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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 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 ()