|  | // 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 identifier as void*/ImTextureID. Read the FAQ about ImTextureID! | 
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | 
|  |  | 
|  | // 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) | 
|  | //  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | 
|  | //  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 | 
|  |  | 
|  | struct ImGui_ImplOpenGL2_Data | 
|  | { | 
|  | GLuint       FontTexture; | 
|  |  | 
|  | 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_InitPlatformInterface(); | 
|  | static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | 
|  |  | 
|  | // Functions | 
|  | 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_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional) | 
|  |  | 
|  | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | 
|  | ImGui_ImplOpenGL2_InitPlatformInterface(); | 
|  |  | 
|  | 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(); | 
|  |  | 
|  | ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | 
|  | ImGui_ImplOpenGL2_DestroyDeviceObjects(); | 
|  | io.BackendRendererName = nullptr; | 
|  | io.BackendRendererUserData = nullptr; | 
|  | io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; | 
|  | IM_DELETE(bd); | 
|  | } | 
|  |  | 
|  | 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()?"); | 
|  |  | 
|  | if (!bd->FontTexture) | 
|  | ImGui_ImplOpenGL2_CreateDeviceObjects(); | 
|  | if (!bd->FontTexture) | 
|  | ImGui_ImplOpenGL2_CreateFontsTexture(); | 
|  | } | 
|  |  | 
|  | 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. | 
|  | 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); | 
|  |  | 
|  | // 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. | 
|  | 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(); | 
|  | } | 
|  |  | 
|  | // 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) | 
|  | int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); | 
|  | int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); | 
|  | if (fb_width == 0 || fb_height == 0) | 
|  | return; | 
|  |  | 
|  | // 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 (int n = 0; n < draw_data->CmdListsCount; n++) | 
|  | { | 
|  | const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
|  | const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | 
|  | const ImDrawIdx* idx_buffer = cmd_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 < cmd_list->CmdBuffer.Size; cmd_i++) | 
|  | { | 
|  | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
|  | if (pcmd->UserCallback) | 
|  | { | 
|  | // User callback, registered via ImDrawList::AddCallback() | 
|  | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | 
|  | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | 
|  | ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); | 
|  | else | 
|  | pcmd->UserCallback(cmd_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 | 
|  | glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); | 
|  | 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); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplOpenGL2_CreateFontsTexture() | 
|  | { | 
|  | // Build texture atlas | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | 
|  | unsigned char* pixels; | 
|  | int width, height; | 
|  | io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. | 
|  |  | 
|  | // Upload texture to graphics system | 
|  | // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) | 
|  | GLint last_texture; | 
|  | glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | 
|  | glGenTextures(1, &bd->FontTexture); | 
|  | glBindTexture(GL_TEXTURE_2D, bd->FontTexture); | 
|  | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
|  | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
|  | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | 
|  | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | 
|  |  | 
|  | // Store our identifier | 
|  | io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | 
|  |  | 
|  | // Restore state | 
|  | glBindTexture(GL_TEXTURE_2D, last_texture); | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | void ImGui_ImplOpenGL2_DestroyFontsTexture() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | 
|  | if (bd->FontTexture) | 
|  | { | 
|  | glDeleteTextures(1, &bd->FontTexture); | 
|  | io.Fonts->SetTexID(0); | 
|  | bd->FontTexture = 0; | 
|  | } | 
|  | } | 
|  |  | 
|  | bool    ImGui_ImplOpenGL2_CreateDeviceObjects() | 
|  | { | 
|  | return ImGui_ImplOpenGL2_CreateFontsTexture(); | 
|  | } | 
|  |  | 
|  | void    ImGui_ImplOpenGL2_DestroyDeviceObjects() | 
|  | { | 
|  | ImGui_ImplOpenGL2_DestroyFontsTexture(); | 
|  | } | 
|  |  | 
|  |  | 
|  | //-------------------------------------------------------------------------------------------------------- | 
|  | // 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_InitPlatformInterface() | 
|  | { | 
|  | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | 
|  | platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() | 
|  | { | 
|  | ImGui::DestroyPlatformWindows(); | 
|  | } | 
|  |  | 
|  | //----------------------------------------------------------------------------- | 
|  |  | 
|  | #if defined(__clang__) | 
|  | #pragma clang diagnostic pop | 
|  | #endif | 
|  |  | 
|  | #endif // #ifndef IMGUI_DISABLE |