dear-imgui-impl-opengl2 (empty) → 1.0.0
raw patch · 12 files changed
+893/−0 lines, 12 filesdep +basedep +dear-imgui-rawdep +unliftio-core
Dependencies added: base, dear-imgui-raw, unliftio-core
Files
- CHANGELOG.md +13/−0
- LICENSE +26/−0
- README.md +6/−0
- cbits/DearImGuiWrappers.cpp +3/−0
- cbits/DearImGuiWrappers.h +16/−0
- cbits/dcimgui_impl_opengl2.cpp +133/−0
- cbits/dcimgui_impl_opengl2.h +72/−0
- cbits/imgui_impl_opengl2.cpp +435/−0
- cbits/imgui_impl_opengl2.h +45/−0
- dear-imgui-impl-opengl2.cabal +59/−0
- src/DearImGui/Impl/OpenGL2.hs +29/−0
- src/DearImGui/Raw/Impl/OpenGL2.hsc +56/−0
+ CHANGELOG.md view
@@ -0,0 +1,13 @@+# Changelog for `dear-imgui-impl-opengl2`++All notable changes to this package will be documented in this file.++The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),+and this project adheres to the+[Haskell Package Versioning Policy](https://pvp.haskell.org/).++## 1.0.0 - 2026-10-21++Initial release.++- Generated with dear_bindings `v0.26` from Dear ImGui `v1.93.0-docking`.
+ LICENSE view
@@ -0,0 +1,26 @@+Copyright 2026 IC Rainbow++Redistribution and use in source and binary forms, with or without+modification, are permitted provided that the following conditions are met:++1. Redistributions of source code must retain the above copyright notice, this+ list of conditions and the following disclaimer.++2. Redistributions in binary form must reproduce the above copyright notice,+ this list of conditions and the following disclaimer in the documentation+ and/or other materials provided with the distribution.++3. Neither the name of the copyright holder nor the names of its contributors+ may be used to endorse or promote products derived from this software+ without specific prior written permission.++THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ README.md view
@@ -0,0 +1,6 @@+# dear-imgui-impl-opengl2++Renderer backend for [Dear ImGui] on legacy fixed-pipeline OpenGL.+Pair it with a platform backend.++[Dear ImGui]: https://github.com/ocornut/imgui
+ cbits/DearImGuiWrappers.cpp view
@@ -0,0 +1,3 @@+// Generated by dear-bindings-ffi. Do not edit.+#include "DearImGuiWrappers.h"+
+ cbits/DearImGuiWrappers.h view
@@ -0,0 +1,16 @@+// Generated by dear-bindings-ffi. Do not edit.+#ifndef DEAR_IMGUI_WRAPPERS_H+#define DEAR_IMGUI_WRAPPERS_H++#include "dcimgui_impl_opengl2.h"++#ifdef __cplusplus+extern "C" {+#endif+++#ifdef __cplusplus+}+#endif++#endif
+ cbits/dcimgui_impl_opengl2.cpp view
@@ -0,0 +1,133 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++#include "imgui.h"+#include "imgui_impl_opengl2.h"++#include <stdio.h>++// Wrap this in a namespace to keep it separate from the C++ API+// This define prevents #defines in the header getting defined again (as they are already in the normal header above),+// and thus generating redefinition warnings+#define DEAR_BINDINGS_INTERNAL_GLUE_CODE+namespace cimgui+{+#include "dcimgui_impl_opengl2.h"+}+#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE++// By-value struct conversions++static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)+{+ cimgui::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)+{+ ::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)+{+ cimgui::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)+{+ ::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)+{+ cimgui::ImTextureRef dest;+ dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)+{+ ::ImTextureRef dest;+ dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)+{+ cimgui::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)+{+ ::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++// Function stubs++#ifndef IMGUI_DISABLE++CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL2_Init(void)+{+ return ::ImGui_ImplOpenGL2_Init();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_Shutdown(void)+{+ ::ImGui_ImplOpenGL2_Shutdown();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_NewFrame(void)+{+ ::ImGui_ImplOpenGL2_NewFrame();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_RenderDrawData(cimgui::ImDrawData* draw_data)+{+ ::ImGui_ImplOpenGL2_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data));+}++CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL2_CreateDeviceObjects(void)+{+ return ::ImGui_ImplOpenGL2_CreateDeviceObjects();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_DestroyDeviceObjects(void)+{+ ::ImGui_ImplOpenGL2_DestroyDeviceObjects();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL2_UpdateTexture(cimgui::ImTextureData* tex)+{+ ::ImGui_ImplOpenGL2_UpdateTexture(reinterpret_cast<::ImTextureData*>(tex));+}++#endif // #ifndef IMGUI_DISABLE
+ cbits/dcimgui_impl_opengl2.h view
@@ -0,0 +1,72 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++// Dear Bindings version as a string+#ifndef DEAR_BINDINGS_VERSION+#define DEAR_BINDINGS_VERSION "0.26"+#endif++// Dear Bindings version as an integer+#ifndef DEAR_BINDINGS_VERSION_NUMBER+#define DEAR_BINDINGS_VERSION_NUMBER 26+#endif++// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)+// ImDrawIdx: vertex index. [Compile-time configurable type]+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.+#ifndef ImDrawIdx+typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)+#endif // #ifndef ImDrawIdx+// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// Missing features or Issues:+// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).+// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**+// **Prefer using the code in imgui_impl_opengl3.cpp**+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might+// confuse your GPU driver.+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.++#pragma once++#ifdef __cplusplus+extern "C"+{+#endif+#include "dcimgui.h"+#ifndef IMGUI_DISABLE+typedef struct ImDrawData_t ImDrawData;+// Follow "Getting Started" link and check examples/ folder to learn about using backends!+CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_Init(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL2_Shutdown(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL2_NewFrame(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);++// Called by Init/NewFrame/Shutdown+CIMGUI_IMPL_API bool cImGui_ImplOpenGL2_CreateDeviceObjects(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL2_DestroyDeviceObjects(void);++// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.+CIMGUI_IMPL_API void cImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);+#endif// #ifndef IMGUI_DISABLE+#ifdef __cplusplus+} // End of extern "C" block+#endif
+ cbits/imgui_impl_opengl2.cpp view
@@ -0,0 +1,435 @@+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)+// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// Missing features or Issues:+// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).+// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**+// **Prefer using the code in imgui_impl_opengl3.cpp**+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might+// confuse your GPU driver.+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.++// CHANGELOG+// (minor and older changes stripped away, please see git history for details)+// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.+// 2026-09-17: OpenGL: Added support for platform_io.DrawCallback_SetSamplerFromTex. (#9378)+// 2026-09-07: OpenGL: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)+// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)+// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)+// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)+// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.+// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)+// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().+// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.+// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.+// 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).+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)+// 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.+// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.+// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.+// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.+// 2017-09-01: OpenGL: Save and restore current polygon mode.+// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.++#include "imgui.h"+#ifndef IMGUI_DISABLE+#include "imgui_impl_opengl2.h"+#include <stdint.h> // intptr_t++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#pragma clang diagnostic push+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"+#endif++// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling+#if defined(_WIN32) && !defined(APIENTRY)+#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.+#endif+#if defined(_WIN32) && !defined(WINGDIAPI)+#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this+#endif+#if defined(__APPLE__)+#define GL_SILENCE_DEPRECATION+#include <OpenGL/gl.h>+#else+#include <GL/gl.h>+#endif++// [Debugging]+//#define IMGUI_IMPL_OPENGL_DEBUG+#ifdef IMGUI_IMPL_OPENGL_DEBUG+#include <stdio.h>+#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check+#else+#define GL_CALL(_CALL) _CALL // Call without error check+#endif++// OpenGL data+struct ImGui_ImplOpenGL2_Data+{+ bool UseTexParameterToSetSampler;+ GLuint NextSampler;++ ImGui_ImplOpenGL2_Data() { memset((void*)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_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()+{+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;+}++// Forward Declarations+static void ImGui_ImplOpenGL2_InitMultiViewportSupport();+static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();++// Functions+void ImGui_ImplOpenGL2_NewFrame()+{+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");+ IM_UNUSED(bd);+}++static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)+{+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();+ glEnable(GL_BLEND);+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);+ //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+ glDisable(GL_CULL_FACE);+ glDisable(GL_DEPTH_TEST);+ glDisable(GL_STENCIL_TEST);+ glDisable(GL_LIGHTING);+ glDisable(GL_COLOR_MATERIAL);+ glEnable(GL_SCISSOR_TEST);+ glEnableClientState(GL_VERTEX_ARRAY);+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);+ glEnableClientState(GL_COLOR_ARRAY);+ glDisableClientState(GL_NORMAL_ARRAY);+ glEnable(GL_TEXTURE_2D);+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);+ glShadeModel(GL_SMOOTH);+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);++ bd->UseTexParameterToSetSampler = false;+ bd->NextSampler = GL_LINEAR;++ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.+ // (DO NOT MODIFY THIS FILE! Add the code in your calling function)+ // GLint last_program;+ // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);+ // glUseProgram(0);+ // ImGui_ImplOpenGL2_RenderDrawData(...);+ // glUseProgram(last_program)+ // There are potentially many more states you could need to clear/setup that we can't access from default headers.+ // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).++ // 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.+ GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));+ glMatrixMode(GL_PROJECTION);+ glPushMatrix();+ glLoadIdentity();+ 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);+ glMatrixMode(GL_MODELVIEW);+ glPushMatrix();+ glLoadIdentity();+}++// Draw callbacks+// - IMPORTANT: Using DrawCallback_SetSamplerLinear/DrawCallback_SetSamplerNearest will trash glTexParameteri() values for the texture!!+// We cannot decently backup/restore that state because glGetTexParameteriv() is slow on many setups.+// - Using DrawCallback_SetSamplerFromTex will basically instruct the backend to use existing glTexParameteri() values without modifying anything, which is the initial state.+static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.+static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }+static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }+static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerFromTex(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = false; }++// OpenGL2 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_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)+{+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f);+ if (fb_width == 0 || fb_height == 0)+ return;++ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).+ if (draw_data->Textures != nullptr)+ for (ImTextureData* tex : *draw_data->Textures)+ if (tex->Status != ImTextureStatus_OK)+ ImGui_ImplOpenGL2_UpdateTexture(tex);++ // Backup GL state+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);+ GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);+ GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);+ glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);++ // Setup desired GL state+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);++ // 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 (const ImDrawList* draw_list : draw_data->CmdLists)+ {+ const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;+ const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));++ for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)+ {+ const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];+ if (pcmd->UserCallback)+ {+ // User callback, registered via ImDrawList::AddCallback()+ if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);+ else+ pcmd->UserCallback(draw_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+ GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID();+ glBindTexture(GL_TEXTURE_2D, pcmd_texture);++ // Emulate sampler change (even though it is technically part of texture data)+ // As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.+ if (bd->UseTexParameterToSetSampler)+ {+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);+ }++ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);+ }+ }+ }++ // Restore modified GL state+ glDisableClientState(GL_COLOR_ARRAY);+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);+ glDisableClientState(GL_VERTEX_ARRAY);+ glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);+ glMatrixMode(GL_MODELVIEW);+ glPopMatrix();+ glMatrixMode(GL_PROJECTION);+ glPopMatrix();+ glPopAttrib();+ glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);+ 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]);+ glShadeModel(last_shade_model);+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);+}++void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)+{+ // Backup GL_UNPACK state that we modify, restore on exit.+ GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));+ GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));++ if (tex->Status == ImTextureStatus_WantCreate)+ {+ // Create and upload new texture to graphics system+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);+ const void* pixels = tex->GetPixels();+ GLuint gl_texture_id = 0;++ // Upload texture to graphics system (bilinear sampling is required).+ GLint last_texture;+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));+ GL_CALL(glGenTextures(1, &gl_texture_id));+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));++ // Store identifiers+ tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);+ tex->SetStatus(ImTextureStatus_OK);++ // Restore state+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));+ }+ else if (tex->Status == ImTextureStatus_WantUpdates)+ {+ // Update selected blocks. We only ever write to textures regions which have never been used before!+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.+ GLint last_texture;+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));++ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));+ for (ImTextureRect& r : tex->Updates)+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state+ tex->SetStatus(ImTextureStatus_OK);+ }+ else if (tex->Status == ImTextureStatus_WantDestroy)+ {+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;+ glDeleteTextures(1, &gl_tex_id);++ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)+ tex->SetTexID(ImTextureID_Invalid);+ tex->SetStatus(ImTextureStatus_Destroyed);+ }++ // Restore GL_UNPACK state+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));+}++bool ImGui_ImplOpenGL2_CreateDeviceObjects()+{+ return true;+}++void ImGui_ImplOpenGL2_DestroyDeviceObjects()+{+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)+ if (tex->RefCount == 1)+ {+ tex->SetStatus(ImTextureStatus_WantDestroy);+ ImGui_ImplOpenGL2_UpdateTexture(tex);+ }+}++bool ImGui_ImplOpenGL2_Init()+{+ ImGuiIO& io = ImGui::GetIO();+ IMGUI_CHECKVERSION();+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");++ // Setup backend capabilities flags+ ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();+ io.BackendRendererUserData = (void*)bd;+ io.BackendRendererName = "imgui_impl_opengl2";+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.+ io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)++ ImGui_ImplOpenGL2_InitMultiViewportSupport();++ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;+ platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear;+ platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest;+ platform_io.DrawCallback_SetSamplerFromTex = ImGui_ImplOpenGL2_DrawCallback_SetSamplerFromTex;++ return true;+}++void ImGui_ImplOpenGL2_Shutdown()+{+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");+ ImGuiIO& io = ImGui::GetIO();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();++ ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();+ ImGui_ImplOpenGL2_DestroyDeviceObjects();++ io.BackendRendererName = nullptr;+ io.BackendRendererUserData = nullptr;+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);+ platform_io.ClearRendererHandlers();+ IM_DELETE(bd);+}++//--------------------------------------------------------------------------------------------------------+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.+// 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..+//--------------------------------------------------------------------------------------------------------++static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)+{+ if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))+ {+ ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);+ glClear(GL_COLOR_BUFFER_BIT);+ }+ ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);+}++static void ImGui_ImplOpenGL2_InitMultiViewportSupport()+{+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;+}++static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()+{+ ImGui::DestroyPlatformWindows();+}++//-----------------------------------------------------------------------------++#if defined(__clang__)+#pragma clang diagnostic pop+#endif++#endif // #ifndef IMGUI_DISABLE
+ cbits/imgui_impl_opengl2.h view
@@ -0,0 +1,45 @@+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)+// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.+// Missing features or Issues:+// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).+// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().++// 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.+// Learn about Dear ImGui:+// - FAQ https://dearimgui.com/faq+// - Getting Started https://dearimgui.com/getting-started+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).+// - Introduction, links and more at the top of imgui.cpp++// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**+// **Prefer using the code in imgui_impl_opengl3.cpp**+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might+// confuse your GPU driver.+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.++#pragma once+#include "imgui.h" // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE++// Follow "Getting Started" link and check examples/ folder to learn about using backends!+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();+IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();+IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();+IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);++// Called by Init/NewFrame/Shutdown+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();++// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.+IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);++#endif // #ifndef IMGUI_DISABLE
+ dear-imgui-impl-opengl2.cabal view
@@ -0,0 +1,59 @@+cabal-version: 2.2++-- This file has been generated from package.yaml by hpack version 0.39.6.+--+-- see: https://github.com/sol/hpack++name: dear-imgui-impl-opengl2+version: 1.0.0+synopsis: Legacy OpenGL2 renderer-backend bindings for dear-imgui-raw.+description: Generated with dear_bindings from the imgui_impl_opengl2 backend that ships with Dear ImGui.+category: GUI+maintainer: IC Rainbow <aenor.realm@gmail.com>+license: BSD-3-Clause+license-file: LICENSE+build-type: Simple+extra-source-files:+ cbits/dcimgui_impl_opengl2.h+ cbits/DearImGuiWrappers.h+ cbits/imgui_impl_opengl2.h+extra-doc-files:+ README.md+ CHANGELOG.md++library+ exposed-modules:+ DearImGui.Impl.OpenGL2+ DearImGui.Raw.Impl.OpenGL2+ other-modules:+ Paths_dear_imgui_impl_opengl2+ autogen-modules:+ Paths_dear_imgui_impl_opengl2+ hs-source-dirs:+ src+ default-extensions:+ BlockArguments+ DataKinds+ DuplicateRecordFields+ LambdaCase+ NoFieldSelectors+ OverloadedRecordDot+ OverloadedStrings+ StrictData+ ghc-options: -Wall -optc-Wno-discarded-qualifiers -optc-Wno-incompatible-pointer-types+ cxx-options: -std=c++11 -fpermissive+ include-dirs:+ cbits+ cxx-sources:+ cbits/dcimgui_impl_opengl2.cpp+ cbits/DearImGuiWrappers.cpp+ cbits/imgui_impl_opengl2.cpp+ extra-libraries:+ GL+ build-tool-depends:+ hsc2hs:hsc2hs+ build-depends:+ base >=4.16 && <5+ , dear-imgui-raw ==1.0.*+ , unliftio-core+ default-language: GHC2021
+ src/DearImGui/Impl/OpenGL2.hs view
@@ -0,0 +1,29 @@+-- | "DearImGui.Raw.Impl.OpenGL2" over idiomatic 'Bool' returns.+module DearImGui.Impl.OpenGL2+ ( init+ , withInit+ , createDeviceObjects+ , Raw.destroyDeviceObjects+ , Raw.newFrame+ , Raw.renderDrawData+ , Raw.shutdown+ , Raw.updateTexture+ ) where++import Prelude hiding (init)++import Control.Monad.IO.Unlift (MonadUnliftIO)+import Foreign.Marshal.Utils (toBool)++import DearImGui.Impl.Init (withInitOrFail)+import DearImGui.Raw.Impl.OpenGL2 qualified as Raw++init :: IO Bool+init = toBool <$> Raw.init++-- | 'init'-or-'InitFailed' before the body, 'Raw.shutdown' after it.+withInit :: (MonadUnliftIO m) => m a -> m a+withInit = withInitOrFail "ImGui_ImplOpenGL2_Init" init Raw.shutdown++createDeviceObjects :: IO Bool+createDeviceObjects = toBool <$> Raw.createDeviceObjects
+ src/DearImGui/Raw/Impl/OpenGL2.hsc view
@@ -0,0 +1,56 @@+{-# LANGUAGE CApiFFI #-}+{-# LANGUAGE PatternSynonyms #-}++-- This file was generated by dear-bindings-ffi. Do not edit by hand.++module DearImGui.Raw.Impl.OpenGL2+ ( createDeviceObjects+ , destroyDeviceObjects+ , init+ , newFrame+ , renderDrawData+ , shutdown+ , updateTexture+ ) where++import DearImGui.Raw.ImDrawData (ImDrawData)+import DearImGui.Raw.ImTextureData (ImTextureData)+import Foreign.C.Types+import Foreign.Ptr (Ptr)+import Prelude hiding (init)++#include "dcimgui_impl_opengl2.h"++-- functions++-- C: bool ImGui_ImplOpenGL2_CreateDeviceObjects()+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_CreateDeviceObjects"+ createDeviceObjects :: IO CBool++-- C: void ImGui_ImplOpenGL2_DestroyDeviceObjects()+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_DestroyDeviceObjects"+ destroyDeviceObjects :: IO ()++-- C: bool ImGui_ImplOpenGL2_Init()+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_Init"+ init :: IO CBool++-- C: void ImGui_ImplOpenGL2_NewFrame()+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_NewFrame"+ newFrame :: IO ()++-- C: void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_RenderDrawData"+ renderDrawData+ :: (Ptr ImDrawData) -- ^ draw_data+ -> IO ()++-- C: void ImGui_ImplOpenGL2_Shutdown()+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_Shutdown"+ shutdown :: IO ()++-- C: void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)+foreign import capi safe "dcimgui_impl_opengl2.h cImGui_ImplOpenGL2_UpdateTexture"+ updateTexture+ :: (Ptr ImTextureData) -- ^ tex+ -> IO ()