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							19 lines
						
					
					
						
							1.1 KiB
						
					
					
				// ImGui SDL2 binding with OpenGL3 | 
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' 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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struct SDL_Window; | 
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typedef union SDL_Event SDL_Event; | 
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IMGUI_API bool        ImGui_ImplSdlGL3_Init(SDL_Window* window); | 
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IMGUI_API void        ImGui_ImplSdlGL3_Shutdown(); | 
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IMGUI_API void        ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); | 
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IMGUI_API bool        ImGui_ImplSdlGL3_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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IMGUI_API void        ImGui_ImplSdlGL3_InvalidateDeviceObjects(); | 
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IMGUI_API bool        ImGui_ImplSdlGL3_CreateDeviceObjects();
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