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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the sdl_opengl3_example/ folder**
// See imgui_impl_sdl.cpp for details.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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struct SDL_Window ;
typedef union SDL_Event SDL_Event ;
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IMGUI_API bool ImGui_ImplSdlGL2_Init ( SDL_Window * window ) ;
IMGUI_API void ImGui_ImplSdlGL2_Shutdown ( ) ;
IMGUI_API void ImGui_ImplSdlGL2_NewFrame ( SDL_Window * window ) ;
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent ( SDL_Event * event ) ;
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects ( ) ;