IO: Added io.ClearEventsQueue(). Obsoleted io.ClearInputCharacters(). (#4921)
cc #2425 #1153 #1600
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@@ -25,7 +25,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.89.8 WIP"
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#define IMGUI_VERSION_NUM 18971
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#define IMGUI_VERSION_NUM 18972
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#define IMGUI_HAS_TABLE
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/*
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@@ -2058,8 +2058,11 @@ struct ImGuiIO
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IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
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IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
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IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
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IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
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IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
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IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().
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#endif
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//------------------------------------------------------------------
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// Output - Updated by NewFrame() or EndFrame()/Render()
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