sonoro1234/LuaJIT-ImGui

Compilation and usage for LOVE2D

GeTechG opened this issue · 31 comments

Can you please give instructions on how to compile for linux?

From a sibling folder to the repo folder

cmake  -DCMAKE_BUILD_TYPE=RelWithDebInfo -DGLFW_PATH="Where to find GLFW package" -DIMPL_GLFW=yes -DIMPL_OPENGL2=yes -DIMPL_OPENGL3=yes -DIMPL_EXTRAS=yes -DLUAJIT_BIN="where LuaJIT is" ../luajit-imgui

make install

but if you use https://github.com/sonoro1234/anima it will build GLFW, SDL and LuaJIT-ImGui for you

Okay, honestly, I rarely collect anything because it's hard. What's an anima? I don't know what to do with it, so I need to clarify it for SDL2. If it's not difficult, how do you build it in more detail?

https://github.com/sonoro1234/anima is my repo for working with opengl.
You should clone it.
From a sibling folder type
cmake -DLUAJIT_BIN="where you want to install everything" ../anima
make install

Okay, thanks, maybe I'll figure it out later, but I couldn't. Here's the conclusion. Maybe I should specify luajit in DLUAJIT_BIN, I did it in an empty folder.

cmake -DLUAJIT_BIN="./" ../anima
-- The C compiler identification is GNU 9.3.0
-- The CXX compiler identification is GNU 9.3.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
CMake Error at CMakeLists.txt:70 (add_subdirectory):
  The source directory

    /home/sergey/LuaTextureEditor/anima/mirror-im

  does not contain a CMakeLists.txt file.


CMake Error at /usr/share/cmake-3.16/Modules/ExternalProject.cmake:2630 (message):
  No download info given for 'project_luajit' and its source directory:

   /home/sergey/LuaTextureEditor/anima/LuaJIT/LuaJIT

  is not an existing non-empty directory.  Please specify one of:

   * SOURCE_DIR with an existing non-empty directory
   * DOWNLOAD_COMMAND
   * URL
   * GIT_REPOSITORY
   * SVN_REPOSITORY
   * HG_REPOSITORY
   * CVS_REPOSITORY and CVS_MODULE
Call Stack (most recent call first):
  /usr/share/cmake-3.16/Modules/ExternalProject.cmake:3236 (_ep_add_download_command)
  LuaJIT/CMakeLists.txt:14 (ExternalProject_Add)


CMake Error at CMakeLists.txt:93 (add_subdirectory):
  The source directory

    /home/sergey/LuaTextureEditor/anima/LuaJIT-SDL2

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:111 (add_subdirectory):
  The source directory

    /home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:120 (add_subdirectory):
  The source directory

    /home/sergey/LuaTextureEditor/anima/luajit-async

  does not contain a CMakeLists.txt file.


-- Found OpenMP_C: -fopenmp (found version "4.5") 
-- Found OpenMP_CXX: -fopenmp (found version "4.5") 
-- Found OpenMP: TRUE (found version "4.5")  
-- openmp flags-fopenmp-fopenmp
-- Found OpenMP_C: -fopenmp  
-- Found OpenMP_CXX: -fopenmp  
-- Found OpenMP: TRUE   
-- Configuring incomplete, errors occurred!
See also "/home/sergey/LuaTextureEditor/build/CMakeFiles/CMakeOutput.log".

When you clone the repo you should do it recursively to also clone the git submodules.

For LUAJIT_BIN use ""/home/sergey/anima" for example

Okay, I did the first item, some files were not found there, but it went well. And "make install" at the end gave me errors.

[ 95%] Building CXX object LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/cimplot/cimplot.cpp.o
In file included from /home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:5:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.h:196:12: error: ‘ImPlotInputMap’ does not name a type
  196 | CIMGUI_API ImPlotInputMap* ImPlotInputMap_ImPlotInputMap(void);
      |            ^~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.h:197:40: error: variable or field ‘ImPlotInputMap_destroy’ declared void
  197 | CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self);
      |                                        ^~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.h:197:40: error: ‘ImPlotInputMap’ was not declared in this scope
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.h:197:56: error: ‘self’ was not declared in this scope
  197 | CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self);
      |                                                        ^~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.h:253:12: error: ‘ImPlotInputMap’ does not name a type
  253 | CIMGUI_API ImPlotInputMap* ImPlot_GetInputMap(void);
      |            ^~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:61:12: error: ‘ImPlotInputMap’ does not name a type
   61 | CIMGUI_API ImPlotInputMap* ImPlotInputMap_ImPlotInputMap(void)
      |            ^~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:65:40: error: variable or field ‘ImPlotInputMap_destroy’ declared void
   65 | CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self)
      |                                        ^~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:65:40: error: ‘ImPlotInputMap’ was not declared in this scope
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:65:56: error: ‘self’ was not declared in this scope
   65 | CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self)
      |                                                        ^~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘void ImPlot_PlotShadedFloatPtrFloatPtrFloatPtr(const char*, const float*, const float*, const float*, int, int, int)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:135:20: error: ‘PlotShaded’ is not a member of ‘ImPlot’
  135 |     return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,offset,stride);
      |                    ^~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:135:70: error: return-statement with a value, in function returning ‘void’ [-fpermissive]
  135 |     return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,offset,stride);
      |                                                                      ^
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘void ImPlot_PlotShadeddoublePtrdoublePtrdoublePtr(const char*, const double*, const double*, const double*, int, int, int)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:139:20: error: ‘PlotShaded’ is not a member of ‘ImPlot’
  139 |     return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,offset,stride);
      |                    ^~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:139:70: error: return-statement with a value, in function returning ‘void’ [-fpermissive]
  139 |     return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,offset,stride);
      |                                                                      ^
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘void ImPlot_PlotShadedFloatPtrFloatPtrIntFloat(const char*, const float*, const float*, int, float, int, int)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:143:20: error: ‘PlotShaded’ is not a member of ‘ImPlot’
  143 |     return ImPlot::PlotShaded(label_id,xs,ys,count,y_ref,offset,stride);
      |                    ^~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:143:71: error: return-statement with a value, in function returning ‘void’ [-fpermissive]
  143 |     return ImPlot::PlotShaded(label_id,xs,ys,count,y_ref,offset,stride);
      |                                                                       ^
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘void ImPlot_PlotShadeddoublePtrdoublePtrIntdouble(const char*, const double*, const double*, int, double, int, int)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:147:20: error: ‘PlotShaded’ is not a member of ‘ImPlot’
  147 |     return ImPlot::PlotShaded(label_id,xs,ys,count,y_ref,offset,stride);
      |                    ^~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:147:71: error: return-statement with a value, in function returning ‘void’ [-fpermissive]
  147 |     return ImPlot::PlotShaded(label_id,xs,ys,count,y_ref,offset,stride);
      |                                                                       ^
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘bool ImPlot_IsPlotXAxisHovered()’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:263:20: error: ‘IsPlotXAxisHovered’ is not a member of ‘ImPlot’; did you mean ‘IsPlotHovered’?
  263 |     return ImPlot::IsPlotXAxisHovered();
      |                    ^~~~~~~~~~~~~~~~~~
      |                    IsPlotHovered
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘bool ImPlot_IsPlotYAxisHovered(int)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:267:20: error: ‘IsPlotYAxisHovered’ is not a member of ‘ImPlot’; did you mean ‘IsPlotHovered’?
  267 |     return ImPlot::IsPlotYAxisHovered(y_axis);
      |                    ^~~~~~~~~~~~~~~~~~
      |                    IsPlotHovered
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: In function ‘bool ImPlot_IsLegendEntryHovered(const char*)’:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:287:20: error: ‘IsLegendEntryHovered’ is not a member of ‘ImPlot’
  287 |     return ImPlot::IsLegendEntryHovered(label_id);
      |                    ^~~~~~~~~~~~~~~~~~~~
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp: At global scope:
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimplot/cimplot.cpp:289:12: error: ‘ImPlotInputMap’ does not name a type
  289 | CIMGUI_API ImPlotInputMap* ImPlot_GetInputMap()
      |            ^~~~~~~~~~~~~~
make[2]: *** [LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/build.make:128: LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/cimplot/cimplot.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:639: LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/all] Error 2
make: *** [Makefile:130: all] Error 2

implot source was not up to date.
Now corrected.
do a new clone and try again please

Now it was 96% I decided to restart, but it didn't help.

[ 94%] Building C object LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/cimgui/imgui/examples/libs/gl3w/GL/gl3w.c.o
/home/sergey/LuaTextureEditor/anima/LuaJIT-ImGui/cimgui/imgui/examples/libs/gl3w/GL/gl3w.c:67:10: fatal error: GL/glx.h: No such file or directory
   67 | #include <GL/glx.h>
      |          ^~~~~~~~~~
compilation terminated.
make[2]: *** [LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/build.make:180: LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/cimgui/imgui/examples/libs/gl3w/GL/gl3w.c.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:639: LuaJIT-ImGui/CMakeFiles/cimgui_sdl.dir/all] Error 2
make: *** [Makefile:130: all] Error 2

Yes, it did help.
error is now saying that you need to install opengl developing files in your system.

google linux opengl

Ugh, it helped, the assembly was successful. I take it now everything has to be searched in the directory I indicated?

I take it now everything has to be searched in the directory I indicated?

Yes

In the anima\examples\LuaJIT-ImGui\examples folder you will find the LuaJIT examples, you should run them from a terminal (or your prefered code editor) ./anima_launcher script_to_run_path

The thing is that I'm using the LOVE2D framework and I need to run it, I thought it would be at the end of the .so dynamic library and I could connect them.

It is not a LOVE2D module but just a LuaJIT module. Someone has to port it to LOVE2D. Perhaps https://github.com/Jarodwr/love-imgui-wip but I have not tried it and it seems to need more work for linux building.

without using LuaJIT-imgui you have https://github.com/YoungNeer/lovely-imgui but I guess it will be not up to date with latest imgui

Just LOVE2D is assembled with LuaJIT

I was able to run your implementation in LOVE2D by copying the libraries to LOVE2D. And I put https://github.com/Jarodwr/love-imgui-wip, but alas, it didn't work. Thank you for trying to help me, I think you can close the issue. Next, if the author builds for linux, it'll be great.

Error: imgui/init.lua:228: Invalid draw range.
stack traceback:
	[string "boot.lua"]:777: in function <[string "boot.lua"]:773>
	[C]: in function 'setDrawRange'
	imgui/init.lua:228: in function 'render'
	main.lua:15: in function 'draw'
	[string "boot.lua"]:618: in function <[string "boot.lua"]:594>
	[C]: in function 'xpcall'

Decided to show you what I've achieved, maybe you know how to fix it. I combined sdl.lua and its init.lua, and the result worked, except that the window looks weird, but it works and moves.
изображение

I combined sdl.lua and its init.lua, and the result worked,

Without a more detailed description of what you have done I wont be able to help you.

Besides that:
What init.lua from https://github.com/Jarodwr/love-imgui-wip is trying to achieve is what should be done by https://github.com/ocornut/imgui/blob/9418dcb69355558f70de260483424412c5ca2fce/examples/imgui_impl_opengl3.cpp and https://github.com/ocornut/imgui/blob/9418dcb69355558f70de260483424412c5ca2fce/examples/imgui_impl_sdl.cpp which are the SDL2-opengl3 implementations done by @ocornut himself. They are plenty of subtileties and instead of trying to emulate that, the correct solution would be to use them as I have done in LuaJIT-imgui. But for doing this I would need the SDL_Window handle and the opengl context handle. As I dont know how to get them in LOVE2D I have posted and issue there: love2d/love#1610


Actually it was quite simple to run imgui in LOVE2D without any modification at all:
(tested in windows)

put imgui folder inside love/lua
copy cimgui_sdl.so to love folder
then create LOVE2D project with this main.lua

main.lua

local imgui = require "imgui.sdl"

local ffi = require"ffi"
ffi.cdef[[
typedef struct SDL_Window SDL_Window;
SDL_Window *SDL_GL_GetCurrentWindow(void);
void* SDL_GL_GetCurrentContext(void);
]]
local sdl = jit.os == "Windows" and ffi.load("SDL2") or ffi.C

local instance
love.load = function(table)
	local sdlwindow = sdl.SDL_GL_GetCurrentWindow()
	local openglctx = sdl.SDL_GL_GetCurrentContext()
    instance = imgui.Imgui_Impl_SDL_opengl3()
	instance:Init(sdlwindow, openglctx)
end

love.draw = function()
	instance:NewFrame()
	if imgui.Button("Hello") then print("Hello") end
    instance:Render()
end

Tell me if this is working for you so I will make imgui.love2d.lua in order to avoid sdl stuff on main.lua

@ocornut Could you please add LuaJIT-imgui to the list of LÖVE+LUA bindings?

Probably should have said that I got it then, I just imgui put it in love/lua, but with a direct request SDL I did not. At https://github.com/Jarodwr/love-imgui-wip the renderer is not via SDL but via LOVE2D, so imgui takes a table of what to draw but with LOVE2D renderer. I'll try yours later.

function imgui:render()
    lib.igRender()
    local drawData = lib.igGetDrawData()
    do --Check if the frame buffer dimensions are both above 0
        local io = lib.igGetIO()
        local frameBufferWidth = io.DisplaySize.x * io.DisplayFramebufferScale.x
        local frameBufferHeight = io.DisplaySize.y * io.DisplayFramebufferScale.y

        if frameBufferWidth == 0 or frameBufferHeight == 0 then
            return
        end
        lib.ImDrawData_ScaleClipRects(drawData, io.DisplayFramebufferScale)
    end

    for i = 0, drawData.CmdListsCount - 1 do
        local cmdList = drawData.CmdLists[i]

        local idx = {}
        for j = 1, cmdList.IdxBuffer.Size do
            idx[j] = cmdList.IdxBuffer.Data[j - 1] + 1
        end

        local verticesSize = cmdList.VtxBuffer.Size * ffi.sizeof "ImDrawVert"
        local verticesData = ffi.string(cmdList.VtxBuffer.Data, verticesSize)

        local renderMesh =
            love.graphics.newMesh(
            {
                {"VertexPosition", "float", 2},
                {"VertexTexCoord", "float", 2},
                {"VertexColor", "byte", 4}
            },
            love.image.newImageData(verticesSize / 4, 1, "rgba8", verticesData)
        )
        renderMesh:setTexture(self.textureObject)
        renderMesh:setVertexMap(idx)

        local position = 1

        for cmd_i = 0, cmdList.CmdBuffer.Size-1 do
            local pcmd = cmdList.CmdBuffer.Data[cmd_i]
            local vertexCount = pcmd.ElemCount
            local vertexPosition = position
            position = position + pcmd.ElemCount

            love.graphics.setBlendMode "alpha"
            if pcmd.TextureId == nil then
                renderMesh:setTexture(self.textureObject)
            else
                local currentTexture = pcmd.TextureId[0]
                local texture = self.textures[currentTexture]
                if texture:typeOf "Canvas" then
                    love.graphics.setBlendMode("alpha", "premultiplied")
                end
                renderMesh:setTexture(texture)
            end

            love.graphics.setScissor(
                pcmd.ClipRect.x,
                pcmd.ClipRect.y,
                pcmd.ClipRect.z - pcmd.ClipRect.x,
                pcmd.ClipRect.w - pcmd.ClipRect.y
            )
            
            renderMesh:setDrawRange(vertexPosition, vertexCount)
            love.graphics.draw(renderMesh)
        end

        love.graphics.setScissor()
    end
end

Everything is working fine, thank you for taking the initiative and even creating an offer for the developers to make a bridge. Even though it's a trifle, so far all I can do is to point you in the information to my application as contributing to its development, because I was even thinking about switching to some other language.
I added a bit, so I think that's a bit more correct.

local imgui = require "imgui.sdl"

local ffi = require"ffi"
ffi.cdef[[
typedef struct SDL_Window SDL_Window;
SDL_Window *SDL_GL_GetCurrentWindow(void);
void* SDL_GL_GetCurrentContext(void);
]]
local sdl = jit.os == "Windows" and ffi.load("SDL2") or ffi.C

local instance
love.load = function(table)
	local sdlwindow = sdl.SDL_GL_GetCurrentWindow()
	local openglctx = sdl.SDL_GL_GetCurrentContext()
        instance = imgui.Imgui_Impl_SDL_opengl3()
	instance:Init(sdlwindow, openglctx)
end

love.draw = function()
	instance:NewFrame()
	if imgui.Button("Hello") then print("Hello") end
        instance:Render()
end

love.quit = function()
  instance:destroy()
end

изображение
UPD1
I found that typing wasn't working, so I was able to do a peek at Jarodwr, but I couldn't erase the text and a couple more hotkeys.
main.lua

love.textinput = function(text)
    instance:__textInput(text)
end

sdl.lua

function Imgui_Impl_SDL_opengl3:__textInput(text)
    lib.ImGuiIO_AddInputCharactersUTF8(lib.igGetIO(),text)
end

Yes, sdl events were missing now there is imgui.love module and a love example.
Could you give it a try?

Error

imgui/sdl.lua:2365: /home/sergey/love2d/lib/x86_64-linux-gnu/libcimgui.so: undefined symbol: igGetBackgroundDrawList


Traceback

[C]: in function '__index'
imgui/sdl.lua:2365: in main chunk
[C]: in function 'require'
imgui/love.lua:252: in main chunk
[C]: in function 'require'
main.lua:1: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
[C]: in function 'xpcall'

I think you are mixing the imgui lua modules from master branch with the module compiled from docking_inter branch (this is the module included in anima).
I can see also that you changed the module name from cimgui_sdl to libcimgui,
Please just do a fresh intall and move to love folder what was in anima folder.
( or perhaps try to directly compile LuaJIT-ImGui without anima and pointing -DLUAJIT_BIN="path to love")

So, I have to rebuild? I downloaded from github, copied from lua's folder, that's all.

Or dont rebuild but take the lua modules from docking_inter branch (the one you get when you clone anima)

Everything's okay, and it's working.

I have also improved building LuaJIT-ImGui alone (without anima) with dependencies in the readme and a new linux script.
Remember to check-out the desired branch (master or docking-inter)

Okay, I'll check.

Added use_imgui_viewport, will only work in docking-inter branch.
Only left to do overloading of love.window.setMode and love.window.updateMode because using them after imgui.love_load would make LuaJIT-ImGui to loose window and context.
The overloading will do instance:destroy() and call imgui.love_load again

Error

imgui/sdl.lua:1342: /home/sergey/love2d/lib/x86_64-linux-gnu/libcimgui_sdl.so: undefined symbol: ImGuiLastItemDataBackup_Backup


Traceback

[C]: in function '__index'
imgui/sdl.lua:1342: in main chunk
[C]: in function 'require'
imgui/love.lua:253: in main chunk
[C]: in function 'require'
main.lua:8: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
[C]: in function 'xpcall'

imgui/sdl.lua:1342: /home/sergey/love2d/lib/x86_64-linux-gnu/libcimgui_sdl.so: undefined symbol: ImGuiLastItemDataBackup_Backup

First of all: This is not a general imgui.love issue, (Compilation and usage for LOVE2D) you should open a new issue for things happening in the future.

You should provide context information about the issue: version, commit, branch ...

This error you are posting is not according to current imgui.sdl docking_inter branch https://github.com/sonoro1234/LuaJIT-ImGui/blob/docking_inter/lua/imgui/sdl.lua#L1342

please open new issue with this. Should be called undefined symbol
meanwhile try to recompile from correct git source
https://github.com/sonoro1234/LuaJIT-ImGui#cloning