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Examples: SDL: Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one
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@ -185,7 +185,7 @@ 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_ImplSdl_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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@ -9,9 +9,9 @@
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
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IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdl_Shutdown();
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IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
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IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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