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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#include "imgui.h"
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#include "imgui_impl_sdlgpu3.h"
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#include <stdio.h>
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// Wrap this in a namespace to keep it separate from the C++ API
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// This define prevents #defines in the header getting defined again (as they are already in the normal header above),
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// and thus generating redefinition warnings
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#define DEAR_BINDINGS_INTERNAL_GLUE_CODE
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namespace cimgui
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{
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#include "dcimgui_impl_sdlgpu3.h"
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}
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#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE
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// By-value struct conversions
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static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
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{
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cimgui::ImVec2 dest;
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dest.x = src.x;
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dest.y = src.y;
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return dest;
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}
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static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
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{
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::ImVec2 dest;
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dest.x = src.x;
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dest.y = src.y;
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return dest;
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}
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static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
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{
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cimgui::ImVec4 dest;
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dest.x = src.x;
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dest.y = src.y;
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dest.z = src.z;
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dest.w = src.w;
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return dest;
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}
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static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
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{
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::ImVec4 dest;
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dest.x = src.x;
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dest.y = src.y;
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dest.z = src.z;
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dest.w = src.w;
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return dest;
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}
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static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
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{
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cimgui::ImTextureRef dest;
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dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
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dest._TexID = src._TexID;
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return dest;
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}
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static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
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{
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::ImTextureRef dest;
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dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
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dest._TexID = src._TexID;
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return dest;
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}
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static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
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{
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cimgui::ImColor dest;
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dest.Value.x = src.Value.x;
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dest.Value.y = src.Value.y;
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dest.Value.z = src.Value.z;
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dest.Value.w = src.Value.w;
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return dest;
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}
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static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
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{
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::ImColor dest;
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dest.Value.x = src.Value.x;
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dest.Value.y = src.Value.y;
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dest.Value.z = src.Value.z;
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dest.Value.w = src.Value.w;
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return dest;
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}
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// Function stubs
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#ifndef IMGUI_DISABLE
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDLGPU3_Init(cimgui::ImGui_ImplSDLGPU3_InitInfo* info)
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{
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return ::ImGui_ImplSDLGPU3_Init(reinterpret_cast<::ImGui_ImplSDLGPU3_InitInfo*>(info));
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_Shutdown(void)
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{
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::ImGui_ImplSDLGPU3_Shutdown();
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_NewFrame(void)
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{
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::ImGui_ImplSDLGPU3_NewFrame();
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_PrepareDrawData(cimgui::ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
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{
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::ImGui_ImplSDLGPU3_PrepareDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer);
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_RenderDrawData(cimgui::ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass)
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{
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::ImGui_ImplSDLGPU3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer, render_pass);
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_RenderDrawDataEx(cimgui::ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
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{
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::ImGui_ImplSDLGPU3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer, render_pass, pipeline);
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_CreateDeviceObjects(void)
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{
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::ImGui_ImplSDLGPU3_CreateDeviceObjects();
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_DestroyDeviceObjects(void)
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{
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::ImGui_ImplSDLGPU3_DestroyDeviceObjects();
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDLGPU3_UpdateTexture(cimgui::ImTextureData* tex)
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{
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::ImGui_ImplSDLGPU3_UpdateTexture(reinterpret_cast<::ImTextureData*>(tex));
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}
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#endif // #ifndef IMGUI_DISABLE
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