// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// TODO:
// - Clipboard is not supported.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
io.RenderDrawListsFn=ImGui_ImplGlfw_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfw_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfwGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfwGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplSdl_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplSdl_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplSdlGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplSdlGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
@ -861,6 +861,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
io.RenderDrawListsFn=ImGui_ImplGlfwVulkan_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfwVulkan_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.