UI - Dear ImGui user interface API. NanoVG - Advanced 2D rendering API. Text - Text parsing and formatting. Regex - Regular expressions. Hash; Draw - Limited 2D drawing API. Fids - Game files and folders. Input - Keyboard info.
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The feature scope of Dear ImGui has grown meaningfully over the years, and although the only "required" elements are still mouse pos/buttons, time and rendering those vertices with scissoring, in reality there are many other desirable things which adds up to more work to provide (clipboard, keyboard, gamepads, mouse cursor shape, IME hooks, dpi ...
cimgui-love. LÖVE module for Dear ImGui obtained by wrapping cimgui (programmatically generated C-api) using LuaJIT FFI. The wrappers are generated automatically (like cimgui itself) and can be easily updated for new versions of Dear ImGui. Currently based on version 1.83 (docking branch) of Dear ImGui and LÖVE 11.3.
Sign in. skia / external / github.com / ocornut / imgui / v1.51 / . / imgui_demo.cpp. blob: 8cdb5f2fbb052e1564c6da2b29092a55c974e1a3   
IMGUI can be pretty weird. A great example of doing it wrong is the internal implementation of EditorGUI.DoColorField. Static variable EditorGUI.s_ColorPickID is set to match control ID if the eyedropper is clicked. While EditorGUI.s_ColorPickID equals control ID the color swatch is drawn (shows color of pixel currently under the cursor).
platforms contains code for mouse/keyboard/gamepad inputs, cursor shape, timing, windowing. For example based on: GLFW3 and SDL2. renderers contains code for creating the main font texture, rendering imgui draw data.
The following are 30 code examples for showing how to use pygame.K_RIGHT(). These examples are extracted from open source projects. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
@@ -507,6 +507,7 @@ namespace ImGui: IMGUI_API bool IsKeyReleased (int user_key_index); // was key released (went from Down to !Down)..: IMGUI_API int GetKeyPressedAmount (int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate: IMGUI_API bool IsMouseDown (int ...
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Below is a list of in-game commands that can be used with Ashita. Ashita makes use of the games chatbox. You can type these commands into the games text input for chat like you would any other command.