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Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw
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@ -7,7 +7,8 @@
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// See imgui_impl_glfw.cpp for details.
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#include "imgui.h"
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#include "imgui_impl_glfw_gl2.h"
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#include "../imgui_impl_glfw.h"
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#include "../imgui_impl_opengl2.h"
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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@ -29,7 +30,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui_ImplGlfwGL2_Init(window, true);
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ImGui_ImplGlfw_Init(window, true);
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ImGui_ImplOpenGL2_Init();
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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// Setup style
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@ -63,7 +65,8 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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ImGui_ImplGlfwGL2_NewFrame();
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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@ -110,12 +113,13 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
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ImGui::Render();
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ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplGlfwGL2_Shutdown();
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwTerminate();
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