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dear-imgui-impl-opengl3-1.0.0: cbits/dcimgui_impl_opengl3.h

// 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 modern OpenGL with shaders / programmatic pipeline
// Auto-generated forward declarations for C header
typedef struct ImGui_ImplOpenGL3_RenderState_t ImGui_ImplOpenGL3_RenderState;
// 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
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// 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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
//  [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplOpenGL3_GetRenderState().
//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.

// 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

// About GLSL version:
//  The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
//  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.

#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_ImplOpenGL3_Init(const char* glsl_version /* = nullptr */);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);

// (Optional) Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_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_ImplOpenGL3_UpdateTexture(ImTextureData* tex);

// (Advanced) Specify clip origin, same value as glClipControl() or 0 for auto-detection.
CIMGUI_IMPL_API void cImGui_ImplOpenGL3_SetClipOrigin(unsigned int gl_clip_origin);

// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2     // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3     // Enable ES 3 (Auto-detected on iOS/Android)

// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2)\
 &&!defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif // #if defined(__APPLE__)
#if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3                // iOS, Android  -> GL ES 3, "#version 300 es"
#else
#if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2                // Emscripten    -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif // #if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)
#endif // #if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))
#endif // #if !defined(IMGUI_IMPL_OPENGL_ES2) &&!defined(IMGUI_IMPL_OPENGL_ES3)
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplOpenGL3_RenderState_t
{
    bool         UseBindSampler;
    bool         UseTexParameterFilter;
    unsigned int CurrentSampler;             // (GLuint) Used if UseBindSampler == true (and are available), otherwise always 0
    unsigned int CurrentTexParameterFilter;  // (GLuint) Used if UseTexParameterFilter == true
};
CIMGUI_IMPL_API ImGui_ImplOpenGL3_RenderState* cImGui_ImplOpenGL3_GetRenderState(void);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif