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Added Tags (adds to #37). Cosmetics.
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antongit committed Sep 28, 2022
1 parent 49a08eb commit e743576
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Showing 45 changed files with 2,628 additions and 982 deletions.
1,860 changes: 929 additions & 931 deletions VL.ImGui.vl

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382 changes: 382 additions & 0 deletions help/Styling/HowTo Built-in Style Editor.vl

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382 changes: 382 additions & 0 deletions help/Styling/HowTo Select Styles.vl

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396 changes: 396 additions & 0 deletions help/Widgets/HowTo DemoWindow.vl

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483 changes: 483 additions & 0 deletions help/Widgets/HowTo Disable Widgets.vl

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Button/ArrowButton.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets", Button = true)]
[GenerateNode(Category = "ImGui.Widgets", Button = true, Tags = "bang")]
internal partial class ArrowButton : ChannelWidget<Unit>
{
public string? Label { private get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Button/Button.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets", Button = true)]
[GenerateNode(Category = "ImGui.Widgets", Button = true, Tags = "bang")]
internal partial class Button : ChannelWidget<Unit>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Button/ButtonSmall.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name ="Button (Small)", Category = "ImGui.Widgets", Button = true)]
[GenerateNode(Name ="Button (Small)", Category = "ImGui.Widgets", Button = true, Tags = "bang")]
internal partial class ButtonSmall : ChannelWidget<Unit>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Button/InvisibleButton.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets", Button = true, IsStylable = false)]
[GenerateNode(Category = "ImGui.Widgets", Button = true, IsStylable = false, Tags = "bang")]
internal partial class InvisibleButton : ChannelWidget<Unit>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Checkbox.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets")]
[GenerateNode(Category = "ImGui.Widgets", Tags = "toggle")]
internal partial class Checkbox : ChannelWidget<bool>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Color/ColorButton.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets", Button = true)]
[GenerateNode(Category = "ImGui.Widgets", Button = true, Tags = "rgba, hsv, hsl")]
internal partial class ColorButton : ChannelWidget<Unit>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Color/ColorEdit.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets")]
[GenerateNode(Category = "ImGui.Widgets", Tags = "rgba, hsv, hsl")]
internal partial class ColorEdit : ChannelWidget<Color4>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Color/ColorPicker.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets")]
[GenerateNode(Category = "ImGui.Widgets", Tags = "rgba, hsv, hsl")]
internal partial class ColorPicker : ChannelWidget<Color4>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Combo.cs
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@@ -1,6 +1,6 @@
namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Combo (String)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Combo (String)", Category = "ImGui.Widgets", Tags = "dropdown, pulldown, enum")]
internal partial class Combo : ChannelWidget<string>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Debugging/AboutWindow.cs
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namespace VL.ImGui.Windows
{
[GenerateNode(Category = "ImGui.Debug")]
[GenerateNode(Category = "ImGui.Advanced.Debug")]
public sealed partial class AboutWindow : Widget
{
public bool HasCloseButton { get; set; } = true;
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6 changes: 2 additions & 4 deletions src/VL.ImGui/Widgets/Debugging/DemoWindow.cs
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using VL.Core;

namespace VL.ImGui.Windows
namespace VL.ImGui.Windows
{
[GenerateNode(Category = "ImGui.Debug")]
[GenerateNode(Category = "ImGui.Advanced.Debug")]
public sealed partial class DemoWindow : Widget
{
public bool HasCloseButton { get; set; } = true;
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Debugging/MetricsWindow.cs
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namespace VL.ImGui.Windows
{
[GenerateNode(Category = "ImGui.Debug")]
[GenerateNode(Category = "ImGui.Advanced.Debug")]
public sealed partial class MetricsWindow : Widget
{
public bool HasCloseButton { get; set; } = true;
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Debugging/StackToolWindow.cs
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namespace VL.ImGui.Windows
{
[GenerateNode(Category = "ImGui.Debug")]
[GenerateNode(Category = "ImGui.Advanced.Debug")]
public sealed partial class StackToolWindow : Widget
{
public bool HasCloseButton { get; set; } = true;
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Debugging/UserGuide.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Debug")]
[GenerateNode(Category = "ImGui.Advanced.Debug")]
internal partial class UserGuide : Widget
{

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25 changes: 16 additions & 9 deletions src/VL.ImGui/Widgets/Disabling/Disabled.cs
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@@ -1,23 +1,30 @@
namespace VL.ImGui.Widgets
{
[GenerateNode(Category = "ImGui.Widgets")]
internal sealed partial class Disabled : Widget
[GenerateNode(Category = "ImGui.Widgets.Internal", GenerateRetained = false)]
internal sealed partial class DisabledCore : Widget
{

public Widget? Input { private get; set; }

public bool Apply { private get; set; } = true;

internal override void UpdateCore(Context context)
{
ImGuiNET.ImGui.BeginDisabled();

try
{
context.Update(Input);
}
finally
if (Apply)
{
ImGuiNET.ImGui.EndDisabled();
ImGuiNET.ImGui.BeginDisabled();

try
{
context.Update(Input);
}
finally
{
ImGuiNET.ImGui.EndDisabled();
}
}

}
}
}
2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragFloat.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Float)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Float)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragFloat : ChannelWidget<float>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragFloatRange.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Float Range)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Float Range)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragFloatRange2 : ChannelWidget<Range<float>>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragInt.cs
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@@ -1,6 +1,6 @@
namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Int)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Int)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragInt : ChannelWidget<int>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragInt2.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Int2)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Int2)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragInt2 : ChannelWidget<Int2>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragInt3.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Int3)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Int3)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragInt3 : ChannelWidget<Int3>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragInt4.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Int4)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Int4)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragInt4 : ChannelWidget<Int4>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragIntRange2.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Int Range)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Int Range)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragIntRange2 : ChannelWidget<Range<int>>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragVector2.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Vector2)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Vector2)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragVector2 : ChannelWidget<Vector2>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragVector3.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Vector3)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Vector3)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragVector3 : ChannelWidget<Vector3>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Drag/DragVector4.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Drag (Vector4)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Drag (Vector4)", Category = "ImGui.Widgets", Tags = "number")]
internal partial class DragVector4 : ChannelWidget<Vector4>
{
public string? Label { get; set; }
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputFloat.cs
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@@ -1,6 +1,6 @@
namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Float)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Float)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputFloat : ChannelWidget<float>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputInt.cs
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@@ -1,6 +1,6 @@
namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Int)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Int)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputInt : ChannelWidget<int>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputInt2.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Int2)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Int2)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputInt2 : ChannelWidget<Int2>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputInt3.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Int3)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Int3)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputInt3 : ChannelWidget<Int3>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputInt4.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Int4)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Int4)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputInt4 : ChannelWidget<Int4>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputText.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (String)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (String)", Category = "ImGui.Widgets", Tags = "edit")]
internal partial class InputText : ChannelWidget<string>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputTextMultiline.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (String Multiline)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (String Multiline)", Category = "ImGui.Widgets", Tags = "edit")]
internal partial class InputTextMultiline : ChannelWidget<string>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputTextWithHint.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (String Hint)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (String Hint)", Category = "ImGui.Widgets", Tags = "edit")]
internal partial class InputTextWithHint : ChannelWidget<string>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputVector2.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Vector2)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Vector2)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputVector2 : ChannelWidget<Vector2>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputVector3.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Vector3)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Vector3)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputVector3 : ChannelWidget<Vector3>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Input/InputVector4.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Input (Vector4)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Input (Vector4)", Category = "ImGui.Widgets", Tags = "number, updown")]
internal partial class InputVector4 : ChannelWidget<Vector4>
{

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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/ObjectEditor.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode]
[GenerateNode(Category = "ImGui.Widgets.Experimental")]
internal partial class ObjectEditor : Widget
{
object? _value;
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Text/TextBullet.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Text (Bullet)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Text (Bullet)", Category = "ImGui.Widgets", Tags = "label")]
internal partial class TextBullet : Widget
{
public string? Text { private get; set; } = "[Text]";
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Text/TextWidget.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Text", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Text", Category = "ImGui.Widgets", Tags = "label")]
internal partial class TextWidget : Widget
{
public string? Text { private get; set; } = "[Text]";
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2 changes: 1 addition & 1 deletion src/VL.ImGui/Widgets/Text/TextWrapped.cs
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namespace VL.ImGui.Widgets
{
[GenerateNode(Name = "Text (Wrapped)", Category = "ImGui.Widgets")]
[GenerateNode(Name = "Text (Wrapped)", Category = "ImGui.Widgets", Tags = "label")]
internal partial class TextWrapped : Widget
{
public string? Text { private get; set; } = "[Text]";
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