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Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo.
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examples/README.txt

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@@ -44,7 +44,7 @@ You can find binaries of some of those example applications at:
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- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
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and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
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You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
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You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
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to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
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at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
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cursor only when an interactive drag is in progress.
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.

examples/example_allegro5/main.cpp

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// ImGui - standalone example application for Allegro 5
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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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// dear imgui: standalone example application for Allegro 5
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <stdint.h>
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#include <allegro5/allegro.h>

examples/example_apple_metal/Shared/ViewController.mm

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// If we want to receive key events, we either need to be in the responder chain of the key view,
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// or else we can install a local monitor. The consequence of this heavy-handed approach is that
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// we receive events for all controls, not just ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream, though
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// we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
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// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream, though we
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// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
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[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
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BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);

examples/example_apple_opengl2/main.mm

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// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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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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// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "../imgui_impl_osx.h"

examples/example_freeglut_opengl2/main.cpp

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// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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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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// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
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#include "imgui.h"
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void glut_display_func()
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{
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// Start the ImGui frame
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplFreeGLUT_NewFrame();
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// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
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glutDisplayFunc(glut_display_func);
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// Setup ImGui binding
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// Setup Dear ImGui binding
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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

examples/example_glfw_opengl2/main.cpp

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// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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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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// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**

examples/example_glfw_opengl3/main.cpp

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// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
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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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// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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#include "imgui.h"

examples/example_glfw_vulkan/main.cpp

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// ImGui - standalone example application for Glfw + Vulkan
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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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// dear imgui: standalone example application for Glfw + Vulkan
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"

examples/example_marmalade/main.cpp

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// ImGui - standalone example application for Marmalade
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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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// dear imgui: standalone example application for Marmalade
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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// This file is part of Dear ImGui
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#include "imgui.h"
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#include "imgui_impl_marmalade.h"

examples/example_null/main.cpp

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// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
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// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
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#include "imgui.h"
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#include <stdio.h>
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