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Examples: Comments about GLFW/SDL versions
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// dear imgui: Platform Binding for GLFW
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// dear 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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// 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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// (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+)
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// Implemented features:
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Clipboard support.
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// dear imgui: Platform Binding for SDL2
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// dear imgui: Platform Binding for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
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// Implemented features:
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
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#if !SDL_HAS_VULKAN
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#if !SDL_HAS_VULKAN
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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#endif
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