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assets/README.txt

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if you want to add custom fonts or images add them to this folder.
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how to add a font properly:
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1. download the font (.ttf format only)
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2. download ImHex and open it (https://github.com/WerWolv/ImHex/releases/latest)
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3. drag your font file into im hex
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4. ImHex now should load that font in hex editor
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5. select all (ctrl + a), right click with mouse and click "copy as" and choose "c array"ä
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6. you can now close ImHex
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7. create a new file in "assets/fonts" called "your_font_name.h" (header file only) and paste the code there
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8. it might look like this now: "const uint8_t data[208204] = {" change it to "unsigned char your_font_name[208204] = {"
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9. go in method: "Interface::setupImgui" and after "io.Fonts->AddFontDefault();" add this:
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10. Interface::fonts["your_font_name_your_font_size"] io.Fonts->AddFontFromMemoryTTF(your_font_name, sizeof(your_font_name), your_font_size);
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11. you now can use it like this:
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example: if my font is called rubiks and i want to use it with size 20 i would do this:
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Interface::fonts["rubiks_20"] io.Fonts->AddFontFromMemoryTTF(rubiks, sizeof(rubiks), 20.0f);
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and i would use it like this:
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ImGui::PushFont(Interface::fonts["rubiks_20"]);
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ImGui::Text("your text with your custom added font");
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ImGui::PopFont();
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==========================================================================================================================================
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how to add an image properly:
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1. download the image (.png format only)
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2. download ImHex and open it (https://github.com/WerWolv/ImHex/releases/latest)
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3. drag your image file into im hex
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4. ImHex now should load that image in hex editor
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5. select all (ctrl + a), right click with mouse and click "copy as" and choose "c array"
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6. you can now close ImHex
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7. create a new file in "assets/images" called "your_image_name.h" (header file only) and paste the code there
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8. it might look like this now: "const uint8_t data[208204] = {" change it to "const unsigned char your_image_name[208204] = {"
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9. download stb_image and add it in "/libraries" folder
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10. go in method: "Interface::setupImgui" and after all the font adding stuff add this:
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11. Interface::images["your_image_name"] stbi_load_from_memory(your_image_name, &your_image_width, &your_image_height, &your_image_channels, 4);
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12. you now can use it like this:
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ImGui::Image(Interface::images["your_image_name"], ImVec2(your_image_width, your_image_height));
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to navigate the image use: ImGui::SetOffset({x, y});

assets/fonts/sfuibold.h

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assets/fonts/sfuiregular.h

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libraries/imgui/imconfig.h

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#pragma once

libraries/imgui/imgui.cpp

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libraries/imgui/imgui.h

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libraries/imgui/imgui_draw.cpp

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// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
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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 identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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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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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 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).
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2017-09-01: OpenGL: Save and restore current polygon walkMode.
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// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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#include "imgui.h"
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#include "imgui_impl_opengl2.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
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#if defined(_WIN32) && !defined(APIENTRY)
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#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
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#endif
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#if defined(_WIN32) && !defined(WINGDIAPI)
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
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#endif
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#if defined(__APPLE__)
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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struct ImGui_ImplOpenGL2_Data
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{
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GLuint FontTexture;
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ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() {
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplOpenGL2_Init() {
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl2";
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return true;
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}
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void ImGui_ImplOpenGL2_Shutdown() {
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL2_NewFrame() {
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplOpenGL2_CreateDeviceObjects();
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}
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static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) {
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glShadeModel(GL_SMOOTH);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
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// GLint last_program;
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// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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// glUseProgram(0);
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// ImGui_ImplOpenGL2_RenderDrawData(...);
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// glUseProgram(last_program)
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// There are potentially many more states you could need to clear/setup that we can't access from default headers.
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// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
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// Setup viewport, orthographic projection matrix
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// 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.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0F);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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// OpenGL2 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) {
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if (!draw_data->Valid)
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return;
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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// Backup GL state
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
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GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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// Setup desired GL state
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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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));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
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}
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}
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}
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// Restore modified GL state
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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glShadeModel(last_shade_model);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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}
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bool ImGui_ImplOpenGL2_CreateFontsTexture() {
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-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.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGui_ImplOpenGL2_DestroyFontsTexture() {
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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if (bd->FontTexture)
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{
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glDeleteTextures(1, &bd->FontTexture);
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io.Fonts->SetTexID(0);
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bd->FontTexture = 0;
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}
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}
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bool ImGui_ImplOpenGL2_CreateDeviceObjects() {
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return ImGui_ImplOpenGL2_CreateFontsTexture();
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}
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void ImGui_ImplOpenGL2_DestroyDeviceObjects() {
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ImGui_ImplOpenGL2_DestroyFontsTexture();
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}
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// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
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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 identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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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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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();

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