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Move tiny_gltf.h/.cc, tinygltf_json.h, json.hpp, stb_image*, loader_example.cc, examples/, wasm/, experimental/, legacy tests and fuzzers under attic/. TinyGLTF v3 C (tiny_gltf_v3.h/.c + tinygltf_json_c.h) is now the mainline: - CMakeLists.txt: v3 C tests only, installs only v3 files - tests/Makefile and Makefile: build/run the v3 C testers - test_runner.py: verifies v3 C tester output only (no v1 ground truth) - CI workflows: build and test v3 C only (GCC/Clang/MSVC/Meson/sanitizers) - README: v3 C quick start, testing, licenses; legacy moved to attic/
18 lines
650 B
C++
18 lines
650 B
C++
// ImGui BtGui binding with OpenGL
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#include <imgui.h>
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class b3gDefaultOpenGLWindow;
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IMGUI_API bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window);
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IMGUI_API void ImGui_ImplBtGui_Shutdown();
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IMGUI_API void ImGui_ImplBtGui_NewFrame(int mouse_x, int mouse_y);
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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_ImplBtGui_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplBtGui_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplBtGui_SetKeyState(int key, bool pressed);
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IMGUI_API void ImGui_ImplBtGui_SetChar(int c);
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IMGUI_API void ImGui_ImplBtGui_SetMouseButtonState(int button, bool pressed);
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