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					@ -157,7 +157,7 @@ static bool g_synergyPtrActive = false; | 
				
			
			
		
	
		
			
				
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					static uint16_t g_mousePosX = 0; | 
				
			
			
		
	
		
			
				
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					static uint16_t g_mousePosY = 0; | 
				
			
			
		
	
		
			
				
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					static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd_lists_count); | 
				
			
			
		
	
		
			
				
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					static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data); | 
				
			
			
		
	
		
			
				
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					bool ImGui_ImplIOS_CreateDeviceObjects(); | 
				
			
			
		
	
		
			
				
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					static NSString *g_serverName; | 
				
			
			
		
	
	
		
			
				
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					@ -611,11 +611,8 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat | 
				
			
			
		
	
		
			
				
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					// If text or lines are blurry when integrating ImGui in your engine: | 
				
			
			
		
	
		
			
				
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					// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | 
				
			
			
		
	
		
			
				
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					// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES | 
				
			
			
		
	
		
			
				
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					static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd_lists_count) | 
				
			
			
		
	
		
			
				
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					static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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					    if (cmd_lists_count == 0) | 
				
			
			
		
	
		
			
				
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					        return; | 
				
			
			
		
	
		
			
				
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					    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled | 
				
			
			
		
	
		
			
				
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					    GLint last_program, last_texture; | 
				
			
			
		
	
		
			
				
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					    glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | 
				
			
			
		
	
	
		
			
				
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					@ -642,61 +639,50 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd | 
				
			
			
		
	
		
			
				
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					    glUseProgram(g_ShaderHandle); | 
				
			
			
		
	
		
			
				
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					    glUniform1i(g_AttribLocationTex, 0); | 
				
			
			
		
	
		
			
				
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					    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | 
				
			
			
		
	
		
			
				
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					    // Grow our buffer according to what we need | 
				
			
			
		
	
		
			
				
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					    size_t total_vtx_count = 0; | 
				
			
			
		
	
		
			
				
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					    for (int n = 0; n < cmd_lists_count; n++) | 
				
			
			
		
	
		
			
				
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					        total_vtx_count += cmd_lists[n]->vtx_buffer.size(); | 
				
			
			
		
	
		
			
				
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					    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | 
				
			
			
		
	
		
			
				
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					    size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); | 
				
			
			
		
	
		
			
				
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					    if (g_VboSize < needed_vtx_size) | 
				
			
			
		
	
		
			
				
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					    { | 
				
			
			
		
	
		
			
				
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					        g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert);  // Grow buffer | 
				
			
			
		
	
		
			
				
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					        glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    // Copy and convert all vertices into a single contiguous buffer | 
				
			
			
		
	
		
			
				
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					    unsigned char* buffer_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, g_VboSize, GL_MAP_WRITE_BIT); | 
				
			
			
		
	
		
			
				
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					    if (!buffer_data) | 
				
			
			
		
	
		
			
				
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					        return; | 
				
			
			
		
	
		
			
				
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					    for (int n = 0; n < cmd_lists_count; n++) | 
				
			
			
		
	
		
			
				
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					    { | 
				
			
			
		
	
		
			
				
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					        const ImDrawList* cmd_list = cmd_lists[n]; | 
				
			
			
		
	
		
			
				
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					        memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); | 
				
			
			
		
	
		
			
				
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					        buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    glUnmapBuffer(GL_ARRAY_BUFFER); | 
				
			
			
		
	
		
			
				
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					    glBindBuffer(GL_ARRAY_BUFFER, 0); | 
				
			
			
		
	
		
			
				
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					    glBindVertexArray(g_VaoHandle); | 
				
			
			
		
	
		
			
				
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					    int cmd_offset = 0; | 
				
			
			
		
	
		
			
				
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					    for (int n = 0; n < cmd_lists_count; n++) | 
				
			
			
		
	
		
			
				
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					    for (int n = 0; n < draw_data->CmdListsCount; n++) | 
				
			
			
		
	
		
			
				
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					    { | 
				
			
			
		
	
		
			
				
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					        const ImDrawList* cmd_list = cmd_lists[n]; | 
				
			
			
		
	
		
			
				
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					        int vtx_offset = cmd_offset; | 
				
			
			
		
	
		
			
				
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					        const ImDrawCmd* pcmd_end = cmd_list->commands.end(); | 
				
			
			
		
	
		
			
				
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					        for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) | 
				
			
			
		
	
		
			
				
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					        ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
				
			
			
		
	
		
			
				
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					        ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); | 
				
			
			
		
	
		
			
				
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					        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | 
				
			
			
		
	
		
			
				
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					        int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert); | 
				
			
			
		
	
		
			
				
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					        if (g_VboSize < needed_vtx_size) | 
				
			
			
		
	
		
			
				
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					        { | 
				
			
			
		
	
		
			
				
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					            // Grow our buffer if needed | 
				
			
			
		
	
		
			
				
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					            g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert); | 
				
			
			
		
	
		
			
				
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					            glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); | 
				
			
			
		
	
		
			
				
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					        if (!vtx_data) | 
				
			
			
		
	
		
			
				
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					            continue; | 
				
			
			
		
	
		
			
				
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					        memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); | 
				
			
			
		
	
		
			
				
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					        glUnmapBuffer(GL_ARRAY_BUFFER); | 
				
			
			
		
	
		
			
				
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					        for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) | 
				
			
			
		
	
		
			
				
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					        { | 
				
			
			
		
	
		
			
				
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					            if (pcmd->user_callback) | 
				
			
			
		
	
		
			
				
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					            if (pcmd->UserCallback) | 
				
			
			
		
	
		
			
				
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					            { | 
				
			
			
		
	
		
			
				
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					                pcmd->user_callback(cmd_list, pcmd); | 
				
			
			
		
	
		
			
				
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					                pcmd->UserCallback(cmd_list, pcmd); | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					            else | 
				
			
			
		
	
		
			
				
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					            { | 
				
			
			
		
	
		
			
				
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					                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); | 
				
			
			
		
	
		
			
				
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					                glScissor((int)(pcmd->clip_rect.x * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((height - pcmd->clip_rect.w) * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((pcmd->clip_rect.z - pcmd->clip_rect.x) * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((pcmd->clip_rect.w - pcmd->clip_rect.y) * g_displayScale)); | 
				
			
			
		
	
		
			
				
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					                glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); | 
				
			
			
		
	
		
			
				
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					                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | 
				
			
			
		
	
		
			
				
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					                glScissor((int)(pcmd->ClipRect.x * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((height - pcmd->ClipRect.w) * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale), | 
				
			
			
		
	
		
			
				
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					                          (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale)); | 
				
			
			
		
	
		
			
				
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					                glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer ); | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					            vtx_offset += pcmd->vtx_count; | 
				
			
			
		
	
		
			
				
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					            idx_buffer += pcmd->ElemCount; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        cmd_offset = vtx_offset; | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    // Restore modified state | 
				
			
			
		
	
		
			
				
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					    glBindVertexArray(0); | 
				
			
			
		
	
		
			
				
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					    glBindBuffer( GL_ARRAY_BUFFER, 0); | 
				
			
			
		
	
		
			
				
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					    glEnable(GL_CULL_FACE); | 
				
			
			
		
	
		
			
				
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					    glEnable(GL_DEPTH_TEST); | 
				
			
			
		
	
		
			
				
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					    glUseProgram(last_program); | 
				
			
			
		
	
	
		
			
				
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