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// ImGui Platform Binding for: GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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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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// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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struct GLFWwindow ;
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IMGUI_API bool ImGui_ImplGlfw_InitForOpenGL ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_API bool ImGui_ImplGlfw_InitForVulkan ( GLFWwindow * window , bool install_callbacks ) ;
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IMGUI_API void ImGui_ImplGlfw_Shutdown ( ) ;
IMGUI_API void ImGui_ImplGlfw_NewFrame ( ) ;
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
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IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods ) ;
IMGUI_API void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset ) ;
IMGUI_API void ImGui_ImplGlfw_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods ) ;
IMGUI_API void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c ) ;