mirror of
https://github.com/eliasstepanik/imgui-rs.git
synced 2026-01-13 06:28:36 +00:00
Starting to work on keyboard input
Update examples to use keyboard input
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2c704c2ba7
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@ -16,7 +16,8 @@ fn main() {
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let mut support = Support::init();
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loop {
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let active = support.render(CLEAR_COLOR, hello_world);
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support.render(CLEAR_COLOR, hello_world);
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let active = support.update_events();
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if !active { break }
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}
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}
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@ -1,8 +1,8 @@
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use glium::{DisplayBuild, Surface};
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use glium::backend::glutin_backend::GlutinFacade;
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use glium::glutin;
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use glium::glutin::{ElementState, Event, MouseButton, VirtualKeyCode};
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use imgui::{ImGui, Ui};
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use glium::glutin::{ElementState, Event, MouseButton, MouseScrollDelta, VirtualKeyCode};
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use imgui::{ImGui, Ui, ImGuiKey};
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use imgui::glium_renderer::Renderer;
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use time::SteadyTime;
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@ -12,7 +12,8 @@ pub struct Support {
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renderer: Renderer,
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last_frame: SteadyTime,
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mouse_pos: (i32, i32),
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mouse_pressed: (bool, bool, bool)
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mouse_pressed: (bool, bool, bool),
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mouse_wheel: f32,
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}
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impl Support {
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@ -24,29 +25,53 @@ impl Support {
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let mut imgui = ImGui::init();
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let renderer = Renderer::init(&mut imgui, &display).unwrap();
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// TODO: How can we get the virtual key -> scancode mapping from glium?
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imgui.set_imgui_key(ImGuiKey::Tab, 15);
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imgui.set_imgui_key(ImGuiKey::LeftArrow, 75);
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imgui.set_imgui_key(ImGuiKey::RightArrow, 77);
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imgui.set_imgui_key(ImGuiKey::UpArrow, 72);
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imgui.set_imgui_key(ImGuiKey::DownArrow, 80);
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imgui.set_imgui_key(ImGuiKey::PageUp, 73);
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imgui.set_imgui_key(ImGuiKey::PageDown, 81);
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imgui.set_imgui_key(ImGuiKey::Home, 71);
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imgui.set_imgui_key(ImGuiKey::End, 79);
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imgui.set_imgui_key(ImGuiKey::Delete, 83);
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imgui.set_imgui_key(ImGuiKey::Backspace, 14);
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imgui.set_imgui_key(ImGuiKey::Enter, 28);
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imgui.set_imgui_key(ImGuiKey::Escape, 1);
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imgui.set_imgui_key(ImGuiKey::A, 30);
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imgui.set_imgui_key(ImGuiKey::C, 46);
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imgui.set_imgui_key(ImGuiKey::V, 47);
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imgui.set_imgui_key(ImGuiKey::X, 45);
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imgui.set_imgui_key(ImGuiKey::Y, 21);
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imgui.set_imgui_key(ImGuiKey::Z, 44);
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Support {
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display: display,
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imgui: imgui,
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renderer: renderer,
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last_frame: SteadyTime::now(),
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mouse_pos: (0, 0),
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mouse_pressed: (false, false, false)
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mouse_pressed: (false, false, false),
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mouse_wheel: 0.0
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}
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}
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pub fn update_mouse(&mut self) {
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self.imgui.set_mouse_pos(self.mouse_pos.0 as f32, self.mouse_pos.1 as f32);
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self.imgui.set_mouse_down(&[self.mouse_pressed.0, self.mouse_pressed.1, self.mouse_pressed.2, false, false]);
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self.imgui.set_mouse_wheel(self.mouse_wheel);
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}
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pub fn render<'ui, 'a: 'ui , F: FnMut(&Ui<'ui>)>(
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&'a mut self, clear_color: (f32, f32, f32, f32), mut f: F) -> bool {
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&'a mut self, clear_color: (f32, f32, f32, f32), mut f: F) {
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let now = SteadyTime::now();
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let delta = now - self.last_frame;
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let delta_f = delta.num_nanoseconds().unwrap() as f32 / 1_000_000_000.0;
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self.last_frame = now;
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self.update_mouse();
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self.mouse_wheel = 0.0;
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let mut target = self.display.draw();
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target.clear_color(clear_color.0, clear_color.1,
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@ -58,20 +83,39 @@ impl Support {
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self.renderer.render(&mut target, ui).unwrap();
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target.finish().unwrap();
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}
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pub fn update_events(&mut self) -> bool {
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for event in self.display.poll_events() {
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match event {
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Event::Closed |
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Event::KeyboardInput(ElementState::Pressed, _, Some(VirtualKeyCode::Escape))
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=> return false,
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Event::MouseMoved(pos) => self.mouse_pos = pos,
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Event::MouseInput(state, MouseButton::Left) =>
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self.mouse_pressed.0 = state == ElementState::Pressed,
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Event::MouseInput(state, MouseButton::Right) =>
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self.mouse_pressed.1 = state == ElementState::Pressed,
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Event::MouseInput(state, MouseButton::Middle) =>
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self.mouse_pressed.2 = state == ElementState::Pressed,
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_ => ()
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Event::Closed => return false,
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// TODO: Why does glutin not give us scancodes for left/right control?
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Event::KeyboardInput(state, _, Some(code))
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if code == VirtualKeyCode::RControl || code == VirtualKeyCode::LControl
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=> self.imgui.set_key_ctrl(state == ElementState::Pressed),
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Event::KeyboardInput(state, scancode, code) => {
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println!("KeyCode {:?} scancode {} pressed? {}", code, scancode,
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state == ElementState::Pressed);
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self.imgui.set_key(scancode, state == ElementState::Pressed);
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// TODO: This hack to do Ctrl should not be needed!
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if scancode == 29 {
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println!("Bad! Hacking in ctrl key press");
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self.imgui.set_key_ctrl(state == ElementState::Pressed);
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}
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},
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Event::MouseMoved(pos) => self.mouse_pos = pos,
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Event::MouseInput(state, MouseButton::Left) =>
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self.mouse_pressed.0 = state == ElementState::Pressed,
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Event::MouseInput(state, MouseButton::Right) =>
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self.mouse_pressed.1 = state == ElementState::Pressed,
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Event::MouseInput(state, MouseButton::Middle) =>
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self.mouse_pressed.2 = state == ElementState::Pressed,
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Event::MouseWheel(MouseScrollDelta::LineDelta(_, y)) => self.mouse_wheel = y,
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Event::ReceivedCharacter(c) => {
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println!("Got character {}", c);
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self.imgui.add_input_character(c);
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},
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_ => ()
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}
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}
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true
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@ -8,16 +8,17 @@ use self::support::Support;
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mod support;
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const CLEAR_COLOR: (f32, f32, f32, f32) = (1.0, 1.0, 1.0, 1.0);
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const CLEAR_COLOR: (f32, f32, f32, f32) = (0.2, 0.2, 0.2, 1.0);
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fn main() {
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let mut support = Support::init();
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loop {
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let mut open = true;
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let active = support.render(CLEAR_COLOR, |ui| {
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support.render(CLEAR_COLOR, |ui| {
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ui.show_test_window(&mut open)
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});
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let active = support.update_events();
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if !active || !open { break }
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}
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}
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@ -92,9 +92,10 @@ fn main() {
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let mut opened = true;
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loop {
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let active = support.render(state.clear_color, |ui| {
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support.render(state.clear_color, |ui| {
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show_test_window(ui, &mut state, &mut opened);
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});
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let active = support.update_events();
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if !active || !opened { break }
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}
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}
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18
src/lib.rs
18
src/lib.rs
@ -26,7 +26,8 @@ pub use imgui_sys::{
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ImGuiWindowFlags_NoScrollbar, ImGuiWindowFlags_NoScrollWithMouse, ImGuiWindowFlags_NoCollapse,
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ImGuiWindowFlags_AlwaysAutoResize, ImGuiWindowFlags_ShowBorders,
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ImGuiWindowFlags_NoSavedSettings, ImGuiWindowFlags_NoInputs, ImGuiWindowFlags_MenuBar,
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ImVec2, ImVec4
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ImVec2, ImVec4,
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ImGuiKey
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};
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pub use menus::{Menu, MenuItem};
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pub use sliders::{SliderFloat, SliderInt};
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@ -221,6 +222,21 @@ impl ImGui {
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let io = self.io_mut();
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io.key_alt = value;
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}
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pub fn set_key(&mut self, key: u8, pressed: bool) {
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let io = self.io_mut();
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io.keys_down[key as usize] = pressed;
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}
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pub fn set_imgui_key(&mut self, key: ImGuiKey, mapping: u8) {
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let io = self.io_mut();
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io.key_map[key as usize] = mapping as i32;
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}
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pub fn add_input_character(&mut self, character: char) {
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unsafe {
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// TODO: This is not good. We should use char::encode_ut8 when it stabilizes
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// (or whatever stabilizes to fill its place) and call ImGuiIO_AddInputCharactersUTF8
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imgui_sys::ImGuiIO_AddInputCharacter(character as u16);
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}
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}
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pub fn get_time(&self) -> f32 { unsafe { imgui_sys::igGetTime() } }
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pub fn get_frame_count(&self) -> i32 { unsafe { imgui_sys::igGetFrameCount() } }
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pub fn get_frame_rate(&self) -> f32 { self.io().framerate }
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