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Merge branch 'context'
# Conflicts: # examples/allegro5_example/main.cpp # examples/directx10_example/main.cpp # examples/directx11_example/main.cpp # examples/directx9_example/main.cpp # examples/marmalade_example/main.cpp # examples/opengl2_example/main.cpp # examples/opengl3_example/main.cpp # examples/sdl_opengl2_example/main.cpp # examples/sdl_opengl3_example/main.cpp # examples/vulkan_example/main.cpp
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@ -209,8 +209,6 @@ void ImGui_Marmalade_InvalidateDeviceObjects()
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bool ImGui_Marmalade_Init(bool install_callbacks)
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{
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IwGxInit();
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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@ -251,8 +249,6 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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void ImGui_Marmalade_Shutdown()
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{
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ImGui_Marmalade_InvalidateDeviceObjects();
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ImGui::Shutdown();
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IwGxTerminate();
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}
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void ImGui_Marmalade_NewFrame()
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@ -14,7 +14,10 @@
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int main(int, char**)
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{
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IwGxInit();
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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_Marmalade_Init(true);
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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@ -104,6 +107,8 @@ int main(int, char**)
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// Cleanup
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ImGui_Marmalade_Shutdown();
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ImGui::DestroyContext();
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IwGxTerminate();
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return 0;
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}
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