Updated imgui to v1.91.8-docking.
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#
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# Makefile to use with GLFW+emscripten
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# See https://emscripten.org/docs/getting_started/downloads.html
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# for installation instructions.
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#
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# This Makefile assumes you have loaded emscripten's environment.
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# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
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#
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# Running `make -f Makefile.emscripten` will produce three files:
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# - web/index.html
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# - web/index.js
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# - web/index.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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WEB_DIR = web
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EXE = $(WEB_DIR)/index.html
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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CPPFLAGS =
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LDFLAGS =
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EMS =
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##---------------------------------------------------------------------
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## EMSCRIPTEN OPTIONS
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##---------------------------------------------------------------------
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# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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# Emscripten allows preloading a file or folder to be accessible at runtime.
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# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
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# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
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# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
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USE_FILE_SYSTEM ?= 0
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ifeq ($(USE_FILE_SYSTEM), 0)
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LDFLAGS += -s NO_FILESYSTEM=1
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CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
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endif
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ifeq ($(USE_FILE_SYSTEM), 1)
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LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
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endif
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##---------------------------------------------------------------------
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## FINAL BUILD FLAGS
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##---------------------------------------------------------------------
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CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os $(EMS)
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LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
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LDFLAGS += $(EMS)
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(EXE)
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$(WEB_DIR):
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mkdir $@
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serve: all
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python3 -m http.server -d $(WEB_DIR)
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$(EXE): $(OBJS) $(WEB_DIR)
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$(CXX) -o $@ $(OBJS) $(LDFLAGS)
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clean:
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rm -rf $(OBJS) $(WEB_DIR)
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@@ -5,4 +5,4 @@
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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@@ -91,6 +91,7 @@
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@@ -105,6 +106,7 @@
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@@ -122,6 +124,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@@ -142,6 +145,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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+21
-3
@@ -1,7 +1,11 @@
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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.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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@@ -39,11 +43,17 @@ int main(int, char**)
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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// GL ES 2.0 + GLSL 100 (WebGL 1.0)
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const char* glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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const char* glsl_version = "#version 300 es";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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@@ -92,6 +102,9 @@ int main(int, char**)
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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@@ -132,6 +145,11 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// 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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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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