io.RenderDrawListsFn=ImGui_ImplA5_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.RenderDrawListsFn=ImGui_ImplDX11_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.RenderDrawListsFn=ImGui_ImplDX9_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_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_ImplSdl_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.