Vulkan example.
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// ImGui GLFW binding with Vulkan + shaders
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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 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_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
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#define IMGUI_VK_QUEUED_FRAMES 2
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struct GLFWwindow;
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struct ImGui_ImplGlfwVulkan_Init_Data{
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VkAllocationCallbacks* allocator;
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VkPhysicalDevice gpu;
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VkDevice device;
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VkRenderPass render_pass;
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VkPipelineCache pipeline_cache;
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VkDescriptorPool descriptor_pool;
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void (*check_vk_result)(VkResult err);
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};
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IMGUI_API bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data);
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IMGUI_API void ImGui_ImplGlfwVulkan_Shutdown();
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IMGUI_API void ImGui_ImplGlfwVulkan_NewFrame();
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IMGUI_API void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer);
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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_ImplGlfwVulkan_InvalidateFontUploadObjects();
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IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_API bool ImGui_ImplGlfwVulkan_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_API void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow* window, unsigned int c);
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