aboutsummaryrefslogtreecommitdiff
path: root/3rdparty/imgui/backends
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/backends')
-rw-r--r--3rdparty/imgui/backends/imgui_impl_glfw.cpp643
-rw-r--r--3rdparty/imgui/backends/imgui_impl_glfw.h46
-rw-r--r--3rdparty/imgui/backends/imgui_impl_opengl3.cpp811
-rw-r--r--3rdparty/imgui/backends/imgui_impl_opengl3.h55
4 files changed, 0 insertions, 1555 deletions
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.cpp b/3rdparty/imgui/backends/imgui_impl_glfw.cpp
deleted file mode 100644
index 516aa3c..0000000
--- a/3rdparty/imgui/backends/imgui_impl_glfw.cpp
+++ /dev/null
@@ -1,643 +0,0 @@
-// dear imgui: Platform Backend for GLFW
-// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
-// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (Requires: GLFW 3.1+)
-
-// 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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
-
-// 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)
-// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
-// 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: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
-// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
-// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
-// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
-// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
-// 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).
-// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
-// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
-// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
-// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
-// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
-// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
-// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
-// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
-// 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_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
-// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
-// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
-// 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.
-// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
-// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-// 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_glfw.h"
-
-// 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
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
-#endif
-
-// GLFW
-#include <GLFW/glfw3.h>
-#ifdef _WIN32
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#include <GLFW/glfw3native.h> // for glfwGetWin32Window
-#endif
-#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
-#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
-#else
-#define GLFW_HAS_NEW_CURSORS (0)
-#endif
-#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
-#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
-
-// GLFW data
-enum GlfwClientApi
-{
- GlfwClientApi_Unknown,
- GlfwClientApi_OpenGL,
- GlfwClientApi_Vulkan
-};
-
-struct ImGui_ImplGlfw_Data
-{
- GLFWwindow* Window;
- GlfwClientApi ClientApi;
- double Time;
- GLFWwindow* MouseWindow;
- GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
- ImVec2 LastValidMousePos;
- bool InstalledCallbacks;
-
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- GLFWwindowfocusfun PrevUserCallbackWindowFocus;
- GLFWcursorposfun PrevUserCallbackCursorPos;
- GLFWcursorenterfun PrevUserCallbackCursorEnter;
- GLFWmousebuttonfun PrevUserCallbackMousebutton;
- GLFWscrollfun PrevUserCallbackScroll;
- GLFWkeyfun PrevUserCallbackKey;
- GLFWcharfun PrevUserCallbackChar;
- GLFWmonitorfun PrevUserCallbackMonitor;
-
- ImGui_ImplGlfw_Data() { memset(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.
-// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
-// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
-// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
-// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
-static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
-{
- return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
-}
-
-// Functions
-static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
-{
- return glfwGetClipboardString((GLFWwindow*)user_data);
-}
-
-static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
-{
- glfwSetClipboardString((GLFWwindow*)user_data, text);
-}
-
-static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
-{
- switch (key)
- {
- case GLFW_KEY_TAB: return ImGuiKey_Tab;
- case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
- case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
- case GLFW_KEY_UP: return ImGuiKey_UpArrow;
- case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
- case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
- case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
- case GLFW_KEY_HOME: return ImGuiKey_Home;
- case GLFW_KEY_END: return ImGuiKey_End;
- case GLFW_KEY_INSERT: return ImGuiKey_Insert;
- case GLFW_KEY_DELETE: return ImGuiKey_Delete;
- case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
- case GLFW_KEY_SPACE: return ImGuiKey_Space;
- case GLFW_KEY_ENTER: return ImGuiKey_Enter;
- case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
- case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
- case GLFW_KEY_COMMA: return ImGuiKey_Comma;
- case GLFW_KEY_MINUS: return ImGuiKey_Minus;
- case GLFW_KEY_PERIOD: return ImGuiKey_Period;
- case GLFW_KEY_SLASH: return ImGuiKey_Slash;
- case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
- case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
- case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
- case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
- case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
- case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
- case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
- case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
- case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
- case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
- case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
- case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
- case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
- case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
- case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
- case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
- case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
- case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
- case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
- case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
- case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
- case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
- case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
- case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
- case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
- case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
- case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
- case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
- case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
- case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
- case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
- case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
- case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
- case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
- case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
- case GLFW_KEY_MENU: return ImGuiKey_Menu;
- case GLFW_KEY_0: return ImGuiKey_0;
- case GLFW_KEY_1: return ImGuiKey_1;
- case GLFW_KEY_2: return ImGuiKey_2;
- case GLFW_KEY_3: return ImGuiKey_3;
- case GLFW_KEY_4: return ImGuiKey_4;
- case GLFW_KEY_5: return ImGuiKey_5;
- case GLFW_KEY_6: return ImGuiKey_6;
- case GLFW_KEY_7: return ImGuiKey_7;
- case GLFW_KEY_8: return ImGuiKey_8;
- case GLFW_KEY_9: return ImGuiKey_9;
- case GLFW_KEY_A: return ImGuiKey_A;
- case GLFW_KEY_B: return ImGuiKey_B;
- case GLFW_KEY_C: return ImGuiKey_C;
- case GLFW_KEY_D: return ImGuiKey_D;
- case GLFW_KEY_E: return ImGuiKey_E;
- case GLFW_KEY_F: return ImGuiKey_F;
- case GLFW_KEY_G: return ImGuiKey_G;
- case GLFW_KEY_H: return ImGuiKey_H;
- case GLFW_KEY_I: return ImGuiKey_I;
- case GLFW_KEY_J: return ImGuiKey_J;
- case GLFW_KEY_K: return ImGuiKey_K;
- case GLFW_KEY_L: return ImGuiKey_L;
- case GLFW_KEY_M: return ImGuiKey_M;
- case GLFW_KEY_N: return ImGuiKey_N;
- case GLFW_KEY_O: return ImGuiKey_O;
- case GLFW_KEY_P: return ImGuiKey_P;
- case GLFW_KEY_Q: return ImGuiKey_Q;
- case GLFW_KEY_R: return ImGuiKey_R;
- case GLFW_KEY_S: return ImGuiKey_S;
- case GLFW_KEY_T: return ImGuiKey_T;
- case GLFW_KEY_U: return ImGuiKey_U;
- case GLFW_KEY_V: return ImGuiKey_V;
- case GLFW_KEY_W: return ImGuiKey_W;
- case GLFW_KEY_X: return ImGuiKey_X;
- case GLFW_KEY_Y: return ImGuiKey_Y;
- case GLFW_KEY_Z: return ImGuiKey_Z;
- case GLFW_KEY_F1: return ImGuiKey_F1;
- case GLFW_KEY_F2: return ImGuiKey_F2;
- case GLFW_KEY_F3: return ImGuiKey_F3;
- case GLFW_KEY_F4: return ImGuiKey_F4;
- case GLFW_KEY_F5: return ImGuiKey_F5;
- case GLFW_KEY_F6: return ImGuiKey_F6;
- case GLFW_KEY_F7: return ImGuiKey_F7;
- case GLFW_KEY_F8: return ImGuiKey_F8;
- case GLFW_KEY_F9: return ImGuiKey_F9;
- case GLFW_KEY_F10: return ImGuiKey_F10;
- case GLFW_KEY_F11: return ImGuiKey_F11;
- case GLFW_KEY_F12: return ImGuiKey_F12;
- default: return ImGuiKey_None;
- }
-}
-
-static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
- io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
- io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
- io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
-}
-
-void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
- bd->PrevUserCallbackMousebutton(window, button, action, mods);
-
- ImGui_ImplGlfw_UpdateKeyModifiers(mods);
-
- ImGuiIO& io = ImGui::GetIO();
- if (button >= 0 && button < ImGuiMouseButton_COUNT)
- io.AddMouseButtonEvent(button, action == GLFW_PRESS);
-}
-
-void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
- bd->PrevUserCallbackScroll(window, xoffset, yoffset);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
-}
-
-static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
-{
-#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
- // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
- // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
- // See https://github.com/glfw/glfw/issues/1502 for details.
- // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
- // This won't cover edge cases but this is at least going to cover common cases.
- if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
- return key;
- const char* key_name = glfwGetKeyName(key, scancode);
- if (key_name && key_name[0] != 0 && key_name[1] == 0)
- {
- const char char_names[] = "`-=[]\\,;\'./";
- const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
- IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
- if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
- else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
- else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
- }
- // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
-#else
- IM_UNUSED(scancode);
-#endif
- return key;
-}
-
-void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
- bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
-
- if (action != GLFW_PRESS && action != GLFW_RELEASE)
- return;
-
- ImGui_ImplGlfw_UpdateKeyModifiers(mods);
-
- keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
-
- ImGuiIO& io = ImGui::GetIO();
- ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
- io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
- io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
-}
-
-void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
- bd->PrevUserCallbackWindowFocus(window, focused);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddFocusEvent(focused != 0);
-}
-
-void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
- bd->PrevUserCallbackCursorPos(window, x, y);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddMousePosEvent((float)x, (float)y);
- bd->LastValidMousePos = ImVec2((float)x, (float)y);
-}
-
-// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
-// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
-void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
- bd->PrevUserCallbackCursorEnter(window, entered);
-
- ImGuiIO& io = ImGui::GetIO();
- if (entered)
- {
- bd->MouseWindow = window;
- io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
- }
- else if (!entered && bd->MouseWindow == window)
- {
- bd->LastValidMousePos = io.MousePos;
- bd->MouseWindow = NULL;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
-}
-
-void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
- bd->PrevUserCallbackChar(window, c);
-
- ImGuiIO& io = ImGui::GetIO();
- io.AddInputCharacter(c);
-}
-
-void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
-{
- // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
-}
-
-void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
- IM_ASSERT(bd->Window == window);
-
- bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
- bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
- bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
- bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
- bd->InstalledCallbacks = true;
-}
-
-void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
- IM_ASSERT(bd->Window == window);
-
- glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
- glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
- glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
- glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
- glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
- glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
- glfwSetCharCallback(window, bd->PrevUserCallbackChar);
- glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
- bd->InstalledCallbacks = false;
- bd->PrevUserCallbackWindowFocus = NULL;
- bd->PrevUserCallbackCursorEnter = NULL;
- bd->PrevUserCallbackCursorPos = NULL;
- bd->PrevUserCallbackMousebutton = NULL;
- bd->PrevUserCallbackScroll = NULL;
- bd->PrevUserCallbackKey = NULL;
- bd->PrevUserCallbackChar = NULL;
- bd->PrevUserCallbackMonitor = NULL;
-}
-
-static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
-{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
-
- // Setup backend capabilities flags
- ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_glfw";
- 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->Time = 0.0;
-
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = bd->Window;
-
- // Set platform dependent data in viewport
-#if defined(_WIN32)
- ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
-#endif
-
- // Create mouse cursors
- // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
- // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
- // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
- bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
-#if GLFW_HAS_NEW_CURSORS
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
-#else
- bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
-#endif
- glfwSetErrorCallback(prev_error_callback);
-
- // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- if (install_callbacks)
- ImGui_ImplGlfw_InstallCallbacks(window);
-
- bd->ClientApi = client_api;
- return true;
-}
-
-bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
-}
-
-bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
-}
-
-bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
-{
- return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
-}
-
-void ImGui_ImplGlfw_Shutdown()
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- if (bd->InstalledCallbacks)
- ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
-
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- glfwDestroyCursor(bd->MouseCursors[cursor_n]);
-
- io.BackendPlatformName = NULL;
- io.BackendPlatformUserData = NULL;
- IM_DELETE(bd);
-}
-
-static void ImGui_ImplGlfw_UpdateMouseData()
-{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
-
-#ifdef __EMSCRIPTEN__
- const bool is_app_focused = true;
-#else
- const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
-#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)
- glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
-
- // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
- if (is_app_focused && bd->MouseWindow == NULL)
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
- io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
- bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
- }
- }
-}
-
-static void ImGui_ImplGlfw_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
- return;
-
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- }
- else
- {
- // Show OS mouse cursor
- // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
- glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
-}
-
-// Update gamepad inputs
-static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
-static void ImGui_ImplGlfw_UpdateGamepads()
-{
- ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
-
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
-#if GLFW_HAS_GAMEPAD_API
- GLFWgamepadstate gamepad;
- if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
- return;
- #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
- #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
-#else
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- if (axes_count == 0 || buttons_count == 0)
- return;
- #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
- #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
-#endif
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
- MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
- MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
- MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
- MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
- MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
- MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
- MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
- MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
- MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
- MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
- MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
- MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
- MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
- MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
-}
-
-void ImGui_ImplGlfw_NewFrame()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
-
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(bd->Window, &w, &h);
- glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
-
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
- bd->Time = current_time;
-
- ImGui_ImplGlfw_UpdateMouseData();
- ImGui_ImplGlfw_UpdateMouseCursor();
-
- // Update game controllers (if enabled and available)
- ImGui_ImplGlfw_UpdateGamepads();
-}
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.h b/3rdparty/imgui/backends/imgui_impl_glfw.h
deleted file mode 100644
index 58712de..0000000
--- a/3rdparty/imgui/backends/imgui_impl_glfw.h
+++ /dev/null
@@ -1,46 +0,0 @@
-// dear imgui: Platform Backend for GLFW
-// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
-// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan 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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
-
-// 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 defaults to "#version 150" if NULL.
-// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-
-struct GLFWwindow;
-struct GLFWmonitor;
-
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
-IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
-
-// GLFW callbacks (installer)
-// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
-// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
-IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
-IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
-
-// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
-IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
-IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
-IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
-IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
-IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
-IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp b/3rdparty/imgui/backends/imgui_impl_opengl3.cpp
deleted file mode 100644
index 0d3489c..0000000
--- a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// 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
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 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 NULL 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
-
-// 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
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
-#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__)
-#include <TargetConditionals.h>
-#endif
-#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
-
-// 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;
-
- ImGui_ImplOpenGL3_Data() { memset(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 : NULL;
-}
-
-// Functions
-bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
-{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendRendererUserData == NULL && "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);
-#else
- bd->GlVersion = 200; // GLES 2
-#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 NULL if unsure.
- if (glsl_version == NULL)
- {
-#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, &current_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 != NULL && 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 != NULL && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- ImGui_ImplOpenGL3_DestroyDeviceObjects();
- io.BackendRendererName = NULL;
- io.BackendRendererUserData = NULL;
- IM_DELETE(bd);
-}
-
-void ImGui_ImplOpenGL3_NewFrame()
-{
- ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
- IM_ASSERT(bd != NULL && "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*)&current_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.
- 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
- glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
- glEnableVertexAttribArray(bd->AttribLocationVtxPos);
- glEnableVertexAttribArray(bd->AttribLocationVtxUV);
- glEnableVertexAttribArray(bd->AttribLocationVtxColor);
- glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- 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);
-#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
- 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
- GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
- GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
- if (bd->VertexBufferSize < vtx_buffer_size)
- {
- bd->VertexBufferSize = vtx_buffer_size;
- glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
- }
- if (bd->IndexBufferSize < idx_buffer_size)
- {
- bd->IndexBufferSize = idx_buffer_size;
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
- }
- glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
- {
- // 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)
- 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
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
-#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- if (bd->GlVersion >= 320)
- 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
- 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
- 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);
- 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
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &bd->FontTexture);
- glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-#endif
- 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
- 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, NULL, (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, NULL, (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 = NULL;
- const GLchar* fragment_shader = NULL;
- 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, NULL);
- 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, NULL);
- 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(__clang__)
-#pragma clang diagnostic pop
-#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.h b/3rdparty/imgui/backends/imgui_impl_opengl3.h
deleted file mode 100644
index 98c9aca..0000000
--- a/3rdparty/imgui/backends/imgui_impl_opengl3.h
+++ /dev/null
@@ -1,55 +0,0 @@
-// 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 NULL (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
-
-// Backend API
-IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
-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__)
-#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
-#else
-// Otherwise imgui_impl_opengl3_loader.h will be used.
-#endif
-
-#endif