Index: gui_example.cpp
===================================================================
--- imgui_example.cpp	(revision c1ca5b55021392978b68e9f786332e7124db0ff4)
+++ 	(revision )
@@ -1,133 +1,0 @@
-// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-
-#include "IMGUI/imgui.h"
-#include "imgui_impl_glfw_gl3.h"
-#include <stdio.h>
-
-#include <GL/glew.h>
-#include <GLFW/glfw3.h>
-
-static void glfw_error_callback(int error, const char* description)
-{
-   fprintf(stderr, "Error %d: %s\n", error, description);
-}
-
-int mainimgui(int, char**)
-{
-   // Setup window
-   glfwSetErrorCallback(glfw_error_callback);
-   if (!glfwInit())
-      return 1;
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
-   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-#if __APPLE__
-   glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
-#endif
-   GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
-   glfwMakeContextCurrent(window);
-   glfwSwapInterval(1); // Enable vsync
-
-   glewExperimental = GL_TRUE;
-   glewInit();
-
-   // Setup Dear ImGui binding
-   IMGUI_CHECKVERSION();
-   ImGui::CreateContext();
-   ImGuiIO& io = ImGui::GetIO(); (void)io;
-   //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
-   //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
-   ImGui_ImplGlfwGL3_Init(window, true);
-
-   // Setup style
-   ImGui::StyleColorsDark();
-   //ImGui::StyleColorsClassic();
-
-   // Load Fonts
-   // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
-   // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
-   // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
-   // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
-   // - Read 'misc/fonts/README.txt' for more instructions and details.
-   // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
-   //io.Fonts->AddFontDefault();
-   //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
-   //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
-   //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
-   //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
-   //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
-   //IM_ASSERT(font != NULL);
-
-   bool show_demo_window = true;
-   bool show_another_window = false;
-   ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
-
-   // Main loop
-   while (!glfwWindowShouldClose(window))
-   {
-      // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-      // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-      // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-      // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-      glfwPollEvents();
-      ImGui_ImplGlfwGL3_NewFrame();
-
-      // 1. Show a simple window.
-      // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
-      {
-         static float f = 0.0f;
-         static int counter = 0;
-         ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
-         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
-         ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
-
-         ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
-         ImGui::Checkbox("Another Window", &show_another_window);
-
-         if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
-            counter++;
-         ImGui::SameLine();
-         ImGui::Text("counter = %d", counter);
-
-         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
-      }
-
-      // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
-      if (show_another_window)
-      {
-         ImGui::Begin("Another Window", &show_another_window);
-         ImGui::Text("Hello from another window!");
-         if (ImGui::Button("Close Me"))
-            show_another_window = false;
-         ImGui::End();
-      }
-
-      // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
-      if (show_demo_window)
-      {
-         ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
-         ImGui::ShowDemoWindow(&show_demo_window);
-      }
-
-      // Rendering
-      int display_w, display_h;
-      glfwGetFramebufferSize(window, &display_w, &display_h);
-      glViewport(0, 0, display_w, display_h);
-      glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
-      glClear(GL_COLOR_BUFFER_BIT);
-      ImGui::Render();
-      ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
-      glfwSwapBuffers(window);
-   }
-
-   // Cleanup
-   ImGui_ImplGlfwGL3_Shutdown();
-   ImGui::DestroyContext();
-
-   glfwDestroyWindow(window);
-   glfwTerminate();
-
-   return 0;
-}
Index: makefile
===================================================================
--- makefile	(revision c1ca5b55021392978b68e9f786332e7124db0ff4)
+++ makefile	(revision 1a616e6e61882886c3e02b167e6974c73c8cafce)
@@ -1,5 +1,5 @@
 OS = $(shell uname)
 CC = g++
-CFLAGS = -std=c++0x -Wall -pedantic #-Wextra
+CFLAGS = -std=c++0x -Wall -pedantic#-Wextra
 
 ifeq ($(OS),Darwin)
@@ -10,8 +10,10 @@
 endif
 
+IMGUI_FILES = IMGUI/imgui_demo.cpp IMGUI/imgui_draw.cpp IMGUI/imgui.cpp
+
 # If I were generating .o files as well, I should use $? instead of $^
 # as this well prevent regenerating .o files for unchanged .cpp files
 
-newgame: new-game.cpp logger.cpp stb_image.cpp
+newgame: new-game.cpp logger.cpp stb_image.cpp imgui_impl_glfw_gl3.cpp $(IMGUI_FILES)
 	$(CC) $^ $(DEP) $(CFLAGS) -o $@
 
