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Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
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examples/allegro5_example/imgui_impl_allegro5.h
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examples/allegro5_example/imgui_impl_allegro5.h
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// ImGui Allegro 5 bindings
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// Implemented features:
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// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// Missing features:
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// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
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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, Original code by @birthggd
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#pragma once
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_API void ImGui_ImplA5_Shutdown();
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IMGUI_API void ImGui_ImplA5_NewFrame();
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IMGUI_API void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();
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