add renderer abstraction
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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif // #ifndef ImDrawIdx
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features or Issues:
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// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#pragma once
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#include "dcimgui.h"
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#ifndef IMGUI_DISABLE
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typedef struct ImDrawData_t ImDrawData;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_Init(void);
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CIMGUI_IMPL_API void cImGui_ImplOpenGL2_Shutdown(void);
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CIMGUI_IMPL_API void cImGui_ImplOpenGL2_NewFrame(void);
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CIMGUI_IMPL_API void cImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_CreateDeviceObjects(void);
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CIMGUI_IMPL_API void cImGui_ImplOpenGL2_DestroyDeviceObjects(void);
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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CIMGUI_IMPL_API void cImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
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#endif// #ifndef IMGUI_DISABLE
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#ifdef __cplusplus
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} // End of extern "C" block
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#endif
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