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			239 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for SDL2 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <SDL_opengl.h>
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#endif
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#ifdef _WIN32
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#include <windows.h>        // SetProcessDPIAware()
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#endif
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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// Main code
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int main(int, char**)
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{
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    // Setup SDL
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#ifdef _WIN32
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    ::SetProcessDPIAware();
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#endif
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    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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    {
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        printf("Error: %s\n", SDL_GetError());
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        return -1;
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    }
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    // Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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    // GL ES 2.0 + GLSL 100 (WebGL 1.0)
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    const char* glsl_version = "#version 100";
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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    // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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    const char* glsl_version = "#version 300 es";
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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    // GL 3.2 Core + GLSL 150
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    const char* glsl_version = "#version 150";
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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    // GL 3.0 + GLSL 130
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    const char* glsl_version = "#version 130";
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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    // From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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    // Create window with graphics context
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    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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    float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
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    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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    if (window == nullptr)
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    {
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        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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        return -1;
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    }
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    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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    if (gl_context == nullptr)
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    {
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        printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
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        return -1;
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    }
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    SDL_GL_MakeCurrent(window, gl_context);
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    SDL_GL_SetSwapInterval(1); // Enable vsync
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    // Setup Dear ImGui context
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    IMGUI_CHECKVERSION();
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    ImGui::CreateContext();
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    ImGuiIO& io = ImGui::GetIO(); (void)io;
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    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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    // Setup Dear ImGui style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsLight();
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    // Setup scaling
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    ImGuiStyle& style = ImGui::GetStyle();
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    style.ScaleAllSizes(main_scale);        // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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    style.FontScaleDpi = main_scale;        // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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    // Setup Platform/Renderer backends
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    ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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    ImGui_ImplOpenGL3_Init(glsl_version);
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    // Load Fonts
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    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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    // - Read 'docs/FONTS.md' for more instructions and details.
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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    //style.FontSizeBase = 20.0f;
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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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    //IM_ASSERT(font != nullptr);
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    // Our state
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    bool show_demo_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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    // Main loop
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    bool done = false;
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#ifdef __EMSCRIPTEN__
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    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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    io.IniFilename = nullptr;
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    EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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    while (!done)
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#endif
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    {
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        // Poll and handle events (inputs, window resize, etc.)
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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        SDL_Event event;
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        while (SDL_PollEvent(&event))
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        {
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            ImGui_ImplSDL2_ProcessEvent(&event);
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            if (event.type == SDL_QUIT)
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                done = true;
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            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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                done = true;
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        }
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        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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        {
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            SDL_Delay(10);
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            continue;
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        }
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        // Start the Dear ImGui frame
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        ImGui_ImplOpenGL3_NewFrame();
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        ImGui_ImplSDL2_NewFrame();
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        ImGui::NewFrame();
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        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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        if (show_demo_window)
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            ImGui::ShowDemoWindow(&show_demo_window);
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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        {
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            static float f = 0.0f;
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            static int counter = 0;
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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            ImGui::Checkbox("Another Window", &show_another_window);
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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                counter++;
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            ImGui::SameLine();
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            ImGui::Text("counter = %d", counter);
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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            ImGui::End();
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        }
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        // 3. Show another simple window.
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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            ImGui::Text("Hello from another window!");
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            if (ImGui::Button("Close Me"))
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                show_another_window = false;
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            ImGui::End();
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        }
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        // Rendering
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        ImGui::Render();
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        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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        glClear(GL_COLOR_BUFFER_BIT);
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        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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        SDL_GL_SwapWindow(window);
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    }
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#ifdef __EMSCRIPTEN__
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    EMSCRIPTEN_MAINLOOP_END;
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#endif
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    // Cleanup
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    ImGui_ImplOpenGL3_Shutdown();
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    ImGui_ImplSDL2_Shutdown();
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    ImGui::DestroyContext();
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    SDL_GL_DeleteContext(gl_context);
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    SDL_DestroyWindow(window);
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    SDL_Quit();
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    return 0;
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}
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