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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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# include "imgui.h"
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# include "imgui_impl_glfw.h"
# include "imgui_impl_opengl3.h"
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# include <stdio.h>
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# if defined(IMGUI_IMPL_OPENGL_ES2)
# include <GLES2/gl2.h>
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// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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# include <GL/gl3w.h> // Initialize with gl3wInit()
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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# include <GL/glew.h> // Initialize with glewInit()
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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# include <glad/glad.h> // Initialize with gladLoadGL()
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
# include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
# define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
# include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
# include <glbinding/gl/gl.h>
using namespace gl ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
# define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
# include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
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# include <glbinding/gl/gl.h>
using namespace gl ;
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# else
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# include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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# endif
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// Include glfw3.h after our OpenGL definitions
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# include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
# if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
# pragma comment(lib, "legacy_stdio_definitions")
# endif
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static void glfw_error_callback ( int error , const char * description )
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{
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fprintf ( stderr , " Glfw Error %d: %s \n " , error , description ) ;
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}
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int main ( int , char * * )
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{
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// Setup window
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glfwSetErrorCallback ( glfw_error_callback ) ;
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if ( ! glfwInit ( ) )
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return 1 ;
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// Decide GL+GLSL versions
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# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 2 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 0 ) ;
glfwWindowHint ( GLFW_CLIENT_API , GLFW_OPENGL_ES_API ) ;
# elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
const char * glsl_version = " #version 150 " ;
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glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
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glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 2 ) ;
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glfwWindowHint ( GLFW_OPENGL_PROFILE , GLFW_OPENGL_CORE_PROFILE ) ; // 3.2+ only
glfwWindowHint ( GLFW_OPENGL_FORWARD_COMPAT , GL_TRUE ) ; // Required on Mac
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 0 ) ;
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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# endif
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// Create window with graphics context
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GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " Dear ImGui GLFW+OpenGL3 example " , NULL , NULL ) ;
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if ( window = = NULL )
return 1 ;
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glfwMakeContextCurrent ( window ) ;
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glfwSwapInterval ( 1 ) ; // Enable vsync
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// Initialize OpenGL loader
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# if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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bool err = gl3wInit ( ) ! = 0 ;
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit ( ) ! = GLEW_OK ;
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL ( ) = = 0 ;
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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bool err = gladLoadGL ( glfwGetProcAddress ) = = 0 ; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
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# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false ;
glbinding : : Binding : : initialize ( ) ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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bool err = false ;
glbinding : : initialize ( [ ] ( const char * name ) { return ( glbinding : : ProcAddress ) glfwGetProcAddress ( name ) ; } ) ;
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# else
bool err = false ; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
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# endif
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if ( err )
{
fprintf ( stderr , " Failed to initialize OpenGL loader! \n " ) ;
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return 1 ;
}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
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io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
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//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle & style = ImGui : : GetStyle ( ) ;
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL ( window , true ) ;
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ImGui_ImplOpenGL3_Init ( glsl_version ) ;
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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while ( ! glfwWindowShouldClose ( window ) )
{
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// Poll and handle events (inputs, window resize, etc.)
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents ( ) ;
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplGlfw_NewFrame ( ) ;
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ImGui : : NewFrame ( ) ;
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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{
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static float f = 0.0f ;
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static int counter = 0 ;
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ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
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ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
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ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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ImGui : : End ( ) ;
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}
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// 3. Show another simple window.
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if ( show_another_window )
{
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ImGui : : Begin ( " Another Window " , & show_another_window ) ; // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
// Rendering
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ImGui : : Render ( ) ;
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int display_w , display_h ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
glViewport ( 0 , 0 , display_w , display_h ) ;
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glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
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ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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// Update and Render additional Platform Windows
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// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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{
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GLFWwindow * backup_current_context = glfwGetCurrentContext ( ) ;
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ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
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glfwMakeContextCurrent ( backup_current_context ) ;
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}
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glfwSwapBuffers ( window ) ;
}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplGlfw_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
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glfwDestroyWindow ( window ) ;
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glfwTerminate ( ) ;
return 0 ;
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}