dep/imgui: Update to 9499afdf5e7f22e2cf4bf7c365d18f7e1d07572b
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@ -92,17 +92,12 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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static bool g_IsGLES = false;
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static bool g_IsGLES2 = false;
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// 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.
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if (GLAD_GL_ES_VERSION_3_0)
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@ -133,16 +128,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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@ -571,31 +561,3 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplOpenGL3_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
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}
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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