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Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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examples/imgui_impl_glfw.h
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examples/imgui_impl_glfw.h
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// ImGui Platform Binding for: GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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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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// Implemented features:
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// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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struct GLFWwindow;
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IMGUI_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_API void ImGui_ImplGlfw_NewFrame();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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