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Examples: GL2: rename functions to include GL2 in name
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@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
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bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
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return false;
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}
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bool ImGui_ImplSdl_CreateDeviceObjects()
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bool ImGui_ImplSdlGL2_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
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return true;
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}
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void ImGui_ImplSdl_InvalidateDeviceObjects()
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void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
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{
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if (g_FontTexture)
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{
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@ -194,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
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}
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}
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bool ImGui_ImplSdl_Init(SDL_Window* window)
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bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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@ -234,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
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return true;
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}
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void ImGui_ImplSdl_Shutdown()
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void ImGui_ImplSdlGL2_Shutdown()
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{
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ImGui_ImplSdl_InvalidateDeviceObjects();
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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ImGui::Shutdown();
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}
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void ImGui_ImplSdl_NewFrame(SDL_Window *window)
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void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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{
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if (!g_FontTexture)
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ImGui_ImplSdl_CreateDeviceObjects();
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ImGui_ImplSdlGL2_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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