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// Vector2 into Vector2 swizzles | |
public static Vector2 XX(this Vector2 v) { return new Vector2(v.X, v.X); } | |
public static Vector2 YX(this Vector2 v) { return new Vector2(v.Y, v.X); } | |
public static Vector2 YY(this Vector2 v) { return new Vector2(v.Y, v.Y); } | |
// Vector2 into Vector3 swizzles | |
public static Vector3 XXX(this Vector2 v) { return new Vector3(v.X, v.X, v.X); } | |
public static Vector3 XXY(this Vector2 v) { return new Vector3(v.X, v.X, v.Y); } | |
public static Vector3 XYX(this Vector2 v) { return new Vector3(v.X, v.Y, v.X); } | |
public static Vector3 XYY(this Vector2 v) { return new Vector3(v.X, v.Y, v.Y); } | |
public static Vector3 YXX(this Vector2 v) { return new Vector3(v.Y, v.X, v.X); } |
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#include "../Precompiled.h" | |
#include "../AngelScript/Addons.h" | |
#include "../AngelScript/Script.h" | |
#include "../Math/Color.h" | |
#include "../Math/Vector2.h" | |
#include "../Math/Vector3.h" | |
#include "../Math/Vector4.h" | |
#include <AngelScript\angelscript.h> |
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// vmath = float, vector, matrix | |
// matrix = float3x3 or float4x4 | |
// scalar = float, vector | |
// vector = float2, float3, float4 | |
// any = int, float, float2, float3, float4, matrix, bool, object | |
//====================================================== | |
// basic math | |
//====================================================== | |
vmath radians(vmath value); |
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bool BitField(const char* label, unsigned* bits, unsigned* hoverIndex) | |
{ | |
unsigned val = *bits; | |
ImGuiWindow* window = GetCurrentWindow(); | |
if (window->SkipItems) | |
return false; | |
unsigned oldFlags = window->Flags; | |
ImGuiContext* g = ImGui::GetCurrentContext(); |
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#include "ImSequencer.h" | |
#include "imgui.h" | |
#include "imgui_internal.h" | |
#include <vector> | |
namespace ImSequencer | |
{ | |
struct ScrollBarInfo |
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#include <Urho3D/Resource/Image.h> | |
#include <vector> | |
#include <set> | |
#include <windows.h> | |
#include <shlobj.h> | |
#include <Urho3D/DebugNew.h> |
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using ImGuiCLI; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
namespace ImGuiCLITest | |
{ | |
/// <summary> | |
/// This is the main type for your game. | |
/// </summary> |
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cbuffer ShaderData : register(b0) | |
{ | |
matrix WorldViewProjection; | |
float3 LightDirection; | |
float3 LightColor; | |
}; | |
struct VertexShaderOutput | |
{ |
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std::vector<String> excludedExtensions = { | |
".exe", | |
".dll", | |
".bat", | |
".ini", | |
".layout", | |
".ilk", | |
".lib", | |
".pdb", | |
}; |
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data) | |
{ | |
ImGuiWindow* window = GetCurrentWindow(); | |
if (window->SkipItems) | |
return false; | |
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) | |
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) | |
ImGuiContext& g = *GImGui; |