|  | // dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) | 
|  | // This needs to be used along with a Platform Binding (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! | 
|  |  | 
|  | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | 
|  | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | 
|  | // https://github.com/ocornut/imgui | 
|  |  | 
|  | // **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 | 
|  |  | 
|  | 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_CreateFontsTexture(); | 
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyFontsTexture(); | 
|  | IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_CreateDeviceObjects(); | 
|  | IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyDeviceObjects(); |