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* te
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s3eClipboardSetText(text);
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
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if (pEvent->m_Pressed == 1)
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{
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@@ -144,10 +144,10 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
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return 0;
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}
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int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
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if (e->m_Pressed == 1)
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io.KeysDown[e->m_Key] = true;
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if (e->m_Pressed == 0)
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@@ -161,10 +161,10 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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return 0;
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}
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int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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if ((e->m_Char > 0 && e->m_Char < 0x10000))
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io.AddInputCharacter((unsigned short)e->m_Char);
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