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Added note about feedback + event handling
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@ -2,6 +2,7 @@ _(had to turn off wiki editing, see [Home](Home) for details. you may post meani
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## Index
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- [Feedback Wanted!](#feedback-wanted)
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- [Preamble](#preamble)
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- [Game Loop?](#game-loop)
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- [Compiling/Linking](#compilinglinking)
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@ -18,6 +19,11 @@ _(had to turn off wiki editing, see [Home](Home) for details. you may post meani
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- [Additional code to enable Multi-viewports](#additional-code-to-enable-multi-viewports)
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- [Once you are setup...](#once-you-are-setup)
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## Feedback Wanted!
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> [!IMPORTANT]
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> After you are done setting up Dear ImGui in your application/project, please share _any feedback_ you may have in [#9040](https://github.com/ocornut/imgui/discussions/9040).<BR>Even if you made mistakes or created yourself a problem of your own, or misread a documentation: your feedback helps tweaking documentation for future users.
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## Preamble
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**This is a Tutorial for getting Dear ImGui integrated in your C++ application using our standard backends.**
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@ -138,6 +144,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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// (Your code process Win32 messages)
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// (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)
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```
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Add to Shutdown:
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```cpp
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@ -207,6 +214,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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(Your code process Windows messages.)
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// (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)
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```
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Add to Shutdown:
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```cpp
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@ -264,6 +272,9 @@ ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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```
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Event handling:
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- You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.
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That should be all!
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## Example: If you are using GLFW + Metal (on Apple devices)
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@ -314,6 +325,9 @@ ImGui_ImplMetal_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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```
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Event handling:
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- You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.
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That should be all!
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## Example: If you are using SDL2/SDL3 + OpenGL/WebGL
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@ -347,6 +361,7 @@ Add to start of main loop:
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```cpp
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// (Where your code calls SDL_PollEvent())
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ImGui_ImplSDL2_ProcessEvent(&event); // Forward your event to backend
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// (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)
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```
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```cpp
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// (After event loop)
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@ -370,6 +385,7 @@ ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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```
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That should be all!
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## Example: If you are using SDL2/SDL3 + Vulkan
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@ -434,6 +450,8 @@ Add to start of main loop:
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```cpp
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// (Where your code calls SDL_PollEvent())
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ImGui_ImplSDL2_ProcessEvent(&event); // Forward your event to backend
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// (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)
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```
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```cpp
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// (After event loop)
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@ -457,6 +475,7 @@ ImGui_ImplVulkan_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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```
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That should be all!
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## Example: If you are using SDL3 + SDL_GPU
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@ -493,6 +512,7 @@ Add to start of main loop:
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```cpp
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// (Where your code calls SDL_PollEvent())
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ImGui_ImplSDL3_ProcessEvent(&event); // Forward your event to backend
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// (You should discard mouse/keyboard messages in your game/engine when io.WantCaptureMouse/io.WantCaptureKeyboard are set.)
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```
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```cpp
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// (After event loop)
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