pub fn update(&mut self, delta: f32, input: &InputManager) { 
        self.mouse_pos = input.mouse_pos();
        self.mouse_state = input.mouse_key(0);
        self.typed.clear();
        self.typed.push_str(input.typed());
        self.move_left = input.key(Key::Left).pressed_repeat();
        self.move_right = input.key(Key::Right).pressed_repeat();

        if self.mouse_state.up() && !self.mouse_state.released() {
            self.held = None;
        }

        if let Some(held) = self.held {
            if Some(held) != self.focused {
                self.focused = None;
            }
        }

        self.caret = Vec2::zero();
        self.caret_blink_time += delta;
    }
/// Updates this imgui system. This should be called once per frame, before using any of the
/// gui creation functions.
///
/// `delta` should be the time since the last call to `update`, in seconds.
Updates this imgui system. This should be called once per frame, before using any of the
gui creation functions.

`delta` should be the time since the last call to `update`, in seconds.
Updates this imgui system . This should be called once per frame before using any of the gui creation functions . ` delta ` should be the time since the last call to ` update ` in seconds .
pub fn update(&mut self, delta: f32, input: &InputManager) { 
        self.mouse_pos = input.mouse_pos();
        self.mouse_state = input.mouse_key(0);
        self.typed.clear();
        self.typed.push_str(input.typed());
        self.move_left = input.key(Key::Left).pressed_repeat();
        self.move_right = input.key(Key::Right).pressed_repeat();
        if self.mouse_state.up() && !self.mouse_state.released() {
            self.held = None;
        }
        if let Some(held) = self.held {
            if Some(held) != self.focused {
                self.focused = None;
            }
        }
        self.caret = Vec2::zero();
        self.caret_blink_time += delta;
    }
pub fn update ( & mut self , delta : f32 , input : & InputManager ) { self . mouse_pos = input . mouse_pos ( ) ; self . mouse_state = input . mouse_key ( 0 ) ; self . typed . clear ( ) ; self . typed . push_str ( input . typed ( ) ) ; self . move_left = input . key ( Key :: Left ) . pressed_repeat ( ) ; self . move_right = input . key ( Key :: Right ) . pressed_repeat ( ) ; if self . mouse_state . up ( ) && ! self . mouse_state . released ( ) { self . held = None ; } if let Some ( held ) = self . held { if Some ( held ) != self . focused { self . focused = None ; } } self . caret = Vec2 :: zero ( ) ; self . caret_blink_time += delta ; }
Updates this imgui system.
Updates this imgui system .
&mut self
delta
f32
input
&InputManager
&mut self
delta
f32
input
&InputManager