2022-01-24 22:40:53 +08:00
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package igwrap
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import (
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"fmt"
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2024-08-02 18:38:33 +08:00
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"edgaru089.ink/go/gl01/internal/util/itype"
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2022-01-24 22:40:53 +08:00
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"github.com/inkyblackness/imgui-go/v4"
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)
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2022-02-16 00:29:34 +08:00
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const (
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WindowFlagsOverlay imgui.WindowFlags = imgui.WindowFlagsAlwaysAutoResize | imgui.WindowFlagsNoBackground | imgui.WindowFlagsNoNavFocus | imgui.WindowFlagsNoNavInputs | imgui.WindowFlagsNoDecoration | imgui.WindowFlagsNoBringToFrontOnFocus | imgui.WindowFlagsNoSavedSettings | imgui.WindowFlagsNoFocusOnAppearing
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)
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2022-01-24 22:40:53 +08:00
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// MenuItem wraps imgui.MenuItemV to create a
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// easy-to-use and intuitive interface.
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func MenuItem(name, shortcut string, selected *bool, enabled bool) {
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if imgui.MenuItemV(name, shortcut, *selected, enabled) {
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(*selected) = !(*selected)
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}
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}
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// Text wraps imgui.Text to create a
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// shortcut for fmt.Sprintf.
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func Text(format string, a ...interface{}) {
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imgui.Text(fmt.Sprintf(format, a...))
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}
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2022-02-16 00:29:34 +08:00
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// TextBackground wraps imgui.Text to create a shortcut for fmt.Sprintf.
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//
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// It also fills the background of the text with half-transparant black, and takes care of the padding.
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func TextBackground(format string, a ...interface{}) {
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pad := Vec2f(imgui.CurrentStyle().ItemSpacing())
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2022-02-22 14:28:35 +08:00
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TextBackgroundV(PackedColor(itype.Vec4f{0, 0, 0, 0.5}), pad, format, a...)
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2022-02-16 00:29:34 +08:00
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}
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// TextBackgroundV wraps imgui.Text to create a shortcut for fmt.Sprintf.
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2022-02-10 21:13:55 +08:00
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//
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// It also fills the background of the text with the given color.
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2022-02-22 14:28:35 +08:00
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func TextBackgroundV(color imgui.PackedColor, padding itype.Vec2f, format string, a ...interface{}) {
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text := fmt.Sprintf(format, a...)
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orig := imgui.CursorScreenPos()
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size := imgui.CalcTextSize(text, false, 0)
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halfpad := padding.Multiply(0.5)
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2022-02-22 14:28:35 +08:00
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imgui.BackgroundDrawList().AddRectFilledV(orig.Minus(Vec2(halfpad)), orig.Plus(size).Plus(Vec2(halfpad)), color, 0, 0)
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2022-02-10 21:13:55 +08:00
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imgui.Text(text)
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}
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2022-02-16 00:29:34 +08:00
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// TextBlank blanks a line with a nice-looking height (half the font height plus paddings).
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func TextBlank() {
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fontSize := imgui.FontSize()
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imgui.Dummy(imgui.Vec2{X: fontSize / 2, Y: fontSize / 2})
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}
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2022-01-24 22:40:53 +08:00
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// Begin wraps imgui.BeginV to create a
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// easy-to-use and intuitive interface.
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//
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// You only need to call End() if the function
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// returns true.
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func Begin(id string, open *bool, flags imgui.WindowFlags) bool {
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// skip if the window is not open
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if open != nil && !(*open) {
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return false
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}
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ok := imgui.BeginV(id, open, flags)
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if !ok {
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imgui.End()
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}
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return ok
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}
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// Sliderf creates a slider with 1 float32 variable.
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func Sliderf(label string, a *float32, min, max float32) bool {
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f := *a
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ok := imgui.SliderFloat(label, &f, min, max)
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(*a) = f
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return ok
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}
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// Slider2f creates a slider with 2 float32 variables.
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func Slider2f(label string, a, b *float32, min, max float32) bool {
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f := [2]float32{*a, *b}
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ok := imgui.SliderFloat2(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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return ok
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}
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// Slider3f creates a slider with 3 float32 variables.
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func Slider3f(label string, a, b, c *float32, min, max float32) bool {
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f := [3]float32{*a, *b, *c}
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ok := imgui.SliderFloat3(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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(*c) = f[2]
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return ok
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}
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// Slider4f creates a slider with 4 float32 variables.
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func Slider4f(label string, a, b, c, d *float32, min, max float32) bool {
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f := [4]float32{*a, *b, *c, *d}
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ok := imgui.SliderFloat4(label, &f, min, max)
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(*a) = f[0]
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(*b) = f[1]
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(*c) = f[2]
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(*d) = f[3]
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return ok
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}
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// Sliderd creates a slider with 1 float64 variable.
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func Sliderd(label string, a *float64, min, max float64) bool {
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f := float32(*a)
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ok := imgui.SliderFloat(label, &f, float32(min), float32(max))
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(*a) = float64(f)
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return ok
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}
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// Slider2d creates a slider with 2 float64 variables.
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func Slider2d(label string, a, b *float64, min, max float64) bool {
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f := [2]float32{float32(*a), float32(*b)}
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ok := imgui.SliderFloat2(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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return ok
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}
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// Slider3d creates a slider with 3 float64 variables.
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func Slider3d(label string, a, b, c *float64, min, max float64) bool {
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f := [3]float32{float32(*a), float32(*b), float32(*c)}
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ok := imgui.SliderFloat3(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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(*c) = float64(f[2])
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return ok
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}
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// Slider4d creates a slider with 4 float64 variables.
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func Slider4d(label string, a, b, c, d *float64, min, max float64) bool {
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f := [4]float32{float32(*a), float32(*b), float32(*c), float32(*d)}
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ok := imgui.SliderFloat4(label, &f, float32(min), float32(max))
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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(*c) = float64(f[2])
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(*d) = float64(f[3])
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return ok
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}
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// DragVec2d creates a dragger with a itype.Vec2d.
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func DragVec2d(label string, vec *itype.Vec2d, speed float64) bool {
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f := [2]float32{float32((*vec)[0]), float32((*vec)[1])}
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ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
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(*vec)[0] = float64(f[0])
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(*vec)[1] = float64(f[1])
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return ok
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}
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// DragVec2dv creates a dragger with two float64s.
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func DragVec2dv(label string, a, b *float64, speed float64) bool {
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f := [2]float32{float32(*a), float32(*b)}
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ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
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(*a) = float64(f[0])
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(*b) = float64(f[1])
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return ok
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}
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// Dragd creates a dragger with one float64.
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func Dragd(label string, a *float64, speed float64) bool {
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f := float32(*a)
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ok := imgui.DragFloatV(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
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(*a) = float64(f)
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return ok
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}
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// Checkbox wraps imgui.Checkbox.
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//
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// It returns true when selected.
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func Checkbox(label string, selected bool) bool {
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imgui.Checkbox(label, &selected)
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return selected
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}
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// DragButtonV wraps imgui.Button to create a button
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// that can be dragged around.
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//
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// The pushid, if not empty, is pushed into the ImGUI stack.
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//
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// It returns the mouse delta, if dragged, in the last frame.
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func DragButtonV(label string, pushid string) (delta itype.Vec2d) {
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if len(pushid) != 0 {
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imgui.PushID(pushid)
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defer imgui.PopID()
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}
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imgui.Button(label)
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if imgui.IsItemActive() {
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d := imgui.CurrentIO().MouseDelta()
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delta = itype.Vec2d{float64(d.X), float64(d.Y)}
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}
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return
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}
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// DragButton calls DragButtonV("Drag", pushid) to create a button
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// that can be dragged around.
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//
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// The pushid, if not empty, is pushed into the ImGUI stack.
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//
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// It returns the mouse delta, if dragged, in the last frame.
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func DragButton(pushid string) (delta itype.Vec2d) {
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return DragButtonV("Drag", pushid)
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}
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// DragButtonv wraps DragButton to create a button to be dragged around.
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//
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// The pushid, if not empty, is pushed into the ImGUI stack.
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//
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// It returns whether the values has changed.
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func DragButtonv(pushid string, x, y *float64, speed float64) bool {
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delta := DragButton(pushid).Multiply(speed)
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if delta == (itype.Vec2d{}) {
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return false
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}
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(*x) += delta[0]
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(*y) += delta[1]
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return true
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}
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// InputInt calls imgui.InputInt.
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//
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// It accepts int instead of int32.
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func InputInt(label string, val *int) bool {
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x := int32(*val)
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ok := imgui.InputInt(label, &x)
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(*val) = int(x)
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return ok
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}
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