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							22 lines
						
					
					
						
							1.0 KiB
						
					
					
				// ImGui Allegro 5 bindings | 
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// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | 
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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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// by @birthggd | 
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#pragma once | 
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struct ALLEGRO_DISPLAY; | 
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union ALLEGRO_EVENT; | 
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IMGUI_API bool    ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); | 
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IMGUI_API void    ImGui_ImplA5_Shutdown(); | 
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IMGUI_API void    ImGui_ImplA5_NewFrame(); | 
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IMGUI_API bool    ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); | 
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// Use if you want to reset your rendering device without losing ImGui state. | 
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IMGUI_API bool    Imgui_ImplA5_CreateDeviceObjects(); | 
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IMGUI_API void    ImGui_ImplA5_InvalidateDeviceObjects();
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