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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl2.cpp
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@@ -74,6 +74,7 @@
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#endif
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@@ -432,7 +433,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
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io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
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io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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return true;
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}
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case SDL_EVENT_DISPLAY_ORIENTATION:
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@@ -494,6 +495,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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bd->WantUpdateGamepadsList = true;
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return true;
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}
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default:
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break;
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}
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return false;
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}
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@@ -521,7 +524,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
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// Setup backend capabilities flags
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ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
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snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%u.%u.%u; %u.%u.%u)",
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snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
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SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = bd->BackendPlatformName;
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