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					// ImGui SDL2 binding with OpenGL3
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					// You can copy and use unmodified imgui_impl_* files in your project. 
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					// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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					// See main.cpp for an example of using this.
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					// https://github.com/ocornut/imgui
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					#include "imgui.h" | 
				
			
			
		
	
		
			
				
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					#include "imgui_impl_sdl_gl3.h" | 
				
			
			
		
	
		
			
				
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					// SDL,GL3W
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					#include <SDL.h> | 
				
			
			
		
	
		
			
				
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					#include <SDL_syswm.h> | 
				
			
			
		
	
		
			
				
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					#include <GL/gl3w.h> | 
				
			
			
		
	
		
			
				
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					// Data
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					static SDL_Window*  g_Window = NULL; | 
				
			
			
		
	
		
			
				
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					static double       g_Time = 0.0f; | 
				
			
			
		
	
		
			
				
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					static bool         g_MousePressed[3] = { false, false, false }; | 
				
			
			
		
	
		
			
				
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					static float        g_MouseWheel = 0.0f; | 
				
			
			
		
	
		
			
				
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					static GLuint       g_FontTexture = 0; | 
				
			
			
		
	
		
			
				
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					static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; | 
				
			
			
		
	
		
			
				
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					static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; | 
				
			
			
		
	
		
			
				
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					static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; | 
				
			
			
		
	
		
			
				
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					static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | 
				
			
			
		
	
		
			
				
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					// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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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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					void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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						// Backup GL state
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						GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | 
				
			
			
		
	
		
			
				
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						GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | 
				
			
			
		
	
		
			
				
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						GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | 
				
			
			
		
	
		
			
				
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						GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | 
				
			
			
		
	
		
			
				
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						GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | 
				
			
			
		
	
		
			
				
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						GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); | 
				
			
			
		
	
		
			
				
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						GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); | 
				
			
			
		
	
		
			
				
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						GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); | 
				
			
			
		
	
		
			
				
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						GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); | 
				
			
			
		
	
		
			
				
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					    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | 
				
			
			
		
	
		
			
				
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						GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | 
				
			
			
		
	
		
			
				
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						GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | 
				
			
			
		
	
		
			
				
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						GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | 
				
			
			
		
	
		
			
				
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						GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | 
				
			
			
		
	
		
			
				
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						// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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						glEnable(GL_BLEND); | 
				
			
			
		
	
		
			
				
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						glBlendEquation(GL_FUNC_ADD); | 
				
			
			
		
	
		
			
				
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						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
				
			
			
		
	
		
			
				
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						glDisable(GL_CULL_FACE); | 
				
			
			
		
	
		
			
				
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						glDisable(GL_DEPTH_TEST); | 
				
			
			
		
	
		
			
				
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						glEnable(GL_SCISSOR_TEST); | 
				
			
			
		
	
		
			
				
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						glActiveTexture(GL_TEXTURE0); | 
				
			
			
		
	
		
			
				
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						// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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						ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
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						float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; | 
				
			
			
		
	
		
			
				
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						draw_data->ScaleClipRects(io.DisplayFramebufferScale); | 
				
			
			
		
	
		
			
				
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						// Setup orthographic projection matrix
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					    glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); | 
				
			
			
		
	
		
			
				
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						const float ortho_projection[4][4] = | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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							{ 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f }, | 
				
			
			
		
	
		
			
				
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							{ 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, | 
				
			
			
		
	
		
			
				
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							{ 0.0f,                  0.0f,                  -1.0f, 0.0f }, | 
				
			
			
		
	
		
			
				
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							{-1.0f,                  1.0f,                   0.0f, 1.0f }, | 
				
			
			
		
	
		
			
				
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						}; | 
				
			
			
		
	
		
			
				
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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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						glBindVertexArray(g_VaoHandle); | 
				
			
			
		
	
		
			
				
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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 = draw_data->CmdLists[n]; | 
				
			
			
		
	
		
			
				
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							const ImDrawIdx* idx_buffer_offset = 0; | 
				
			
			
		
	
		
			
				
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							glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | 
				
			
			
		
	
		
			
				
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							glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); | 
				
			
			
		
	
		
			
				
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							glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); | 
				
			
			
		
	
		
			
				
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							glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); | 
				
			
			
		
	
		
			
				
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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->UserCallback) | 
				
			
			
		
	
		
			
				
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								{ | 
				
			
			
		
	
		
			
				
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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->TextureId); | 
				
			
			
		
	
		
			
				
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									glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | 
				
			
			
		
	
		
			
				
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									glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | 
				
			
			
		
	
		
			
				
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								} | 
				
			
			
		
	
		
			
				
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								idx_buffer_offset += pcmd->ElemCount; | 
				
			
			
		
	
		
			
				
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							} | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						// Restore modified GL state
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						glUseProgram(last_program); | 
				
			
			
		
	
		
			
				
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						glBindTexture(GL_TEXTURE_2D, last_texture); | 
				
			
			
		
	
		
			
				
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						glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | 
				
			
			
		
	
		
			
				
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						glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | 
				
			
			
		
	
		
			
				
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						glBindVertexArray(last_vertex_array); | 
				
			
			
		
	
		
			
				
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						glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | 
				
			
			
		
	
		
			
				
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						glBlendFunc(last_blend_src, last_blend_dst); | 
				
			
			
		
	
		
			
				
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						if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | 
				
			
			
		
	
		
			
				
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						if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); | 
				
			
			
		
	
		
			
				
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						if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); | 
				
			
			
		
	
		
			
				
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						if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | 
				
			
			
		
	
		
			
				
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					    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					static const char* ImGui_ImplSdlGL3_GetClipboardText() | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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						return SDL_GetClipboardText(); | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					static void ImGui_ImplSdlGL3_SetClipboardText(const char* text) | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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						SDL_SetClipboardText(text); | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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						ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
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						switch (event->type) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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						case SDL_MOUSEWHEEL: | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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							if (event->wheel.y > 0) | 
				
			
			
		
	
		
			
				
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								g_MouseWheel = 1; | 
				
			
			
		
	
		
			
				
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							if (event->wheel.y < 0) | 
				
			
			
		
	
		
			
				
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								g_MouseWheel = -1; | 
				
			
			
		
	
		
			
				
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							return true; | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						case SDL_MOUSEBUTTONDOWN: | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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							if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | 
				
			
			
		
	
		
			
				
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							if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | 
				
			
			
		
	
		
			
				
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							if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | 
				
			
			
		
	
		
			
				
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							return true; | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						case SDL_TEXTINPUT: | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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							ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
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							io.AddInputCharactersUTF8(event->text.text); | 
				
			
			
		
	
		
			
				
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							return true; | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						case SDL_KEYDOWN: | 
				
			
			
		
	
		
			
				
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						case SDL_KEYUP: | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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							int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; | 
				
			
			
		
	
		
			
				
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							io.KeysDown[key] = (event->type == SDL_KEYDOWN); | 
				
			
			
		
	
		
			
				
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							io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | 
				
			
			
		
	
		
			
				
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							io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | 
				
			
			
		
	
		
			
				
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							io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | 
				
			
			
		
	
		
			
				
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							return true; | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						} | 
				
			
			
		
	
		
			
				
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						return false; | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					void ImGui_ImplSdlGL3_CreateFontsTexture() | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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						ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
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						// Build texture atlas
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						unsigned char* pixels; | 
				
			
			
		
	
		
			
				
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						int width, height; | 
				
			
			
		
	
		
			
				
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					 | 
				
				 | 
				 | 
				
						io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Create OpenGL texture
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGenTextures(1, &g_FontTexture); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindTexture(GL_TEXTURE_2D, g_FontTexture); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Store our identifier
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Cleanup (don't clear the input data if you want to append new fonts later)
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.Fonts->ClearInputData(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.Fonts->ClearTexData(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					} | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					bool ImGui_ImplSdlGL3_CreateDeviceObjects() | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Backup GL state
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						GLint last_texture, last_array_buffer, last_vertex_array; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						const GLchar *vertex_shader = | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
							"#version 330\n" | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
							"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* fragment_shader = | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
							"#version 330\n" | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
							"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"; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_ShaderHandle = glCreateProgram(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_VertHandle = glCreateShader(GL_VERTEX_SHADER); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glShaderSource(g_VertHandle, 1, &vertex_shader, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glShaderSource(g_FragHandle, 1, &fragment_shader, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glCompileShader(g_VertHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glCompileShader(g_FragHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glAttachShader(g_ShaderHandle, g_VertHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glAttachShader(g_ShaderHandle, g_FragHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glLinkProgram(g_ShaderHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGenBuffers(1, &g_VboHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGenBuffers(1, &g_ElementsHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glGenVertexArrays(1, &g_VaoHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindVertexArray(g_VaoHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glEnableVertexAttribArray(g_AttribLocationPosition); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glEnableVertexAttribArray(g_AttribLocationUV); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glEnableVertexAttribArray(g_AttribLocationColor); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#undef OFFSETOF | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						ImGui_ImplSdlGL3_CreateFontsTexture(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Restore modified GL state
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindTexture(GL_TEXTURE_2D, last_texture); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						glBindVertexArray(last_vertex_array); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						return true; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					} | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					void    ImGui_ImplSdlGL3_InvalidateDeviceObjects() | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    glDetachShader(g_ShaderHandle, g_VertHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    glDeleteShader(g_VertHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    g_VertHandle = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    glDetachShader(g_ShaderHandle, g_FragHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    glDeleteShader(g_FragHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    g_FragHandle = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    glDeleteProgram(g_ShaderHandle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    g_ShaderHandle = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    if (g_FontTexture) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        glDeleteTextures(1, &g_FontTexture); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        ImGui::GetIO().Fonts->TexID = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        g_FontTexture = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					} | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					bool    ImGui_ImplSdlGL3_Init(SDL_Window *window) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						g_Window = window; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_A] = SDLK_a; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_C] = SDLK_c; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_V] = SDLK_v; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_X] = SDLK_x; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Y] = SDLK_y; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.KeyMap[ImGuiKey_Z] = SDLK_z; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#ifdef _WIN32 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						SDL_SysWMinfo wmInfo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						SDL_VERSION(&wmInfo.version); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						SDL_GetWindowWMInfo(window, &wmInfo); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.ImeWindowHandle = wmInfo.info.win.window; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#endif | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						return true; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					} | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					void ImGui_ImplSdlGL3_Shutdown() | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    ImGui_ImplSdlGL3_InvalidateDeviceObjects(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						ImGui::Shutdown(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					} | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					void ImGui_ImplSdlGL3_NewFrame() | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						if (!g_FontTexture) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
							ImGui_ImplSdlGL3_CreateDeviceObjects(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						ImGuiIO& io = ImGui::GetIO(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Setup display size (every frame to accommodate for window resizing)
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						int w, h; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						SDL_GetWindowSize(g_Window, &w, &h); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.DisplaySize = ImVec2((float)w, (float)h); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						// Setup time step
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						Uint32	time = SDL_GetTicks(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						double current_time = time / 1000.0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
						io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); | 
				
			
			
		
	
		
			
				
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						g_Time = current_time; | 
				
			
			
		
	
		
			
				
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						// Setup inputs
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						// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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						int mx, my; | 
				
			
			
		
	
		
			
				
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						Uint32 mouseMask = SDL_GetMouseState(&mx, &my); | 
				
			
			
		
	
		
			
				
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						if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) | 
				
			
			
		
	
		
			
				
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							io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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						else | 
				
			
			
		
	
		
			
				
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							io.MousePos = ImVec2(-1, -1); | 
				
			
			
		
	
		
			
				
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						io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;		// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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						io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | 
				
			
			
		
	
		
			
				
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						io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | 
				
			
			
		
	
		
			
				
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						g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | 
				
			
			
		
	
		
			
				
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						io.MouseWheel = g_MouseWheel; | 
				
			
			
		
	
		
			
				
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						g_MouseWheel = 0.0f; | 
				
			
			
		
	
		
			
				
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						// Hide OS mouse cursor if ImGui is drawing it
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						SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | 
				
			
			
		
	
		
			
				
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						// Start the frame
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						ImGui::NewFrame(); | 
				
			
			
		
	
		
			
				
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					} |