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	| Author | SHA1 | Date | |
|---|---|---|---|
| f9744ec8d6 | |||
| 7a691c76ae | |||
| 02d60643fd | |||
| 74f997d8a0 | |||
| f3ced56ce3 | 
							
								
								
									
										10
									
								
								build.zig
									
									
									
									
									
								
							
							
						
						
									
										10
									
								
								build.zig
									
									
									
									
									
								
							@@ -4,6 +4,8 @@ pub const Backend = enum {
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		||||
    no_backend,
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		||||
    glfw_wgpu,
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		||||
    win32_dx12,
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		||||
    glfw_opengl3,
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		||||
    sdl2_opengl3,
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		||||
};
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		||||
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		||||
pub const BuildOptions = struct {
 | 
			
		||||
@@ -68,6 +70,14 @@ pub fn link(exe: *std.build.LibExeObjStep, bos: BuildOptionsStep) void {
 | 
			
		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", cflags);
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_wgpu.cpp", cflags);
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		||||
        },
 | 
			
		||||
        .glfw_opengl3 => {
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", cflags);
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags);
 | 
			
		||||
        },
 | 
			
		||||
        .sdl2_opengl3 => {
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp", cflags);
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags);
 | 
			
		||||
        },
 | 
			
		||||
        .win32_dx12 => {
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_win32.cpp", cflags);
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		||||
            exe.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_dx12.cpp", cflags);
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										897
									
								
								libs/imgui/backends/imgui_impl_opengl3.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										897
									
								
								libs/imgui/backends/imgui_impl_opengl3.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,897 @@
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		||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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		||||
// - Desktop GL: 2.x 3.x 4.x
 | 
			
		||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 | 
			
		||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | 
			
		||||
//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// CHANGELOG
 | 
			
		||||
// (minor and older changes stripped away, please see git history for details)
 | 
			
		||||
//  2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
 | 
			
		||||
//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
 | 
			
		||||
//  2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
 | 
			
		||||
//  2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
 | 
			
		||||
//  2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
 | 
			
		||||
//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
 | 
			
		||||
//  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
 | 
			
		||||
//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
 | 
			
		||||
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 | 
			
		||||
//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
 | 
			
		||||
//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
 | 
			
		||||
//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
 | 
			
		||||
//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 | 
			
		||||
//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
 | 
			
		||||
//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
 | 
			
		||||
//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
 | 
			
		||||
//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
 | 
			
		||||
//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
 | 
			
		||||
//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
 | 
			
		||||
//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
 | 
			
		||||
//  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
 | 
			
		||||
//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
 | 
			
		||||
//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
 | 
			
		||||
//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
 | 
			
		||||
//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
 | 
			
		||||
//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
 | 
			
		||||
//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
 | 
			
		||||
//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
 | 
			
		||||
//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 | 
			
		||||
//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 | 
			
		||||
//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
 | 
			
		||||
//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
 | 
			
		||||
//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
 | 
			
		||||
//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
 | 
			
		||||
//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
 | 
			
		||||
//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
 | 
			
		||||
//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 | 
			
		||||
//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
 | 
			
		||||
//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 | 
			
		||||
//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
 | 
			
		||||
//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
 | 
			
		||||
//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
 | 
			
		||||
//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
 | 
			
		||||
//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 | 
			
		||||
//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
 | 
			
		||||
//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
 | 
			
		||||
//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
 | 
			
		||||
//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
 | 
			
		||||
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
 | 
			
		||||
//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
 | 
			
		||||
//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
 | 
			
		||||
//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
 | 
			
		||||
//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
 | 
			
		||||
//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
 | 
			
		||||
//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
 | 
			
		||||
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
// OpenGL    GLSL      GLSL
 | 
			
		||||
// version   version   string
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
//  2.0       110       "#version 110"
 | 
			
		||||
//  2.1       120       "#version 120"
 | 
			
		||||
//  3.0       130       "#version 130"
 | 
			
		||||
//  3.1       140       "#version 140"
 | 
			
		||||
//  3.2       150       "#version 150"
 | 
			
		||||
//  3.3       330       "#version 330 core"
 | 
			
		||||
//  4.0       400       "#version 400 core"
 | 
			
		||||
//  4.1       410       "#version 410 core"
 | 
			
		||||
//  4.2       420       "#version 410 core"
 | 
			
		||||
//  4.3       430       "#version 430 core"
 | 
			
		||||
//  ES 2.0    100       "#version 100"      = WebGL 1.0
 | 
			
		||||
//  ES 3.0    300       "#version 300 es"   = WebGL 2.0
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
 | 
			
		||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
 | 
			
		||||
#define _CRT_SECURE_NO_WARNINGS
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include "imgui.h"
 | 
			
		||||
#include "imgui_impl_opengl3.h"
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
 | 
			
		||||
#include <stddef.h>     // intptr_t
 | 
			
		||||
#else
 | 
			
		||||
#include <stdint.h>     // intptr_t
 | 
			
		||||
#endif
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Clang warnings with -Weverything
 | 
			
		||||
#if defined(__clang__)
 | 
			
		||||
#pragma clang diagnostic push
 | 
			
		||||
#pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast
 | 
			
		||||
#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
 | 
			
		||||
#endif
 | 
			
		||||
#if defined(__GNUC__)
 | 
			
		||||
#pragma GCC diagnostic push
 | 
			
		||||
#pragma GCC diagnostic ignored "-Wcast-function-type"   // warning: cast between incompatible function types
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// GL includes
 | 
			
		||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
 | 
			
		||||
#include <OpenGLES/ES2/gl.h>    // Use GL ES 2
 | 
			
		||||
#else
 | 
			
		||||
#include <GLES2/gl2.h>          // Use GL ES 2
 | 
			
		||||
#endif
 | 
			
		||||
#if defined(__EMSCRIPTEN__)
 | 
			
		||||
#ifndef GL_GLEXT_PROTOTYPES
 | 
			
		||||
#define GL_GLEXT_PROTOTYPES
 | 
			
		||||
#endif
 | 
			
		||||
#include <GLES2/gl2ext.h>
 | 
			
		||||
#endif
 | 
			
		||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
 | 
			
		||||
#include <OpenGLES/ES3/gl.h>    // Use GL ES 3
 | 
			
		||||
#else
 | 
			
		||||
#include <GLES3/gl3.h>          // Use GL ES 3
 | 
			
		||||
#endif
 | 
			
		||||
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
 | 
			
		||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
 | 
			
		||||
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
 | 
			
		||||
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
 | 
			
		||||
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
 | 
			
		||||
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
 | 
			
		||||
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
 | 
			
		||||
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
 | 
			
		||||
#define IMGL3W_IMPL
 | 
			
		||||
#include "imgui_impl_opengl3_loader.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
 | 
			
		||||
#ifndef IMGUI_IMPL_OPENGL_ES2
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
#elif defined(__EMSCRIPTEN__)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
#define glBindVertexArray       glBindVertexArrayOES
 | 
			
		||||
#define glGenVertexArrays       glGenVertexArraysOES
 | 
			
		||||
#define glDeleteVertexArrays    glDeleteVertexArraysOES
 | 
			
		||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
 | 
			
		||||
#ifdef GL_POLYGON_MODE
 | 
			
		||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.3+ has glBindSampler()
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL use extension detection
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// [Debugging]
 | 
			
		||||
//#define IMGUI_IMPL_OPENGL_DEBUG
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#define GL_CALL(_CALL)      do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0)  // Call with error check
 | 
			
		||||
#else
 | 
			
		||||
#define GL_CALL(_CALL)      _CALL   // Call without error check
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// OpenGL Data
 | 
			
		||||
struct ImGui_ImplOpenGL3_Data
 | 
			
		||||
{
 | 
			
		||||
    GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
 | 
			
		||||
    char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.
 | 
			
		||||
    GLuint          FontTexture;
 | 
			
		||||
    GLuint          ShaderHandle;
 | 
			
		||||
    GLint           AttribLocationTex;       // Uniforms location
 | 
			
		||||
    GLint           AttribLocationProjMtx;
 | 
			
		||||
    GLuint          AttribLocationVtxPos;    // Vertex attributes location
 | 
			
		||||
    GLuint          AttribLocationVtxUV;
 | 
			
		||||
    GLuint          AttribLocationVtxColor;
 | 
			
		||||
    unsigned int    VboHandle, ElementsHandle;
 | 
			
		||||
    GLsizeiptr      VertexBufferSize;
 | 
			
		||||
    GLsizeiptr      IndexBufferSize;
 | 
			
		||||
    bool            HasClipOrigin;
 | 
			
		||||
    bool            UseBufferSubData;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | 
			
		||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | 
			
		||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
 | 
			
		||||
{
 | 
			
		||||
    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
 | 
			
		||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
struct ImGui_ImplOpenGL3_VtxAttribState
 | 
			
		||||
{
 | 
			
		||||
    GLint   Enabled, Size, Type, Normalized, Stride;
 | 
			
		||||
    GLvoid* Ptr;
 | 
			
		||||
 | 
			
		||||
    void GetState(GLint index)
 | 
			
		||||
    {
 | 
			
		||||
        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
 | 
			
		||||
        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
 | 
			
		||||
        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
 | 
			
		||||
        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
 | 
			
		||||
        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
 | 
			
		||||
        glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
 | 
			
		||||
    }
 | 
			
		||||
    void SetState(GLint index)
 | 
			
		||||
    {
 | 
			
		||||
        glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
 | 
			
		||||
        if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Functions
 | 
			
		||||
bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
 | 
			
		||||
 | 
			
		||||
    // Initialize our loader
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
 | 
			
		||||
    if (imgl3wInit() != 0)
 | 
			
		||||
    {
 | 
			
		||||
        fprintf(stderr, "Failed to initialize OpenGL loader!\n");
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup backend capabilities flags
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
 | 
			
		||||
    io.BackendRendererUserData = (void*)bd;
 | 
			
		||||
    io.BackendRendererName = "imgui_impl_opengl3";
 | 
			
		||||
 | 
			
		||||
    // Query for GL version (e.g. 320 for GL 3.2)
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
    GLint major = 0;
 | 
			
		||||
    GLint minor = 0;
 | 
			
		||||
    glGetIntegerv(GL_MAJOR_VERSION, &major);
 | 
			
		||||
    glGetIntegerv(GL_MINOR_VERSION, &minor);
 | 
			
		||||
    if (major == 0 && minor == 0)
 | 
			
		||||
    {
 | 
			
		||||
        // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
 | 
			
		||||
        const char* gl_version = (const char*)glGetString(GL_VERSION);
 | 
			
		||||
        sscanf(gl_version, "%d.%d", &major, &minor);
 | 
			
		||||
    }
 | 
			
		||||
    bd->GlVersion = (GLuint)(major * 100 + minor * 10);
 | 
			
		||||
 | 
			
		||||
    bd->UseBufferSubData = false;
 | 
			
		||||
    /*
 | 
			
		||||
    // Query vendor to enable glBufferSubData kludge
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
    if (const char* vendor = (const char*)glGetString(GL_VENDOR))
 | 
			
		||||
        if (strncmp(vendor, "Intel", 5) == 0)
 | 
			
		||||
            bd->UseBufferSubData = true;
 | 
			
		||||
#endif
 | 
			
		||||
    */
 | 
			
		||||
#else
 | 
			
		||||
    bd->GlVersion = 200; // GLES 2
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
 | 
			
		||||
    printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
    if (bd->GlVersion >= 320)
 | 
			
		||||
        io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Store GLSL version string so we can refer to it later in case we recreate shaders.
 | 
			
		||||
    // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
 | 
			
		||||
    if (glsl_version == nullptr)
 | 
			
		||||
    {
 | 
			
		||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
        glsl_version = "#version 100";
 | 
			
		||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
        glsl_version = "#version 300 es";
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
        glsl_version = "#version 150";
 | 
			
		||||
#else
 | 
			
		||||
        glsl_version = "#version 130";
 | 
			
		||||
#endif
 | 
			
		||||
    }
 | 
			
		||||
    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
 | 
			
		||||
    strcpy(bd->GlslVersionString, glsl_version);
 | 
			
		||||
    strcat(bd->GlslVersionString, "\n");
 | 
			
		||||
 | 
			
		||||
    // Make an arbitrary GL call (we don't actually need the result)
 | 
			
		||||
    // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
 | 
			
		||||
    GLint current_texture;
 | 
			
		||||
    glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
 | 
			
		||||
 | 
			
		||||
    // Detect extensions we support
 | 
			
		||||
    bd->HasClipOrigin = (bd->GlVersion >= 450);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
 | 
			
		||||
    GLint num_extensions = 0;
 | 
			
		||||
    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
 | 
			
		||||
    for (GLint i = 0; i < num_extensions; i++)
 | 
			
		||||
    {
 | 
			
		||||
        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
 | 
			
		||||
        if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
 | 
			
		||||
            bd->HasClipOrigin = true;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | 
			
		||||
    io.BackendRendererName = nullptr;
 | 
			
		||||
    io.BackendRendererUserData = nullptr;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
 | 
			
		||||
 | 
			
		||||
    if (!bd->ShaderHandle)
 | 
			
		||||
        ImGui_ImplOpenGL3_CreateDeviceObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
 | 
			
		||||
    glEnable(GL_BLEND);
 | 
			
		||||
    glBlendEquation(GL_FUNC_ADD);
 | 
			
		||||
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
    glDisable(GL_CULL_FACE);
 | 
			
		||||
    glDisable(GL_DEPTH_TEST);
 | 
			
		||||
    glDisable(GL_STENCIL_TEST);
 | 
			
		||||
    glEnable(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    if (bd->GlVersion >= 310)
 | 
			
		||||
        glDisable(GL_PRIMITIVE_RESTART);
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
 | 
			
		||||
#if defined(GL_CLIP_ORIGIN)
 | 
			
		||||
    bool clip_origin_lower_left = true;
 | 
			
		||||
    if (bd->HasClipOrigin)
 | 
			
		||||
    {
 | 
			
		||||
        GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
 | 
			
		||||
        if (current_clip_origin == GL_UPPER_LEFT)
 | 
			
		||||
            clip_origin_lower_left = false;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup viewport, orthographic projection matrix
 | 
			
		||||
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
 | 
			
		||||
    GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
 | 
			
		||||
    float L = draw_data->DisplayPos.x;
 | 
			
		||||
    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
 | 
			
		||||
    float T = draw_data->DisplayPos.y;
 | 
			
		||||
    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
 | 
			
		||||
#if defined(GL_CLIP_ORIGIN)
 | 
			
		||||
    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
 | 
			
		||||
#endif
 | 
			
		||||
    const float ortho_projection[4][4] =
 | 
			
		||||
    {
 | 
			
		||||
        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
 | 
			
		||||
        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
 | 
			
		||||
        { 0.0f,         0.0f,        -1.0f,   0.0f },
 | 
			
		||||
        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
 | 
			
		||||
    };
 | 
			
		||||
    glUseProgram(bd->ShaderHandle);
 | 
			
		||||
    glUniform1i(bd->AttribLocationTex, 0);
 | 
			
		||||
    glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    if (bd->GlVersion >= 330)
 | 
			
		||||
        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    (void)vertex_array_object;
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindVertexArray(vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Bind vertex/index buffers and setup attributes for ImDrawVert
 | 
			
		||||
    GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
 | 
			
		||||
    GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// OpenGL3 Render function.
 | 
			
		||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
 | 
			
		||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
 | 
			
		||||
void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | 
			
		||||
{
 | 
			
		||||
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | 
			
		||||
    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
 | 
			
		||||
    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
 | 
			
		||||
    if (fb_width <= 0 || fb_height <= 0)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Backup GL state
 | 
			
		||||
    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
 | 
			
		||||
    glActiveTexture(GL_TEXTURE0);
 | 
			
		||||
    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
 | 
			
		||||
    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
 | 
			
		||||
#endif
 | 
			
		||||
    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
 | 
			
		||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
 | 
			
		||||
    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
 | 
			
		||||
    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
 | 
			
		||||
    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
 | 
			
		||||
    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
 | 
			
		||||
#endif
 | 
			
		||||
    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
 | 
			
		||||
    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
 | 
			
		||||
    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
 | 
			
		||||
    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
 | 
			
		||||
    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
 | 
			
		||||
    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
 | 
			
		||||
    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
 | 
			
		||||
    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
 | 
			
		||||
    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
 | 
			
		||||
    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
 | 
			
		||||
    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | 
			
		||||
    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
 | 
			
		||||
    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup desired GL state
 | 
			
		||||
    // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
 | 
			
		||||
    // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
 | 
			
		||||
    GLuint vertex_array_object = 0;
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GL_CALL(glGenVertexArrays(1, &vertex_array_object));
 | 
			
		||||
#endif
 | 
			
		||||
    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
 | 
			
		||||
 | 
			
		||||
    // Will project scissor/clipping rectangles into framebuffer space
 | 
			
		||||
    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
 | 
			
		||||
    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
 | 
			
		||||
 | 
			
		||||
    // Render command lists
 | 
			
		||||
    for (int n = 0; n < draw_data->CmdListsCount; n++)
 | 
			
		||||
    {
 | 
			
		||||
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | 
			
		||||
 | 
			
		||||
        // Upload vertex/index buffers
 | 
			
		||||
        // - OpenGL drivers are in a very sorry state nowadays....
 | 
			
		||||
        //   During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
 | 
			
		||||
        //   of leaks on Intel GPU when using multi-viewports on Windows.
 | 
			
		||||
        // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
 | 
			
		||||
        // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
 | 
			
		||||
        //   We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
 | 
			
		||||
        // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
 | 
			
		||||
        const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
 | 
			
		||||
        const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
 | 
			
		||||
        if (bd->UseBufferSubData)
 | 
			
		||||
        {
 | 
			
		||||
            if (bd->VertexBufferSize < vtx_buffer_size)
 | 
			
		||||
            {
 | 
			
		||||
                bd->VertexBufferSize = vtx_buffer_size;
 | 
			
		||||
                GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
 | 
			
		||||
            }
 | 
			
		||||
            if (bd->IndexBufferSize < idx_buffer_size)
 | 
			
		||||
            {
 | 
			
		||||
                bd->IndexBufferSize = idx_buffer_size;
 | 
			
		||||
                GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
 | 
			
		||||
            }
 | 
			
		||||
            GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
 | 
			
		||||
            GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
 | 
			
		||||
            GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
 | 
			
		||||
        {
 | 
			
		||||
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | 
			
		||||
            if (pcmd->UserCallback != nullptr)
 | 
			
		||||
            {
 | 
			
		||||
                // User callback, registered via ImDrawList::AddCallback()
 | 
			
		||||
                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | 
			
		||||
                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
 | 
			
		||||
                    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
 | 
			
		||||
                else
 | 
			
		||||
                    pcmd->UserCallback(cmd_list, pcmd);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                // Project scissor/clipping rectangles into framebuffer space
 | 
			
		||||
                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
 | 
			
		||||
                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
 | 
			
		||||
                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
 | 
			
		||||
                    continue;
 | 
			
		||||
 | 
			
		||||
                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
 | 
			
		||||
                GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
 | 
			
		||||
 | 
			
		||||
                // Bind texture, Draw
 | 
			
		||||
                GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
                if (bd->GlVersion >= 320)
 | 
			
		||||
                    GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
 | 
			
		||||
                else
 | 
			
		||||
#endif
 | 
			
		||||
                GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Destroy the temporary VAO
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glUseProgram(last_program);
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    if (bd->GlVersion >= 330)
 | 
			
		||||
        glBindSampler(0, last_sampler);
 | 
			
		||||
#endif
 | 
			
		||||
    glActiveTexture(last_active_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindVertexArray(last_vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | 
			
		||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
 | 
			
		||||
    last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
 | 
			
		||||
    last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
 | 
			
		||||
    last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
 | 
			
		||||
#endif
 | 
			
		||||
    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
 | 
			
		||||
    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
 | 
			
		||||
    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
 | 
			
		||||
    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
 | 
			
		||||
    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
 | 
			
		||||
    if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
 | 
			
		||||
    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
 | 
			
		||||
#endif
 | 
			
		||||
    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
 | 
			
		||||
    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
 | 
			
		||||
    (void)bd; // Not all compilation paths use this
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Build texture atlas
 | 
			
		||||
    unsigned char* pixels;
 | 
			
		||||
    int width, height;
 | 
			
		||||
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
 | 
			
		||||
 | 
			
		||||
    // Upload texture to graphics system
 | 
			
		||||
    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
 | 
			
		||||
    GLint last_texture;
 | 
			
		||||
    GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
 | 
			
		||||
    GL_CALL(glGenTextures(1, &bd->FontTexture));
 | 
			
		||||
    GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
 | 
			
		||||
    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
 | 
			
		||||
    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
 | 
			
		||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
 | 
			
		||||
    GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
 | 
			
		||||
#endif
 | 
			
		||||
    GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
 | 
			
		||||
 | 
			
		||||
    // Store our identifier
 | 
			
		||||
    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
 | 
			
		||||
 | 
			
		||||
    // Restore state
 | 
			
		||||
    GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    if (bd->FontTexture)
 | 
			
		||||
    {
 | 
			
		||||
        glDeleteTextures(1, &bd->FontTexture);
 | 
			
		||||
        io.Fonts->SetTexID(0);
 | 
			
		||||
        bd->FontTexture = 0;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
 | 
			
		||||
static bool CheckShader(GLuint handle, const char* desc)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    GLint status = 0, log_length = 0;
 | 
			
		||||
    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
 | 
			
		||||
    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
 | 
			
		||||
    if ((GLboolean)status == GL_FALSE)
 | 
			
		||||
        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
 | 
			
		||||
    if (log_length > 1)
 | 
			
		||||
    {
 | 
			
		||||
        ImVector<char> buf;
 | 
			
		||||
        buf.resize((int)(log_length + 1));
 | 
			
		||||
        glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
 | 
			
		||||
        fprintf(stderr, "%s\n", buf.begin());
 | 
			
		||||
    }
 | 
			
		||||
    return (GLboolean)status == GL_TRUE;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
 | 
			
		||||
static bool CheckProgram(GLuint handle, const char* desc)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    GLint status = 0, log_length = 0;
 | 
			
		||||
    glGetProgramiv(handle, GL_LINK_STATUS, &status);
 | 
			
		||||
    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
 | 
			
		||||
    if ((GLboolean)status == GL_FALSE)
 | 
			
		||||
        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
 | 
			
		||||
    if (log_length > 1)
 | 
			
		||||
    {
 | 
			
		||||
        ImVector<char> buf;
 | 
			
		||||
        buf.resize((int)(log_length + 1));
 | 
			
		||||
        glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
 | 
			
		||||
        fprintf(stderr, "%s\n", buf.begin());
 | 
			
		||||
    }
 | 
			
		||||
    return (GLboolean)status == GL_TRUE;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Backup GL state
 | 
			
		||||
    GLint last_texture, last_array_buffer;
 | 
			
		||||
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | 
			
		||||
    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GLint last_vertex_array;
 | 
			
		||||
    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Parse GLSL version string
 | 
			
		||||
    int glsl_version = 130;
 | 
			
		||||
    sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
 | 
			
		||||
 | 
			
		||||
    const GLchar* vertex_shader_glsl_120 =
 | 
			
		||||
        "uniform mat4 ProjMtx;\n"
 | 
			
		||||
        "attribute vec2 Position;\n"
 | 
			
		||||
        "attribute vec2 UV;\n"
 | 
			
		||||
        "attribute vec4 Color;\n"
 | 
			
		||||
        "varying vec2 Frag_UV;\n"
 | 
			
		||||
        "varying vec4 Frag_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Frag_UV = UV;\n"
 | 
			
		||||
        "    Frag_Color = Color;\n"
 | 
			
		||||
        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* vertex_shader_glsl_130 =
 | 
			
		||||
        "uniform mat4 ProjMtx;\n"
 | 
			
		||||
        "in vec2 Position;\n"
 | 
			
		||||
        "in vec2 UV;\n"
 | 
			
		||||
        "in vec4 Color;\n"
 | 
			
		||||
        "out vec2 Frag_UV;\n"
 | 
			
		||||
        "out vec4 Frag_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Frag_UV = UV;\n"
 | 
			
		||||
        "    Frag_Color = Color;\n"
 | 
			
		||||
        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* vertex_shader_glsl_300_es =
 | 
			
		||||
        "precision highp float;\n"
 | 
			
		||||
        "layout (location = 0) in vec2 Position;\n"
 | 
			
		||||
        "layout (location = 1) in vec2 UV;\n"
 | 
			
		||||
        "layout (location = 2) in vec4 Color;\n"
 | 
			
		||||
        "uniform mat4 ProjMtx;\n"
 | 
			
		||||
        "out vec2 Frag_UV;\n"
 | 
			
		||||
        "out vec4 Frag_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Frag_UV = UV;\n"
 | 
			
		||||
        "    Frag_Color = Color;\n"
 | 
			
		||||
        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* vertex_shader_glsl_410_core =
 | 
			
		||||
        "layout (location = 0) in vec2 Position;\n"
 | 
			
		||||
        "layout (location = 1) in vec2 UV;\n"
 | 
			
		||||
        "layout (location = 2) in vec4 Color;\n"
 | 
			
		||||
        "uniform mat4 ProjMtx;\n"
 | 
			
		||||
        "out vec2 Frag_UV;\n"
 | 
			
		||||
        "out vec4 Frag_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Frag_UV = UV;\n"
 | 
			
		||||
        "    Frag_Color = Color;\n"
 | 
			
		||||
        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_glsl_120 =
 | 
			
		||||
        "#ifdef GL_ES\n"
 | 
			
		||||
        "    precision mediump float;\n"
 | 
			
		||||
        "#endif\n"
 | 
			
		||||
        "uniform sampler2D Texture;\n"
 | 
			
		||||
        "varying vec2 Frag_UV;\n"
 | 
			
		||||
        "varying vec4 Frag_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_glsl_130 =
 | 
			
		||||
        "uniform sampler2D Texture;\n"
 | 
			
		||||
        "in vec2 Frag_UV;\n"
 | 
			
		||||
        "in vec4 Frag_Color;\n"
 | 
			
		||||
        "out vec4 Out_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_glsl_300_es =
 | 
			
		||||
        "precision mediump float;\n"
 | 
			
		||||
        "uniform sampler2D Texture;\n"
 | 
			
		||||
        "in vec2 Frag_UV;\n"
 | 
			
		||||
        "in vec4 Frag_Color;\n"
 | 
			
		||||
        "layout (location = 0) out vec4 Out_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_glsl_410_core =
 | 
			
		||||
        "in vec2 Frag_UV;\n"
 | 
			
		||||
        "in vec4 Frag_Color;\n"
 | 
			
		||||
        "uniform sampler2D Texture;\n"
 | 
			
		||||
        "layout (location = 0) out vec4 Out_Color;\n"
 | 
			
		||||
        "void main()\n"
 | 
			
		||||
        "{\n"
 | 
			
		||||
        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
 | 
			
		||||
        "}\n";
 | 
			
		||||
 | 
			
		||||
    // Select shaders matching our GLSL versions
 | 
			
		||||
    const GLchar* vertex_shader = nullptr;
 | 
			
		||||
    const GLchar* fragment_shader = nullptr;
 | 
			
		||||
    if (glsl_version < 130)
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_120;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_120;
 | 
			
		||||
    }
 | 
			
		||||
    else if (glsl_version >= 410)
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_410_core;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_410_core;
 | 
			
		||||
    }
 | 
			
		||||
    else if (glsl_version == 300)
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_300_es;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_300_es;
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_130;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_130;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Create shaders
 | 
			
		||||
    const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
 | 
			
		||||
    GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
 | 
			
		||||
    glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
 | 
			
		||||
    glCompileShader(vert_handle);
 | 
			
		||||
    CheckShader(vert_handle, "vertex shader");
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
 | 
			
		||||
    GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
 | 
			
		||||
    glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
 | 
			
		||||
    glCompileShader(frag_handle);
 | 
			
		||||
    CheckShader(frag_handle, "fragment shader");
 | 
			
		||||
 | 
			
		||||
    // Link
 | 
			
		||||
    bd->ShaderHandle = glCreateProgram();
 | 
			
		||||
    glAttachShader(bd->ShaderHandle, vert_handle);
 | 
			
		||||
    glAttachShader(bd->ShaderHandle, frag_handle);
 | 
			
		||||
    glLinkProgram(bd->ShaderHandle);
 | 
			
		||||
    CheckProgram(bd->ShaderHandle, "shader program");
 | 
			
		||||
 | 
			
		||||
    glDetachShader(bd->ShaderHandle, vert_handle);
 | 
			
		||||
    glDetachShader(bd->ShaderHandle, frag_handle);
 | 
			
		||||
    glDeleteShader(vert_handle);
 | 
			
		||||
    glDeleteShader(frag_handle);
 | 
			
		||||
 | 
			
		||||
    bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
 | 
			
		||||
    bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
 | 
			
		||||
    bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
 | 
			
		||||
    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
 | 
			
		||||
    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
 | 
			
		||||
 | 
			
		||||
    // Create buffers
 | 
			
		||||
    glGenBuffers(1, &bd->VboHandle);
 | 
			
		||||
    glGenBuffers(1, &bd->ElementsHandle);
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_CreateFontsTexture();
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindVertexArray(last_vertex_array);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    if (bd->VboHandle)      { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
 | 
			
		||||
    if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
 | 
			
		||||
    if (bd->ShaderHandle)   { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if defined(__GNUC__)
 | 
			
		||||
#pragma GCC diagnostic pop
 | 
			
		||||
#endif
 | 
			
		||||
#if defined(__clang__)
 | 
			
		||||
#pragma clang diagnostic pop
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										57
									
								
								libs/imgui/backends/imgui_impl_opengl3.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								libs/imgui/backends/imgui_impl_opengl3.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,57 @@
 | 
			
		||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
 | 
			
		||||
// - Desktop GL: 2.x 3.x 4.x
 | 
			
		||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 | 
			
		||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | 
			
		||||
//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// About GLSL version:
 | 
			
		||||
//  The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
 | 
			
		||||
//  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
 | 
			
		||||
//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "imgui.h"      // IMGUI_IMPL_API
 | 
			
		||||
 | 
			
		||||
extern "C" {
 | 
			
		||||
 // Backend API
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
 | 
			
		||||
 | 
			
		||||
 // (Optional) Called by Init/NewFrame/Shutdown
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Specific OpenGL ES versions
 | 
			
		||||
//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
 | 
			
		||||
//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
 | 
			
		||||
 | 
			
		||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
 | 
			
		||||
 && !defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
 | 
			
		||||
// Try to detect GLES on matching platforms
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
 | 
			
		||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
 | 
			
		||||
#else
 | 
			
		||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										794
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										794
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,794 @@
 | 
			
		||||
//-----------------------------------------------------------------------------
 | 
			
		||||
// About imgui_impl_opengl3_loader.h:
 | 
			
		||||
//
 | 
			
		||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
 | 
			
		||||
// which proved to be endless problems for users.
 | 
			
		||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
 | 
			
		||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
 | 
			
		||||
//
 | 
			
		||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
 | 
			
		||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
 | 
			
		||||
//
 | 
			
		||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
 | 
			
		||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
 | 
			
		||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
 | 
			
		||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
 | 
			
		||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
 | 
			
		||||
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
 | 
			
		||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
 | 
			
		||||
//
 | 
			
		||||
// Regenerate with:
 | 
			
		||||
//   python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
 | 
			
		||||
//
 | 
			
		||||
// More info:
 | 
			
		||||
//   https://github.com/dearimgui/gl3w_stripped
 | 
			
		||||
//   https://github.com/ocornut/imgui/issues/4445
 | 
			
		||||
//-----------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
 * This file was generated with gl3w_gen.py, part of imgl3w
 | 
			
		||||
 * (hosted at https://github.com/dearimgui/gl3w_stripped)
 | 
			
		||||
 *
 | 
			
		||||
 * This is free and unencumbered software released into the public domain.
 | 
			
		||||
 *
 | 
			
		||||
 * Anyone is free to copy, modify, publish, use, compile, sell, or
 | 
			
		||||
 * distribute this software, either in source code form or as a compiled
 | 
			
		||||
 * binary, for any purpose, commercial or non-commercial, and by any
 | 
			
		||||
 * means.
 | 
			
		||||
 *
 | 
			
		||||
 * In jurisdictions that recognize copyright laws, the author or authors
 | 
			
		||||
 * of this software dedicate any and all copyright interest in the
 | 
			
		||||
 * software to the public domain. We make this dedication for the benefit
 | 
			
		||||
 * of the public at large and to the detriment of our heirs and
 | 
			
		||||
 * successors. We intend this dedication to be an overt act of
 | 
			
		||||
 * relinquishment in perpetuity of all present and future rights to this
 | 
			
		||||
 * software under copyright law.
 | 
			
		||||
 *
 | 
			
		||||
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 | 
			
		||||
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 | 
			
		||||
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 | 
			
		||||
 * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 | 
			
		||||
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 | 
			
		||||
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 | 
			
		||||
 * OTHER DEALINGS IN THE SOFTWARE.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#ifndef __gl3w_h_
 | 
			
		||||
#define __gl3w_h_
 | 
			
		||||
 | 
			
		||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
 | 
			
		||||
#ifndef __khrplatform_h_
 | 
			
		||||
typedef          float         khronos_float_t;
 | 
			
		||||
typedef signed   char          khronos_int8_t;
 | 
			
		||||
typedef unsigned char          khronos_uint8_t;
 | 
			
		||||
typedef signed   short int     khronos_int16_t;
 | 
			
		||||
typedef unsigned short int     khronos_uint16_t;
 | 
			
		||||
#ifdef _WIN64
 | 
			
		||||
typedef signed   long long int khronos_intptr_t;
 | 
			
		||||
typedef signed   long long int khronos_ssize_t;
 | 
			
		||||
#else
 | 
			
		||||
typedef signed   long  int     khronos_intptr_t;
 | 
			
		||||
typedef signed   long  int     khronos_ssize_t;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if defined(_MSC_VER) && !defined(__clang__)
 | 
			
		||||
typedef signed   __int64       khronos_int64_t;
 | 
			
		||||
typedef unsigned __int64       khronos_uint64_t;
 | 
			
		||||
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
 | 
			
		||||
#include <stdint.h>
 | 
			
		||||
typedef          int64_t       khronos_int64_t;
 | 
			
		||||
typedef          uint64_t      khronos_uint64_t;
 | 
			
		||||
#else
 | 
			
		||||
typedef signed   long long     khronos_int64_t;
 | 
			
		||||
typedef unsigned long long     khronos_uint64_t;
 | 
			
		||||
#endif
 | 
			
		||||
#endif  // __khrplatform_h_
 | 
			
		||||
 | 
			
		||||
#ifndef __gl_glcorearb_h_
 | 
			
		||||
#define __gl_glcorearb_h_ 1
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
** Copyright 2013-2020 The Khronos Group Inc.
 | 
			
		||||
** SPDX-License-Identifier: MIT
 | 
			
		||||
**
 | 
			
		||||
** This header is generated from the Khronos OpenGL / OpenGL ES XML
 | 
			
		||||
** API Registry. The current version of the Registry, generator scripts
 | 
			
		||||
** used to make the header, and the header can be found at
 | 
			
		||||
**   https://github.com/KhronosGroup/OpenGL-Registry
 | 
			
		||||
*/
 | 
			
		||||
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
 | 
			
		||||
#ifndef WIN32_LEAN_AND_MEAN
 | 
			
		||||
#define WIN32_LEAN_AND_MEAN 1
 | 
			
		||||
#endif
 | 
			
		||||
#include <windows.h>
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef APIENTRY
 | 
			
		||||
#define APIENTRY
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef APIENTRYP
 | 
			
		||||
#define APIENTRYP APIENTRY *
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef GLAPI
 | 
			
		||||
#define GLAPI extern
 | 
			
		||||
#endif
 | 
			
		||||
/* glcorearb.h is for use with OpenGL core profile implementations.
 | 
			
		||||
** It should should be placed in the same directory as gl.h and
 | 
			
		||||
** included as <GL/glcorearb.h>.
 | 
			
		||||
**
 | 
			
		||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
 | 
			
		||||
** implementation together with APIs in newer ARB extensions which 
 | 
			
		||||
** can be supported by the core profile. It does not, and never will
 | 
			
		||||
** include functionality removed from the core profile, such as
 | 
			
		||||
** fixed-function vertex and fragment processing.
 | 
			
		||||
**
 | 
			
		||||
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
 | 
			
		||||
** <GL/glext.h> in the same source file.
 | 
			
		||||
*/
 | 
			
		||||
/* Generated C header for:
 | 
			
		||||
 * API: gl
 | 
			
		||||
 * Profile: core
 | 
			
		||||
 * Versions considered: .*
 | 
			
		||||
 * Versions emitted: .*
 | 
			
		||||
 * Default extensions included: glcore
 | 
			
		||||
 * Additional extensions included: _nomatch_^
 | 
			
		||||
 * Extensions removed: _nomatch_^
 | 
			
		||||
 */
 | 
			
		||||
#ifndef GL_VERSION_1_0
 | 
			
		||||
typedef void GLvoid;
 | 
			
		||||
typedef unsigned int GLenum;
 | 
			
		||||
 | 
			
		||||
typedef khronos_float_t GLfloat;
 | 
			
		||||
typedef int GLint;
 | 
			
		||||
typedef int GLsizei;
 | 
			
		||||
typedef unsigned int GLbitfield;
 | 
			
		||||
typedef double GLdouble;
 | 
			
		||||
typedef unsigned int GLuint;
 | 
			
		||||
typedef unsigned char GLboolean;
 | 
			
		||||
typedef khronos_uint8_t GLubyte;
 | 
			
		||||
#define GL_COLOR_BUFFER_BIT               0x00004000
 | 
			
		||||
#define GL_FALSE                          0
 | 
			
		||||
#define GL_TRUE                           1
 | 
			
		||||
#define GL_TRIANGLES                      0x0004
 | 
			
		||||
#define GL_ONE                            1
 | 
			
		||||
#define GL_SRC_ALPHA                      0x0302
 | 
			
		||||
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
 | 
			
		||||
#define GL_FRONT_AND_BACK                 0x0408
 | 
			
		||||
#define GL_POLYGON_MODE                   0x0B40
 | 
			
		||||
#define GL_CULL_FACE                      0x0B44
 | 
			
		||||
#define GL_DEPTH_TEST                     0x0B71
 | 
			
		||||
#define GL_STENCIL_TEST                   0x0B90
 | 
			
		||||
#define GL_VIEWPORT                       0x0BA2
 | 
			
		||||
#define GL_BLEND                          0x0BE2
 | 
			
		||||
#define GL_SCISSOR_BOX                    0x0C10
 | 
			
		||||
#define GL_SCISSOR_TEST                   0x0C11
 | 
			
		||||
#define GL_UNPACK_ROW_LENGTH              0x0CF2
 | 
			
		||||
#define GL_PACK_ALIGNMENT                 0x0D05
 | 
			
		||||
#define GL_TEXTURE_2D                     0x0DE1
 | 
			
		||||
#define GL_UNSIGNED_BYTE                  0x1401
 | 
			
		||||
#define GL_UNSIGNED_SHORT                 0x1403
 | 
			
		||||
#define GL_UNSIGNED_INT                   0x1405
 | 
			
		||||
#define GL_FLOAT                          0x1406
 | 
			
		||||
#define GL_RGBA                           0x1908
 | 
			
		||||
#define GL_FILL                           0x1B02
 | 
			
		||||
#define GL_VENDOR                         0x1F00
 | 
			
		||||
#define GL_RENDERER                       0x1F01
 | 
			
		||||
#define GL_VERSION                        0x1F02
 | 
			
		||||
#define GL_EXTENSIONS                     0x1F03
 | 
			
		||||
#define GL_LINEAR                         0x2601
 | 
			
		||||
#define GL_TEXTURE_MAG_FILTER             0x2800
 | 
			
		||||
#define GL_TEXTURE_MIN_FILTER             0x2801
 | 
			
		||||
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
 | 
			
		||||
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
 | 
			
		||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
 | 
			
		||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
 | 
			
		||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
 | 
			
		||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
 | 
			
		||||
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
 | 
			
		||||
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
 | 
			
		||||
GLAPI void APIENTRY glClear (GLbitfield mask);
 | 
			
		||||
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
 | 
			
		||||
GLAPI void APIENTRY glDisable (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glEnable (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glFlush (void);
 | 
			
		||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
 | 
			
		||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
 | 
			
		||||
GLAPI GLenum APIENTRY glGetError (void);
 | 
			
		||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
 | 
			
		||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
 | 
			
		||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_0 */
 | 
			
		||||
#ifndef GL_VERSION_1_1
 | 
			
		||||
typedef khronos_float_t GLclampf;
 | 
			
		||||
typedef double GLclampd;
 | 
			
		||||
#define GL_TEXTURE_BINDING_2D             0x8069
 | 
			
		||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
 | 
			
		||||
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
 | 
			
		||||
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
 | 
			
		||||
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_1 */
 | 
			
		||||
#ifndef GL_VERSION_1_3
 | 
			
		||||
#define GL_TEXTURE0                       0x84C0
 | 
			
		||||
#define GL_ACTIVE_TEXTURE                 0x84E0
 | 
			
		||||
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glActiveTexture (GLenum texture);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_3 */
 | 
			
		||||
#ifndef GL_VERSION_1_4
 | 
			
		||||
#define GL_BLEND_DST_RGB                  0x80C8
 | 
			
		||||
#define GL_BLEND_SRC_RGB                  0x80C9
 | 
			
		||||
#define GL_BLEND_DST_ALPHA                0x80CA
 | 
			
		||||
#define GL_BLEND_SRC_ALPHA                0x80CB
 | 
			
		||||
#define GL_FUNC_ADD                       0x8006
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
 | 
			
		||||
GLAPI void APIENTRY glBlendEquation (GLenum mode);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_4 */
 | 
			
		||||
#ifndef GL_VERSION_1_5
 | 
			
		||||
typedef khronos_ssize_t GLsizeiptr;
 | 
			
		||||
typedef khronos_intptr_t GLintptr;
 | 
			
		||||
#define GL_ARRAY_BUFFER                   0x8892
 | 
			
		||||
#define GL_ELEMENT_ARRAY_BUFFER           0x8893
 | 
			
		||||
#define GL_ARRAY_BUFFER_BINDING           0x8894
 | 
			
		||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
 | 
			
		||||
#define GL_STREAM_DRAW                    0x88E0
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
 | 
			
		||||
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
 | 
			
		||||
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
 | 
			
		||||
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
 | 
			
		||||
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_5 */
 | 
			
		||||
#ifndef GL_VERSION_2_0
 | 
			
		||||
typedef char GLchar;
 | 
			
		||||
typedef khronos_int16_t GLshort;
 | 
			
		||||
typedef khronos_int8_t GLbyte;
 | 
			
		||||
typedef khronos_uint16_t GLushort;
 | 
			
		||||
#define GL_BLEND_EQUATION_RGB             0x8009
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
 | 
			
		||||
#define GL_BLEND_EQUATION_ALPHA           0x883D
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
 | 
			
		||||
#define GL_FRAGMENT_SHADER                0x8B30
 | 
			
		||||
#define GL_VERTEX_SHADER                  0x8B31
 | 
			
		||||
#define GL_COMPILE_STATUS                 0x8B81
 | 
			
		||||
#define GL_LINK_STATUS                    0x8B82
 | 
			
		||||
#define GL_INFO_LOG_LENGTH                0x8B84
 | 
			
		||||
#define GL_CURRENT_PROGRAM                0x8B8D
 | 
			
		||||
#define GL_UPPER_LEFT                     0x8CA2
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
 | 
			
		||||
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
 | 
			
		||||
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
 | 
			
		||||
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
 | 
			
		||||
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
 | 
			
		||||
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
 | 
			
		||||
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
 | 
			
		||||
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glCompileShader (GLuint shader);
 | 
			
		||||
GLAPI GLuint APIENTRY glCreateProgram (void);
 | 
			
		||||
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
 | 
			
		||||
GLAPI void APIENTRY glDeleteProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glDeleteShader (GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
 | 
			
		||||
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
 | 
			
		||||
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
 | 
			
		||||
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
 | 
			
		||||
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
 | 
			
		||||
GLAPI void APIENTRY glLinkProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
 | 
			
		||||
GLAPI void APIENTRY glUseProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
 | 
			
		||||
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
 | 
			
		||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_2_0 */
 | 
			
		||||
#ifndef GL_VERSION_3_0
 | 
			
		||||
typedef khronos_uint16_t GLhalf;
 | 
			
		||||
#define GL_MAJOR_VERSION                  0x821B
 | 
			
		||||
#define GL_MINOR_VERSION                  0x821C
 | 
			
		||||
#define GL_NUM_EXTENSIONS                 0x821D
 | 
			
		||||
#define GL_FRAMEBUFFER_SRGB               0x8DB9
 | 
			
		||||
#define GL_VERTEX_ARRAY_BINDING           0x85B5
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
 | 
			
		||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
 | 
			
		||||
GLAPI void APIENTRY glBindVertexArray (GLuint array);
 | 
			
		||||
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
 | 
			
		||||
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_0 */
 | 
			
		||||
#ifndef GL_VERSION_3_1
 | 
			
		||||
#define GL_VERSION_3_1 1
 | 
			
		||||
#define GL_PRIMITIVE_RESTART              0x8F9D
 | 
			
		||||
#endif /* GL_VERSION_3_1 */
 | 
			
		||||
#ifndef GL_VERSION_3_2
 | 
			
		||||
#define GL_VERSION_3_2 1
 | 
			
		||||
typedef struct __GLsync *GLsync;
 | 
			
		||||
typedef khronos_uint64_t GLuint64;
 | 
			
		||||
typedef khronos_int64_t GLint64;
 | 
			
		||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_2 */
 | 
			
		||||
#ifndef GL_VERSION_3_3
 | 
			
		||||
#define GL_VERSION_3_3 1
 | 
			
		||||
#define GL_SAMPLER_BINDING                0x8919
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_1
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
 | 
			
		||||
#endif /* GL_VERSION_4_1 */
 | 
			
		||||
#ifndef GL_VERSION_4_3
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_VERSION_4_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_5
 | 
			
		||||
#define GL_CLIP_ORIGIN                    0x935C
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
 | 
			
		||||
#endif /* GL_VERSION_4_5 */
 | 
			
		||||
#ifndef GL_ARB_bindless_texture
 | 
			
		||||
typedef khronos_uint64_t GLuint64EXT;
 | 
			
		||||
#endif /* GL_ARB_bindless_texture */
 | 
			
		||||
#ifndef GL_ARB_cl_event
 | 
			
		||||
struct _cl_context;
 | 
			
		||||
struct _cl_event;
 | 
			
		||||
#endif /* GL_ARB_cl_event */
 | 
			
		||||
#ifndef GL_ARB_clip_control
 | 
			
		||||
#define GL_ARB_clip_control 1
 | 
			
		||||
#endif /* GL_ARB_clip_control */
 | 
			
		||||
#ifndef GL_ARB_debug_output
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_ARB_debug_output */
 | 
			
		||||
#ifndef GL_EXT_EGL_image_storage
 | 
			
		||||
typedef void *GLeglImageOES;
 | 
			
		||||
#endif /* GL_EXT_EGL_image_storage */
 | 
			
		||||
#ifndef GL_EXT_direct_state_access
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
 | 
			
		||||
#endif /* GL_EXT_direct_state_access */
 | 
			
		||||
#ifndef GL_NV_draw_vulkan_image
 | 
			
		||||
typedef void (APIENTRY  *GLVULKANPROCNV)(void);
 | 
			
		||||
#endif /* GL_NV_draw_vulkan_image */
 | 
			
		||||
#ifndef GL_NV_gpu_shader5
 | 
			
		||||
typedef khronos_int64_t GLint64EXT;
 | 
			
		||||
#endif /* GL_NV_gpu_shader5 */
 | 
			
		||||
#ifndef GL_NV_vertex_buffer_unified_memory
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
 | 
			
		||||
#endif /* GL_NV_vertex_buffer_unified_memory */
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef GL3W_API
 | 
			
		||||
#define GL3W_API
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef __gl_h_
 | 
			
		||||
#define __gl_h_
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#define GL3W_OK 0
 | 
			
		||||
#define GL3W_ERROR_INIT -1
 | 
			
		||||
#define GL3W_ERROR_LIBRARY_OPEN -2
 | 
			
		||||
#define GL3W_ERROR_OPENGL_VERSION -3
 | 
			
		||||
 | 
			
		||||
typedef void (*GL3WglProc)(void);
 | 
			
		||||
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w api */
 | 
			
		||||
GL3W_API int imgl3wInit(void);
 | 
			
		||||
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
 | 
			
		||||
GL3W_API int imgl3wIsSupported(int major, int minor);
 | 
			
		||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w internal state */
 | 
			
		||||
union GL3WProcs {
 | 
			
		||||
    GL3WglProc ptr[58];
 | 
			
		||||
    struct {
 | 
			
		||||
        PFNGLACTIVETEXTUREPROC            ActiveTexture;
 | 
			
		||||
        PFNGLATTACHSHADERPROC             AttachShader;
 | 
			
		||||
        PFNGLBINDBUFFERPROC               BindBuffer;
 | 
			
		||||
        PFNGLBINDSAMPLERPROC              BindSampler;
 | 
			
		||||
        PFNGLBINDTEXTUREPROC              BindTexture;
 | 
			
		||||
        PFNGLBINDVERTEXARRAYPROC          BindVertexArray;
 | 
			
		||||
        PFNGLBLENDEQUATIONPROC            BlendEquation;
 | 
			
		||||
        PFNGLBLENDEQUATIONSEPARATEPROC    BlendEquationSeparate;
 | 
			
		||||
        PFNGLBLENDFUNCSEPARATEPROC        BlendFuncSeparate;
 | 
			
		||||
        PFNGLBUFFERDATAPROC               BufferData;
 | 
			
		||||
        PFNGLBUFFERSUBDATAPROC            BufferSubData;
 | 
			
		||||
        PFNGLCLEARPROC                    Clear;
 | 
			
		||||
        PFNGLCLEARCOLORPROC               ClearColor;
 | 
			
		||||
        PFNGLCOMPILESHADERPROC            CompileShader;
 | 
			
		||||
        PFNGLCREATEPROGRAMPROC            CreateProgram;
 | 
			
		||||
        PFNGLCREATESHADERPROC             CreateShader;
 | 
			
		||||
        PFNGLDELETEBUFFERSPROC            DeleteBuffers;
 | 
			
		||||
        PFNGLDELETEPROGRAMPROC            DeleteProgram;
 | 
			
		||||
        PFNGLDELETESHADERPROC             DeleteShader;
 | 
			
		||||
        PFNGLDELETETEXTURESPROC           DeleteTextures;
 | 
			
		||||
        PFNGLDELETEVERTEXARRAYSPROC       DeleteVertexArrays;
 | 
			
		||||
        PFNGLDETACHSHADERPROC             DetachShader;
 | 
			
		||||
        PFNGLDISABLEPROC                  Disable;
 | 
			
		||||
        PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
 | 
			
		||||
        PFNGLDRAWELEMENTSPROC             DrawElements;
 | 
			
		||||
        PFNGLDRAWELEMENTSBASEVERTEXPROC   DrawElementsBaseVertex;
 | 
			
		||||
        PFNGLENABLEPROC                   Enable;
 | 
			
		||||
        PFNGLENABLEVERTEXATTRIBARRAYPROC  EnableVertexAttribArray;
 | 
			
		||||
        PFNGLFLUSHPROC                    Flush;
 | 
			
		||||
        PFNGLGENBUFFERSPROC               GenBuffers;
 | 
			
		||||
        PFNGLGENTEXTURESPROC              GenTextures;
 | 
			
		||||
        PFNGLGENVERTEXARRAYSPROC          GenVertexArrays;
 | 
			
		||||
        PFNGLGETATTRIBLOCATIONPROC        GetAttribLocation;
 | 
			
		||||
        PFNGLGETERRORPROC                 GetError;
 | 
			
		||||
        PFNGLGETINTEGERVPROC              GetIntegerv;
 | 
			
		||||
        PFNGLGETPROGRAMINFOLOGPROC        GetProgramInfoLog;
 | 
			
		||||
        PFNGLGETPROGRAMIVPROC             GetProgramiv;
 | 
			
		||||
        PFNGLGETSHADERINFOLOGPROC         GetShaderInfoLog;
 | 
			
		||||
        PFNGLGETSHADERIVPROC              GetShaderiv;
 | 
			
		||||
        PFNGLGETSTRINGPROC                GetString;
 | 
			
		||||
        PFNGLGETSTRINGIPROC               GetStringi;
 | 
			
		||||
        PFNGLGETUNIFORMLOCATIONPROC       GetUniformLocation;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;
 | 
			
		||||
        PFNGLISENABLEDPROC                IsEnabled;
 | 
			
		||||
        PFNGLLINKPROGRAMPROC              LinkProgram;
 | 
			
		||||
        PFNGLPIXELSTOREIPROC              PixelStorei;
 | 
			
		||||
        PFNGLPOLYGONMODEPROC              PolygonMode;
 | 
			
		||||
        PFNGLREADPIXELSPROC               ReadPixels;
 | 
			
		||||
        PFNGLSCISSORPROC                  Scissor;
 | 
			
		||||
        PFNGLSHADERSOURCEPROC             ShaderSource;
 | 
			
		||||
        PFNGLTEXIMAGE2DPROC               TexImage2D;
 | 
			
		||||
        PFNGLTEXPARAMETERIPROC            TexParameteri;
 | 
			
		||||
        PFNGLUNIFORM1IPROC                Uniform1i;
 | 
			
		||||
        PFNGLUNIFORMMATRIX4FVPROC         UniformMatrix4fv;
 | 
			
		||||
        PFNGLUSEPROGRAMPROC               UseProgram;
 | 
			
		||||
        PFNGLVERTEXATTRIBPOINTERPROC      VertexAttribPointer;
 | 
			
		||||
        PFNGLVIEWPORTPROC                 Viewport;
 | 
			
		||||
    } gl;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API extern union GL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
/* OpenGL functions */
 | 
			
		||||
#define glActiveTexture                   imgl3wProcs.gl.ActiveTexture
 | 
			
		||||
#define glAttachShader                    imgl3wProcs.gl.AttachShader
 | 
			
		||||
#define glBindBuffer                      imgl3wProcs.gl.BindBuffer
 | 
			
		||||
#define glBindSampler                     imgl3wProcs.gl.BindSampler
 | 
			
		||||
#define glBindTexture                     imgl3wProcs.gl.BindTexture
 | 
			
		||||
#define glBindVertexArray                 imgl3wProcs.gl.BindVertexArray
 | 
			
		||||
#define glBlendEquation                   imgl3wProcs.gl.BlendEquation
 | 
			
		||||
#define glBlendEquationSeparate           imgl3wProcs.gl.BlendEquationSeparate
 | 
			
		||||
#define glBlendFuncSeparate               imgl3wProcs.gl.BlendFuncSeparate
 | 
			
		||||
#define glBufferData                      imgl3wProcs.gl.BufferData
 | 
			
		||||
#define glBufferSubData                   imgl3wProcs.gl.BufferSubData
 | 
			
		||||
#define glClear                           imgl3wProcs.gl.Clear
 | 
			
		||||
#define glClearColor                      imgl3wProcs.gl.ClearColor
 | 
			
		||||
#define glCompileShader                   imgl3wProcs.gl.CompileShader
 | 
			
		||||
#define glCreateProgram                   imgl3wProcs.gl.CreateProgram
 | 
			
		||||
#define glCreateShader                    imgl3wProcs.gl.CreateShader
 | 
			
		||||
#define glDeleteBuffers                   imgl3wProcs.gl.DeleteBuffers
 | 
			
		||||
#define glDeleteProgram                   imgl3wProcs.gl.DeleteProgram
 | 
			
		||||
#define glDeleteShader                    imgl3wProcs.gl.DeleteShader
 | 
			
		||||
#define glDeleteTextures                  imgl3wProcs.gl.DeleteTextures
 | 
			
		||||
#define glDeleteVertexArrays              imgl3wProcs.gl.DeleteVertexArrays
 | 
			
		||||
#define glDetachShader                    imgl3wProcs.gl.DetachShader
 | 
			
		||||
#define glDisable                         imgl3wProcs.gl.Disable
 | 
			
		||||
#define glDisableVertexAttribArray        imgl3wProcs.gl.DisableVertexAttribArray
 | 
			
		||||
#define glDrawElements                    imgl3wProcs.gl.DrawElements
 | 
			
		||||
#define glDrawElementsBaseVertex          imgl3wProcs.gl.DrawElementsBaseVertex
 | 
			
		||||
#define glEnable                          imgl3wProcs.gl.Enable
 | 
			
		||||
#define glEnableVertexAttribArray         imgl3wProcs.gl.EnableVertexAttribArray
 | 
			
		||||
#define glFlush                           imgl3wProcs.gl.Flush
 | 
			
		||||
#define glGenBuffers                      imgl3wProcs.gl.GenBuffers
 | 
			
		||||
#define glGenTextures                     imgl3wProcs.gl.GenTextures
 | 
			
		||||
#define glGenVertexArrays                 imgl3wProcs.gl.GenVertexArrays
 | 
			
		||||
#define glGetAttribLocation               imgl3wProcs.gl.GetAttribLocation
 | 
			
		||||
#define glGetError                        imgl3wProcs.gl.GetError
 | 
			
		||||
#define glGetIntegerv                     imgl3wProcs.gl.GetIntegerv
 | 
			
		||||
#define glGetProgramInfoLog               imgl3wProcs.gl.GetProgramInfoLog
 | 
			
		||||
#define glGetProgramiv                    imgl3wProcs.gl.GetProgramiv
 | 
			
		||||
#define glGetShaderInfoLog                imgl3wProcs.gl.GetShaderInfoLog
 | 
			
		||||
#define glGetShaderiv                     imgl3wProcs.gl.GetShaderiv
 | 
			
		||||
#define glGetString                       imgl3wProcs.gl.GetString
 | 
			
		||||
#define glGetStringi                      imgl3wProcs.gl.GetStringi
 | 
			
		||||
#define glGetUniformLocation              imgl3wProcs.gl.GetUniformLocation
 | 
			
		||||
#define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv
 | 
			
		||||
#define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv
 | 
			
		||||
#define glIsEnabled                       imgl3wProcs.gl.IsEnabled
 | 
			
		||||
#define glLinkProgram                     imgl3wProcs.gl.LinkProgram
 | 
			
		||||
#define glPixelStorei                     imgl3wProcs.gl.PixelStorei
 | 
			
		||||
#define glPolygonMode                     imgl3wProcs.gl.PolygonMode
 | 
			
		||||
#define glReadPixels                      imgl3wProcs.gl.ReadPixels
 | 
			
		||||
#define glScissor                         imgl3wProcs.gl.Scissor
 | 
			
		||||
#define glShaderSource                    imgl3wProcs.gl.ShaderSource
 | 
			
		||||
#define glTexImage2D                      imgl3wProcs.gl.TexImage2D
 | 
			
		||||
#define glTexParameteri                   imgl3wProcs.gl.TexParameteri
 | 
			
		||||
#define glUniform1i                       imgl3wProcs.gl.Uniform1i
 | 
			
		||||
#define glUniformMatrix4fv                imgl3wProcs.gl.UniformMatrix4fv
 | 
			
		||||
#define glUseProgram                      imgl3wProcs.gl.UseProgram
 | 
			
		||||
#define glVertexAttribPointer             imgl3wProcs.gl.VertexAttribPointer
 | 
			
		||||
#define glViewport                        imgl3wProcs.gl.Viewport
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGL3W_IMPL
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include <stdlib.h>
 | 
			
		||||
 | 
			
		||||
#define ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))
 | 
			
		||||
 | 
			
		||||
#if defined(_WIN32)
 | 
			
		||||
#ifndef WIN32_LEAN_AND_MEAN
 | 
			
		||||
#define WIN32_LEAN_AND_MEAN 1
 | 
			
		||||
#endif
 | 
			
		||||
#include <windows.h>
 | 
			
		||||
 | 
			
		||||
static HMODULE libgl;
 | 
			
		||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
 | 
			
		||||
static GL3WglGetProcAddr wgl_get_proc_address;
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = LoadLibraryA("opengl32.dll");
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { FreeLibrary(libgl); }
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = (GL3WglProc)wgl_get_proc_address(proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        res = (GL3WglProc)GetProcAddress(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = glx_get_proc_address((const GLubyte *)proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
static struct { int major, minor; } version;
 | 
			
		||||
 | 
			
		||||
static int parse_version(void)
 | 
			
		||||
{
 | 
			
		||||
    if (!glGetIntegerv)
 | 
			
		||||
        return GL3W_ERROR_INIT;
 | 
			
		||||
    glGetIntegerv(GL_MAJOR_VERSION, &version.major);
 | 
			
		||||
    glGetIntegerv(GL_MINOR_VERSION, &version.minor);
 | 
			
		||||
    if (version.major < 3)
 | 
			
		||||
        return GL3W_ERROR_OPENGL_VERSION;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc);
 | 
			
		||||
 | 
			
		||||
int imgl3wInit(void)
 | 
			
		||||
{
 | 
			
		||||
    int res = open_libgl();
 | 
			
		||||
    if (res)
 | 
			
		||||
        return res;
 | 
			
		||||
    atexit(close_libgl);
 | 
			
		||||
    return imgl3wInit2(get_proc);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wInit2(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    load_procs(proc);
 | 
			
		||||
    return parse_version();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wIsSupported(int major, int minor)
 | 
			
		||||
{
 | 
			
		||||
    if (major < 3)
 | 
			
		||||
        return 0;
 | 
			
		||||
    if (version.major == major)
 | 
			
		||||
        return version.minor >= minor;
 | 
			
		||||
    return version.major >= major;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
 | 
			
		||||
 | 
			
		||||
static const char *proc_names[] = {
 | 
			
		||||
    "glActiveTexture",
 | 
			
		||||
    "glAttachShader",
 | 
			
		||||
    "glBindBuffer",
 | 
			
		||||
    "glBindSampler",
 | 
			
		||||
    "glBindTexture",
 | 
			
		||||
    "glBindVertexArray",
 | 
			
		||||
    "glBlendEquation",
 | 
			
		||||
    "glBlendEquationSeparate",
 | 
			
		||||
    "glBlendFuncSeparate",
 | 
			
		||||
    "glBufferData",
 | 
			
		||||
    "glBufferSubData",
 | 
			
		||||
    "glClear",
 | 
			
		||||
    "glClearColor",
 | 
			
		||||
    "glCompileShader",
 | 
			
		||||
    "glCreateProgram",
 | 
			
		||||
    "glCreateShader",
 | 
			
		||||
    "glDeleteBuffers",
 | 
			
		||||
    "glDeleteProgram",
 | 
			
		||||
    "glDeleteShader",
 | 
			
		||||
    "glDeleteTextures",
 | 
			
		||||
    "glDeleteVertexArrays",
 | 
			
		||||
    "glDetachShader",
 | 
			
		||||
    "glDisable",
 | 
			
		||||
    "glDisableVertexAttribArray",
 | 
			
		||||
    "glDrawElements",
 | 
			
		||||
    "glDrawElementsBaseVertex",
 | 
			
		||||
    "glEnable",
 | 
			
		||||
    "glEnableVertexAttribArray",
 | 
			
		||||
    "glFlush",
 | 
			
		||||
    "glGenBuffers",
 | 
			
		||||
    "glGenTextures",
 | 
			
		||||
    "glGenVertexArrays",
 | 
			
		||||
    "glGetAttribLocation",
 | 
			
		||||
    "glGetError",
 | 
			
		||||
    "glGetIntegerv",
 | 
			
		||||
    "glGetProgramInfoLog",
 | 
			
		||||
    "glGetProgramiv",
 | 
			
		||||
    "glGetShaderInfoLog",
 | 
			
		||||
    "glGetShaderiv",
 | 
			
		||||
    "glGetString",
 | 
			
		||||
    "glGetStringi",
 | 
			
		||||
    "glGetUniformLocation",
 | 
			
		||||
    "glGetVertexAttribPointerv",
 | 
			
		||||
    "glGetVertexAttribiv",
 | 
			
		||||
    "glIsEnabled",
 | 
			
		||||
    "glLinkProgram",
 | 
			
		||||
    "glPixelStorei",
 | 
			
		||||
    "glPolygonMode",
 | 
			
		||||
    "glReadPixels",
 | 
			
		||||
    "glScissor",
 | 
			
		||||
    "glShaderSource",
 | 
			
		||||
    "glTexImage2D",
 | 
			
		||||
    "glTexParameteri",
 | 
			
		||||
    "glUniform1i",
 | 
			
		||||
    "glUniformMatrix4fv",
 | 
			
		||||
    "glUseProgram",
 | 
			
		||||
    "glVertexAttribPointer",
 | 
			
		||||
    "glViewport",
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API union GL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    size_t i;
 | 
			
		||||
    for (i = 0; i < ARRAY_SIZE(proc_names); i++)
 | 
			
		||||
        imgl3wProcs.ptr[i] = proc(proc_names[i]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										577
									
								
								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										577
									
								
								libs/imgui/backends/imgui_impl_sdl.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,577 @@
 | 
			
		||||
// dear imgui: Platform Backend for SDL2
 | 
			
		||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 | 
			
		||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 | 
			
		||||
// (Prefer SDL 2.0.5+ for full feature support.)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Platform: Clipboard support.
 | 
			
		||||
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 | 
			
		||||
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | 
			
		||||
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | 
			
		||||
// Missing features:
 | 
			
		||||
//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// CHANGELOG
 | 
			
		||||
// (minor and older changes stripped away, please see git history for details)
 | 
			
		||||
//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
 | 
			
		||||
//  2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
 | 
			
		||||
//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
 | 
			
		||||
//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
 | 
			
		||||
//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
 | 
			
		||||
//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
 | 
			
		||||
//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
 | 
			
		||||
//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
 | 
			
		||||
//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
 | 
			
		||||
//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
 | 
			
		||||
//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
 | 
			
		||||
//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
 | 
			
		||||
//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
 | 
			
		||||
//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
 | 
			
		||||
//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
 | 
			
		||||
//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
 | 
			
		||||
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 | 
			
		||||
//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
 | 
			
		||||
//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
 | 
			
		||||
//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
 | 
			
		||||
//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
 | 
			
		||||
//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
 | 
			
		||||
//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
 | 
			
		||||
//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
 | 
			
		||||
//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
 | 
			
		||||
//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
 | 
			
		||||
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 | 
			
		||||
//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
 | 
			
		||||
//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 | 
			
		||||
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 | 
			
		||||
//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
 | 
			
		||||
//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
 | 
			
		||||
//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
 | 
			
		||||
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
 | 
			
		||||
//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
 | 
			
		||||
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 | 
			
		||||
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
 | 
			
		||||
//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
 | 
			
		||||
//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
 | 
			
		||||
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
 | 
			
		||||
//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
 | 
			
		||||
//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
 | 
			
		||||
//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
 | 
			
		||||
//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
 | 
			
		||||
 | 
			
		||||
#include "imgui.h"
 | 
			
		||||
#include "imgui_impl_sdl.h"
 | 
			
		||||
 | 
			
		||||
// SDL
 | 
			
		||||
#if defined(__WIN32__)
 | 
			
		||||
    #include <SDL2/SDL.h>
 | 
			
		||||
    #include <SDL2/SDL_syswm.h>
 | 
			
		||||
#else
 | 
			
		||||
    #include <SDL.h>
 | 
			
		||||
    #include <SDL_syswm.h>
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
 | 
			
		||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
 | 
			
		||||
#else
 | 
			
		||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
 | 
			
		||||
#endif
 | 
			
		||||
#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
 | 
			
		||||
 | 
			
		||||
// SDL Data
 | 
			
		||||
struct ImGui_ImplSDL2_Data
 | 
			
		||||
{
 | 
			
		||||
    SDL_Window*     Window;
 | 
			
		||||
    SDL_Renderer*   Renderer;
 | 
			
		||||
    Uint64          Time;
 | 
			
		||||
    int             MouseButtonsDown;
 | 
			
		||||
    SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];
 | 
			
		||||
    int             PendingMouseLeaveFrame;
 | 
			
		||||
    char*           ClipboardTextData;
 | 
			
		||||
    bool            MouseCanUseGlobalState;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
 | 
			
		||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | 
			
		||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
 | 
			
		||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
 | 
			
		||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
 | 
			
		||||
{
 | 
			
		||||
    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Functions
 | 
			
		||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    if (bd->ClipboardTextData)
 | 
			
		||||
        SDL_free(bd->ClipboardTextData);
 | 
			
		||||
    bd->ClipboardTextData = SDL_GetClipboardText();
 | 
			
		||||
    return bd->ClipboardTextData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
 | 
			
		||||
{
 | 
			
		||||
    SDL_SetClipboardText(text);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
 | 
			
		||||
{
 | 
			
		||||
    switch (keycode)
 | 
			
		||||
    {
 | 
			
		||||
        case SDLK_TAB: return ImGuiKey_Tab;
 | 
			
		||||
        case SDLK_LEFT: return ImGuiKey_LeftArrow;
 | 
			
		||||
        case SDLK_RIGHT: return ImGuiKey_RightArrow;
 | 
			
		||||
        case SDLK_UP: return ImGuiKey_UpArrow;
 | 
			
		||||
        case SDLK_DOWN: return ImGuiKey_DownArrow;
 | 
			
		||||
        case SDLK_PAGEUP: return ImGuiKey_PageUp;
 | 
			
		||||
        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
 | 
			
		||||
        case SDLK_HOME: return ImGuiKey_Home;
 | 
			
		||||
        case SDLK_END: return ImGuiKey_End;
 | 
			
		||||
        case SDLK_INSERT: return ImGuiKey_Insert;
 | 
			
		||||
        case SDLK_DELETE: return ImGuiKey_Delete;
 | 
			
		||||
        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
 | 
			
		||||
        case SDLK_SPACE: return ImGuiKey_Space;
 | 
			
		||||
        case SDLK_RETURN: return ImGuiKey_Enter;
 | 
			
		||||
        case SDLK_ESCAPE: return ImGuiKey_Escape;
 | 
			
		||||
        case SDLK_QUOTE: return ImGuiKey_Apostrophe;
 | 
			
		||||
        case SDLK_COMMA: return ImGuiKey_Comma;
 | 
			
		||||
        case SDLK_MINUS: return ImGuiKey_Minus;
 | 
			
		||||
        case SDLK_PERIOD: return ImGuiKey_Period;
 | 
			
		||||
        case SDLK_SLASH: return ImGuiKey_Slash;
 | 
			
		||||
        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
 | 
			
		||||
        case SDLK_EQUALS: return ImGuiKey_Equal;
 | 
			
		||||
        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
 | 
			
		||||
        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
 | 
			
		||||
        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
 | 
			
		||||
        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
 | 
			
		||||
        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
 | 
			
		||||
        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
 | 
			
		||||
        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
 | 
			
		||||
        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
 | 
			
		||||
        case SDLK_PAUSE: return ImGuiKey_Pause;
 | 
			
		||||
        case SDLK_KP_0: return ImGuiKey_Keypad0;
 | 
			
		||||
        case SDLK_KP_1: return ImGuiKey_Keypad1;
 | 
			
		||||
        case SDLK_KP_2: return ImGuiKey_Keypad2;
 | 
			
		||||
        case SDLK_KP_3: return ImGuiKey_Keypad3;
 | 
			
		||||
        case SDLK_KP_4: return ImGuiKey_Keypad4;
 | 
			
		||||
        case SDLK_KP_5: return ImGuiKey_Keypad5;
 | 
			
		||||
        case SDLK_KP_6: return ImGuiKey_Keypad6;
 | 
			
		||||
        case SDLK_KP_7: return ImGuiKey_Keypad7;
 | 
			
		||||
        case SDLK_KP_8: return ImGuiKey_Keypad8;
 | 
			
		||||
        case SDLK_KP_9: return ImGuiKey_Keypad9;
 | 
			
		||||
        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
 | 
			
		||||
        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
 | 
			
		||||
        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
 | 
			
		||||
        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
 | 
			
		||||
        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
 | 
			
		||||
        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
 | 
			
		||||
        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
 | 
			
		||||
        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
 | 
			
		||||
        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
 | 
			
		||||
        case SDLK_LALT: return ImGuiKey_LeftAlt;
 | 
			
		||||
        case SDLK_LGUI: return ImGuiKey_LeftSuper;
 | 
			
		||||
        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
 | 
			
		||||
        case SDLK_RSHIFT: return ImGuiKey_RightShift;
 | 
			
		||||
        case SDLK_RALT: return ImGuiKey_RightAlt;
 | 
			
		||||
        case SDLK_RGUI: return ImGuiKey_RightSuper;
 | 
			
		||||
        case SDLK_APPLICATION: return ImGuiKey_Menu;
 | 
			
		||||
        case SDLK_0: return ImGuiKey_0;
 | 
			
		||||
        case SDLK_1: return ImGuiKey_1;
 | 
			
		||||
        case SDLK_2: return ImGuiKey_2;
 | 
			
		||||
        case SDLK_3: return ImGuiKey_3;
 | 
			
		||||
        case SDLK_4: return ImGuiKey_4;
 | 
			
		||||
        case SDLK_5: return ImGuiKey_5;
 | 
			
		||||
        case SDLK_6: return ImGuiKey_6;
 | 
			
		||||
        case SDLK_7: return ImGuiKey_7;
 | 
			
		||||
        case SDLK_8: return ImGuiKey_8;
 | 
			
		||||
        case SDLK_9: return ImGuiKey_9;
 | 
			
		||||
        case SDLK_a: return ImGuiKey_A;
 | 
			
		||||
        case SDLK_b: return ImGuiKey_B;
 | 
			
		||||
        case SDLK_c: return ImGuiKey_C;
 | 
			
		||||
        case SDLK_d: return ImGuiKey_D;
 | 
			
		||||
        case SDLK_e: return ImGuiKey_E;
 | 
			
		||||
        case SDLK_f: return ImGuiKey_F;
 | 
			
		||||
        case SDLK_g: return ImGuiKey_G;
 | 
			
		||||
        case SDLK_h: return ImGuiKey_H;
 | 
			
		||||
        case SDLK_i: return ImGuiKey_I;
 | 
			
		||||
        case SDLK_j: return ImGuiKey_J;
 | 
			
		||||
        case SDLK_k: return ImGuiKey_K;
 | 
			
		||||
        case SDLK_l: return ImGuiKey_L;
 | 
			
		||||
        case SDLK_m: return ImGuiKey_M;
 | 
			
		||||
        case SDLK_n: return ImGuiKey_N;
 | 
			
		||||
        case SDLK_o: return ImGuiKey_O;
 | 
			
		||||
        case SDLK_p: return ImGuiKey_P;
 | 
			
		||||
        case SDLK_q: return ImGuiKey_Q;
 | 
			
		||||
        case SDLK_r: return ImGuiKey_R;
 | 
			
		||||
        case SDLK_s: return ImGuiKey_S;
 | 
			
		||||
        case SDLK_t: return ImGuiKey_T;
 | 
			
		||||
        case SDLK_u: return ImGuiKey_U;
 | 
			
		||||
        case SDLK_v: return ImGuiKey_V;
 | 
			
		||||
        case SDLK_w: return ImGuiKey_W;
 | 
			
		||||
        case SDLK_x: return ImGuiKey_X;
 | 
			
		||||
        case SDLK_y: return ImGuiKey_Y;
 | 
			
		||||
        case SDLK_z: return ImGuiKey_Z;
 | 
			
		||||
        case SDLK_F1: return ImGuiKey_F1;
 | 
			
		||||
        case SDLK_F2: return ImGuiKey_F2;
 | 
			
		||||
        case SDLK_F3: return ImGuiKey_F3;
 | 
			
		||||
        case SDLK_F4: return ImGuiKey_F4;
 | 
			
		||||
        case SDLK_F5: return ImGuiKey_F5;
 | 
			
		||||
        case SDLK_F6: return ImGuiKey_F6;
 | 
			
		||||
        case SDLK_F7: return ImGuiKey_F7;
 | 
			
		||||
        case SDLK_F8: return ImGuiKey_F8;
 | 
			
		||||
        case SDLK_F9: return ImGuiKey_F9;
 | 
			
		||||
        case SDLK_F10: return ImGuiKey_F10;
 | 
			
		||||
        case SDLK_F11: return ImGuiKey_F11;
 | 
			
		||||
        case SDLK_F12: return ImGuiKey_F12;
 | 
			
		||||
    }
 | 
			
		||||
    return ImGuiKey_None;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
 | 
			
		||||
    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// 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, or clear/overwrite your copy of the mouse data.
 | 
			
		||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | 
			
		||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
 | 
			
		||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    switch (event->type)
 | 
			
		||||
    {
 | 
			
		||||
        case SDL_MOUSEMOTION:
 | 
			
		||||
        {
 | 
			
		||||
            io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_MOUSEWHEEL:
 | 
			
		||||
        {
 | 
			
		||||
            float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
 | 
			
		||||
            float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
 | 
			
		||||
            io.AddMouseWheelEvent(wheel_x, wheel_y);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_MOUSEBUTTONDOWN:
 | 
			
		||||
        case SDL_MOUSEBUTTONUP:
 | 
			
		||||
        {
 | 
			
		||||
            int mouse_button = -1;
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
 | 
			
		||||
            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
 | 
			
		||||
            if (mouse_button == -1)
 | 
			
		||||
                break;
 | 
			
		||||
            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
 | 
			
		||||
            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_TEXTINPUT:
 | 
			
		||||
        {
 | 
			
		||||
            io.AddInputCharactersUTF8(event->text.text);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_KEYDOWN:
 | 
			
		||||
        case SDL_KEYUP:
 | 
			
		||||
        {
 | 
			
		||||
            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
 | 
			
		||||
            ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
 | 
			
		||||
            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
 | 
			
		||||
            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        case SDL_WINDOWEVENT:
 | 
			
		||||
        {
 | 
			
		||||
            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
 | 
			
		||||
            // - However we won't get a correct LEAVE event for a captured window.
 | 
			
		||||
            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
 | 
			
		||||
            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
 | 
			
		||||
            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
 | 
			
		||||
            Uint8 window_event = event->window.event;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_ENTER)
 | 
			
		||||
                bd->PendingMouseLeaveFrame = 0;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_LEAVE)
 | 
			
		||||
                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
 | 
			
		||||
            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
 | 
			
		||||
                io.AddFocusEvent(true);
 | 
			
		||||
            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
 | 
			
		||||
                io.AddFocusEvent(false);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
 | 
			
		||||
 | 
			
		||||
    // Check and store if we are on a SDL backend that supports global mouse position
 | 
			
		||||
    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
 | 
			
		||||
    bool mouse_can_use_global_state = false;
 | 
			
		||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | 
			
		||||
    const char* sdl_backend = SDL_GetCurrentVideoDriver();
 | 
			
		||||
    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
 | 
			
		||||
    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
 | 
			
		||||
        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
 | 
			
		||||
            mouse_can_use_global_state = true;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup backend capabilities flags
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
 | 
			
		||||
    io.BackendPlatformUserData = (void*)bd;
 | 
			
		||||
    io.BackendPlatformName = "imgui_impl_sdl";
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
 | 
			
		||||
 | 
			
		||||
    bd->Window = window;
 | 
			
		||||
    bd->Renderer = renderer;
 | 
			
		||||
    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
 | 
			
		||||
 | 
			
		||||
    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
 | 
			
		||||
    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
 | 
			
		||||
    io.ClipboardUserData = nullptr;
 | 
			
		||||
 | 
			
		||||
    // Load mouse cursors
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
 | 
			
		||||
 | 
			
		||||
    // Set platform dependent data in viewport
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
    SDL_SysWMinfo info;
 | 
			
		||||
    SDL_VERSION(&info.version);
 | 
			
		||||
    if (SDL_GetWindowWMInfo(window, &info))
 | 
			
		||||
        ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
 | 
			
		||||
#else
 | 
			
		||||
    (void)window;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
 | 
			
		||||
    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
 | 
			
		||||
    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
 | 
			
		||||
    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
 | 
			
		||||
    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
 | 
			
		||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
 | 
			
		||||
    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
 | 
			
		||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
 | 
			
		||||
    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
 | 
			
		||||
{
 | 
			
		||||
    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
#if !SDL_HAS_VULKAN
 | 
			
		||||
    IM_ASSERT(0 && "Unsupported");
 | 
			
		||||
#endif
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
#if !defined(_WIN32)
 | 
			
		||||
    IM_ASSERT(0 && "Unsupported");
 | 
			
		||||
#endif
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, nullptr);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplSDL2_Init(window, renderer);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplSDL2_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    if (bd->ClipboardTextData)
 | 
			
		||||
        SDL_free(bd->ClipboardTextData);
 | 
			
		||||
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
 | 
			
		||||
        SDL_FreeCursor(bd->MouseCursors[cursor_n]);
 | 
			
		||||
 | 
			
		||||
    io.BackendPlatformName = nullptr;
 | 
			
		||||
    io.BackendPlatformUserData = nullptr;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateMouseData()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
 | 
			
		||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
 | 
			
		||||
    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
 | 
			
		||||
    SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
 | 
			
		||||
    SDL_Window* focused_window = SDL_GetKeyboardFocus();
 | 
			
		||||
    const bool is_app_focused = (bd->Window == focused_window);
 | 
			
		||||
#else
 | 
			
		||||
    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
 | 
			
		||||
#endif
 | 
			
		||||
    if (is_app_focused)
 | 
			
		||||
    {
 | 
			
		||||
        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
 | 
			
		||||
        if (io.WantSetMousePos)
 | 
			
		||||
            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
 | 
			
		||||
 | 
			
		||||
        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
 | 
			
		||||
        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
 | 
			
		||||
        {
 | 
			
		||||
            int window_x, window_y, mouse_x_global, mouse_y_global;
 | 
			
		||||
            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
 | 
			
		||||
            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
 | 
			
		||||
            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
 | 
			
		||||
        return;
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
 | 
			
		||||
    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
 | 
			
		||||
    {
 | 
			
		||||
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
 | 
			
		||||
        SDL_ShowCursor(SDL_FALSE);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        // Show OS mouse cursor
 | 
			
		||||
        SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
 | 
			
		||||
        SDL_ShowCursor(SDL_TRUE);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplSDL2_UpdateGamepads()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    // Get gamepad
 | 
			
		||||
    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
    SDL_GameController* game_controller = SDL_GameControllerOpen(0);
 | 
			
		||||
    if (!game_controller)
 | 
			
		||||
        return;
 | 
			
		||||
    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
 | 
			
		||||
    // Update gamepad inputs
 | 
			
		||||
    #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
 | 
			
		||||
    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
 | 
			
		||||
    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
 | 
			
		||||
    const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);
 | 
			
		||||
    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
 | 
			
		||||
    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
 | 
			
		||||
    #undef MAP_BUTTON
 | 
			
		||||
    #undef MAP_ANALOG
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplSDL2_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    // Setup display size (every frame to accommodate for window resizing)
 | 
			
		||||
    int w, h;
 | 
			
		||||
    int display_w, display_h;
 | 
			
		||||
    SDL_GetWindowSize(bd->Window, &w, &h);
 | 
			
		||||
    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
 | 
			
		||||
        w = h = 0;
 | 
			
		||||
    if (bd->Renderer != nullptr)
 | 
			
		||||
        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
 | 
			
		||||
    else
 | 
			
		||||
        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
 | 
			
		||||
    io.DisplaySize = ImVec2((float)w, (float)h);
 | 
			
		||||
    if (w > 0 && h > 0)
 | 
			
		||||
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
 | 
			
		||||
 | 
			
		||||
    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
 | 
			
		||||
    static Uint64 frequency = SDL_GetPerformanceFrequency();
 | 
			
		||||
    Uint64 current_time = SDL_GetPerformanceCounter();
 | 
			
		||||
    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
 | 
			
		||||
    bd->Time = current_time;
 | 
			
		||||
 | 
			
		||||
    if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
 | 
			
		||||
    {
 | 
			
		||||
        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
 | 
			
		||||
        bd->PendingMouseLeaveFrame = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMouseData();
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMouseCursor();
 | 
			
		||||
 | 
			
		||||
    // Update game controllers (if enabled and available)
 | 
			
		||||
    ImGui_ImplSDL2_UpdateGamepads();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										38
									
								
								libs/imgui/backends/imgui_impl_sdl.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										38
									
								
								libs/imgui/backends/imgui_impl_sdl.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,38 @@
 | 
			
		||||
// dear imgui: Platform Backend for SDL2
 | 
			
		||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 | 
			
		||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Platform: Clipboard support.
 | 
			
		||||
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 | 
			
		||||
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 | 
			
		||||
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 | 
			
		||||
// Missing features:
 | 
			
		||||
//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "imgui.h"      // IMGUI_IMPL_API
 | 
			
		||||
 | 
			
		||||
struct SDL_Window;
 | 
			
		||||
struct SDL_Renderer;
 | 
			
		||||
typedef union SDL_Event SDL_Event;
 | 
			
		||||
 | 
			
		||||
extern "C" {
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
 | 
			
		||||
  IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 | 
			
		||||
  IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame();
 | 
			
		||||
  IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 | 
			
		||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										42
									
								
								src/backend_sdl2_opengl3.zig
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										42
									
								
								src/backend_sdl2_opengl3.zig
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,42 @@
 | 
			
		||||
const zgui = @import("gui.zig");
 | 
			
		||||
 | 
			
		||||
const SDL_GL_Context = *anyopaque;
 | 
			
		||||
 | 
			
		||||
pub fn init(window: *anyopaque, context: SDL_GL_Context, glsl_version: []const u8) void {
 | 
			
		||||
    if (!ImGui_ImplSDL2_InitForOpenGL(window, context)) unreachable;
 | 
			
		||||
    if (!ImGui_ImplOpenGL3_Init(glsl_version.ptr)) unreachable;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn deinit() void {
 | 
			
		||||
    ImGui_ImplOpenGL3_Shutdown();
 | 
			
		||||
    ImGui_ImplSDL2_Shutdown();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn newFrame(width: f32, height: f32) void {
 | 
			
		||||
    ImGui_ImplOpenGL3_NewFrame();
 | 
			
		||||
    ImGui_ImplSDL2_NewFrame();
 | 
			
		||||
 | 
			
		||||
    zgui.io.setDisplaySize(width, height);
 | 
			
		||||
    zgui.io.setDisplayFramebufferScale(1.0, 1.0);
 | 
			
		||||
 | 
			
		||||
    zgui.newFrame();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn draw() void {
 | 
			
		||||
    zgui.render();
 | 
			
		||||
    ImGui_ImplOpenGL3_RenderDrawData(zgui.getDrawData());
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn processEvent(event: *anyopaque) bool {
 | 
			
		||||
    return ImGui_ImplSDL2_ProcessEvent(event);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
extern fn ImGui_ImplSDL2_InitForOpenGL(window: *anyopaque, sdl_gl_context: SDL_GL_Context) bool;
 | 
			
		||||
extern fn ImGui_ImplSDL2_Shutdown() void;
 | 
			
		||||
extern fn ImGui_ImplSDL2_NewFrame() void;
 | 
			
		||||
extern fn ImGui_ImplSDL2_ProcessEvent(event: *anyopaque) bool;
 | 
			
		||||
 | 
			
		||||
extern fn ImGui_ImplOpenGL3_Init(glsl_version: [*]const u8) bool;
 | 
			
		||||
extern fn ImGui_ImplOpenGL3_Shutdown() void;
 | 
			
		||||
extern fn ImGui_ImplOpenGL3_NewFrame() void;
 | 
			
		||||
extern fn ImGui_ImplOpenGL3_RenderDrawData(draw_data: *anyopaque) void;
 | 
			
		||||
@@ -10,6 +10,8 @@ pub usingnamespace @import("gui.zig");
 | 
			
		||||
pub const plot = @import("plot.zig");
 | 
			
		||||
pub const backend = switch (@import("zgui_options").backend) {
 | 
			
		||||
    .glfw_wgpu => @import("backend_glfw_wgpu.zig"),
 | 
			
		||||
    .glfw_opengl3 => {}, // See glfw-opengl3-backend branch
 | 
			
		||||
    .sdl2_opengl3 => @import("backend_sdl2_opengl3.zig"),
 | 
			
		||||
    .win32_dx12 => .{}, // TODO:
 | 
			
		||||
    .no_backend => .{},
 | 
			
		||||
};
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user