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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
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struct GLFWwindow ;
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struct GLFWmonitor ;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL ( GLFWwindow * window , bool install_callbacks ) ;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame ( ) ;
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// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback ( GLFWwindow * window , int focused ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback ( GLFWwindow * window , int entered ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods ) ;
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c ) ;
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * monitor , int event ) ;