976550ef [nostalgia/sample_project] Add missing type descriptors 1fb0a866 [nostalgia/core] Fix CompactPalette TypeName and TypeVersion eb46aeeb [nfde] Fix compiler warnings on Gtk build 9244b735 [nostalgia] Fix non-Linux non-Apple systems not to build GLFW for Wayland 3fba36b4 [nfde] Make only option BUILD_SHARED_LIBS if not already set 6ddb6b42 Merge commit '5461f6700dac79e9e71e3966f8a1270706c385ba' 5461f670 Squashed 'deps/nfde/' changes from 28ade5a5c..5786fabce 1ecc7aa7 Merge commit '26c8cc348eacea01237cd64e1a68d0df8141e848' 26c8cc34 Squashed 'deps/glfw/' changes from 7d5a16ce7..7b6aead9f fc25c12d Merge commit 'ae51a422787bc3b720ff1748c0219c8f33363427' ae51a422 Squashed 'deps/imgui/' changes from f33737806..2db79d086 6c71e1e2 [nostalgia/core/studio,studio] Give TileSheetEditor Ctrl-A and Ctrl-G for selection 2ede01e7 [nostalgia/core/studio] Fix build deacd4ab [nostalgia/core/studio] Fix PaletteEditor add/remove color commands git-subtree-dir: deps/nostalgia git-subtree-split: 976550ef6fa269cf1e367e880f148b0ad7b1b163
40 lines
2.2 KiB
C
40 lines
2.2 KiB
C
// 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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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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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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#endif // #ifndef IMGUI_DISABLE
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