fix native libs
add SdlEvent callback add OpenWindow function
This commit is contained in:
+63
-7
@@ -15,7 +15,14 @@ public class ImGuiInstance
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}
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public string Name => _name;
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/// <summary>
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/// Called whenever ImGui is being rendered. You can use ImGui functions inside here.
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/// </summary>
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public event Action? Layout;
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/// <summary>
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/// Called whenever the window is processing an event. Returning false means that the event will not be processed further.
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/// </summary>
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public event Func<SDL.Event, bool>? SdlEvent;
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private string _name;
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private ConfigEntry<int4> _entry;
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@@ -26,6 +33,14 @@ public class ImGuiInstance
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internal static ConcurrentQueue<ImGuiInstance> newInstances = new();
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internal static ConcurrentQueue<(string, Action<SDL3Window>)> windowRequests = new();
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/// <summary>
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/// Tries to open the window. If it's already open, nothing happens. This function may be expensive to call rapidly.
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/// </summary>
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public void OpenWindow()
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{
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newInstances.Enqueue(this);
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}
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/// <summary>
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/// Gets a reference to the SDL3Window inside of a callback.
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/// The callback will be called inside the SDL3 Thread.
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@@ -74,7 +89,7 @@ public class ImGuiInstance
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if (IsSDL3Running)
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return;
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_sdl3Thread = new Thread(() => RunSDL3())
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_sdl3Thread = new Thread(RunSDL3)
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{
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Name = $"Resonite ImGui SDL3",
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Priority = ThreadPriority.Highest,
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@@ -93,16 +108,21 @@ public class ImGuiInstance
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{
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while (newInstances.TryDequeue(out var request))
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{
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if (windows.ContainsKey(request.Name)) continue;
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SDL3Window app = new SDL3Window("ImGuiContext: " + request.Name, request._entry.Value.x, request._entry.Value.y, request._entry.Value.z, request._entry.Value.w);
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app.WindowRectModified += (rect) => request._entry.Value = rect;
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// TODO: maybe listen to config changes to resize window
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// request._entry.SettingChanged += (_, _) => { };
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app.RenderCallback = request.Layout!;
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windows[request.Name] = app;
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var winId = SDL.GetWindowID(app.Window);
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if (!windowsById.TryAdd(winId, app))
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app.RenderCallback = request.Layout;
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app.SdlEventReceived = request.SdlEvent;
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if (!windows.TryAdd(request.Name, app))
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{
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Plugin.Log.LogError($"Failed to add window with id {(uint) app.Window}, name {request.Name}!");
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Plugin.Log.LogError($"Failed to add window with name {request.Name}!");
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}
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if (!windowsById.TryAdd(app.SdlWindowId, app))
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{
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Plugin.Log.LogError($"Failed to add window with id {app.SdlWindowId}, name {request.Name}!");
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}
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}
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for (int i = 0; i < windowRequests.Count; i++)
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@@ -119,7 +139,6 @@ public class ImGuiInstance
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}
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}
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}
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while (SDL.PollEvent(out SDL.Event ev))
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{
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if (windowsById.TryGetValue(ev.Window.WindowID, out var window))
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@@ -128,10 +147,47 @@ public class ImGuiInstance
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}
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}
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var removed = new HashSet<(string, uint)>();
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foreach (var (key, window) in windows)
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{
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if(window.Disposed)
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{
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removed.Add((key, window.SdlWindowId));
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continue;
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}
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window.SetContext();
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if (Plugin.CancellationToken.IsCancellationRequested)
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{
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window.ForceDispose();
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continue;
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}
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if (window.ShouldClose)
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{
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removed.Add((key, window.SdlWindowId));
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window.Dispose();
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continue;
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}
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window.RunOneFrame();
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}
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foreach (var (k, k2) in removed)
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{
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var b = windows.Remove(k);
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var b2 = windowsById.Remove(k2);
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Plugin.Log.LogDebug($"Removed window {k}, success codes: {b}|{b2}");
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}
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if (Plugin.CancellationToken.IsCancellationRequested)
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{
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break;
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}
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// Prevent busy looping when nothing is happening.
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if (windows.Count == 0)
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{
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Thread.Sleep(1000);
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}
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}
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}
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catch (Exception e)
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@@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Version>2.0.0</Version>
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<Version>2.1.0</Version>
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<Authors>art0007i</Authors>
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<TargetFramework>net9.0</TargetFramework>
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<RepositoryUrl>https://github.com/art0007i/ResoniteImGuiLib</RepositoryUrl>
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+31
-13
@@ -1,5 +1,4 @@
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using CodeGenerationConfig;
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using Elements.Core;
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using Elements.Core;
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using ImGuiNET;
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using SDL3;
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using System.Diagnostics;
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@@ -12,12 +11,14 @@ public class SDL3Window : IDisposable
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public readonly IntPtr Device;
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public readonly ImGuiSDL3 Platform;
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public readonly ImGuiSDL3Renderer Renderer;
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public readonly uint SdlWindowId;
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internal readonly Queue<SDL.Event> EventQueue = new();
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internal Action? RenderCallback { get; set; }
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internal Func<SDL.Event, bool>? SdlEventReceived { get; set; }
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public event Action<int4>? WindowRectModified;
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public color? ClearColor = null;
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public Action? RenderCallback { get; set; }
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private readonly Stopwatch _timer = Stopwatch.StartNew();
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private TimeSpan _time = TimeSpan.Zero;
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@@ -57,9 +58,11 @@ public class SDL3Window : IDisposable
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Platform = new ImGuiSDL3(Window, Device);
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Renderer = new ImGuiSDL3Renderer(Device);
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SdlWindowId = SDL.GetWindowID(Window);
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//ImGuiManager.TriggerImGuiRecreated();
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}
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public bool Disposed => _disposed;
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private bool _disposed;
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~SDL3Window()
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@@ -68,6 +71,11 @@ public class SDL3Window : IDisposable
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}
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public void Dispose()
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{
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Dispose(false);
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}
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public void ForceDispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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@@ -102,8 +110,8 @@ public class SDL3Window : IDisposable
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if (_imGuiContext != IntPtr.Zero)
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{
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ImGui.SetCurrentContext(_imGuiContext);
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ImGui.DestroyContext();
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ImGui.SetCurrentContext(IntPtr.Zero);
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ImGui.DestroyContext(_imGuiContext);
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_imGuiContext = IntPtr.Zero;
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}
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@@ -118,12 +126,15 @@ public class SDL3Window : IDisposable
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}
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}
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public void SetContext()
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{
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ImGui.SetCurrentContext(_imGuiContext);
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}
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public void RunOneFrame()
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{
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if (_disposed) return;
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ImGui.SetCurrentContext(_imGuiContext);
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ImGui.GetIO().DeltaTime = (float) (_timer.Elapsed - _time).TotalSeconds;
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_time = _timer.Elapsed;
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@@ -136,14 +147,10 @@ public class SDL3Window : IDisposable
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Render();
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if (_shouldClose || Plugin.CancellationToken.IsCancellationRequested)
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{
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Dispose();
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}
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ImGui.SetCurrentContext(IntPtr.Zero);
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}
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private bool _shouldClose;
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public bool ShouldClose;
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private void PollEvents()
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{
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@@ -154,6 +161,17 @@ public class SDL3Window : IDisposable
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while (EventQueue.TryDequeue(out var ev))
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{
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var skip = false;
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foreach (var func in Delegate.EnumerateInvocationList(SdlEventReceived))
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{
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if (!func(ev))
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{
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skip = true;
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break;
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}
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}
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if (skip) continue;
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Platform.ProcessEvent(ev);
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switch ((SDL.EventType) ev.Type)
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@@ -168,7 +186,7 @@ public class SDL3Window : IDisposable
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case SDL.EventType.Terminating:
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case SDL.EventType.WindowCloseRequested:
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case SDL.EventType.Quit:
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_shouldClose = true;
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ShouldClose = true;
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break;
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case SDL.EventType.WindowResized:
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SetupScreenClipRect();
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@@ -3,6 +3,8 @@
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A [Resonite](https://resonite.com/) library that allows modders to create ImGui windows.
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Example usage can be found here: https://github.com/art0007i/ImGuiExample
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## Installation (Manual)
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1. Install [BepisLoader](https://github.com/ResoniteModding/BepisLoader) for Resonite.
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2. Download the latest release ZIP file (e.g., `art0007i-ResoniteImGuiLib-2.0.0.zip`) from the [Releases](https://github.com/art0007i/ResoniteImGuiLib/releases) page.
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+3
-3
@@ -10,7 +10,7 @@ description = "Library that allows modders to create ImGui windows."
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websiteUrl = "https://github.com/art0007i/ResoniteImGuiLib"
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containsNsfwContent = false
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[package.dependencies]
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[package.dependencies]
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ResoniteModding-BepisLoader = "1.4.1"
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ResoniteModding-BepisResoniteWrapper = "1.0.0"
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@@ -33,11 +33,11 @@ target = "plugins/ResoniteImGuiLib/"
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[[build.copy]]
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source = "./Plugin/bin/Release/runtimes/linux-x64/native/libcimgui.so"
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target = "plugins/ResoniteImGuiLib/native/"
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target = "plugins/ResoniteImGuiLib/"
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[[build.copy]]
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source = "./Plugin/bin/Release/runtimes/win-x64/native/cimgui.dll"
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target = "plugins/ResoniteImGuiLib/native/"
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target = "plugins/ResoniteImGuiLib/"
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[[build.copy]]
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source = "./CHANGELOG.md"
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