a little lcean up
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844d23b3fd
commit
460e63af26
35
lib/uuid.cpp
35
lib/uuid.cpp
@ -1,35 +0,0 @@
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#include "uuid.h"
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namespace uuid {
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static std::random_device rd;
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static std::mt19937 gen(rd());
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static std::uniform_int_distribution<> dis(0, 15);
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static std::uniform_int_distribution<> dis2(8, 11);
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std::string generate_uuid_v4() {
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std::stringstream ss;
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int i;
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ss << std::hex;
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for (i = 0; i < 8; i++) {
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ss << dis(gen);
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}
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ss << "-";
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for (i = 0; i < 4; i++) {
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ss << dis(gen);
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}
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ss << "-4";
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for (i = 0; i < 3; i++) {
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ss << dis(gen);
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}
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ss << "-";
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ss << dis2(gen);
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for (i = 0; i < 3; i++) {
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ss << dis(gen);
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}
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ss << "-";
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for (i = 0; i < 12; i++) {
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ss << dis(gen);
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};
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return ss.str();
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}
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} // namespace uuid
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12
lib/uuid.h
12
lib/uuid.h
@ -1,12 +0,0 @@
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#ifndef UUID_H
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#define UUID_H
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#include <random>
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#include <sstream>
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#include <string>
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namespace uuid {
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std::string generate_uuid_v4();
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}
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#endif // UUID_H
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74
main.cpp
74
main.cpp
@ -1,14 +1,3 @@
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// Dear ImGui: standalone example application for SDL2 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows,
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// 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/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_scancode.h>
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#include <SDL2/SDL_scancode.h>
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#include <cstddef>
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#include <cstddef>
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@ -106,43 +95,33 @@ Texture ReloadTexture(ImTextureID id, int width, int height) {
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return t;
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return t;
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}
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}
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void rotate90()
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{
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}
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void RotateImage(Texture t) {
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void RotateImage(Texture t) {
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int height = t.size.y;
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int height = t.size.y;
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int width = t.size.x;
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int width = t.size.x;
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int channels = t.channels;
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int channels = t.channels;
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const unsigned int sizeBuffer = width * height * channels;
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const unsigned int sizeBuffer = width * height * channels;
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unsigned char *tempBuffer = new unsigned char[sizeBuffer];
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unsigned char *tempBuffer = new unsigned char[sizeBuffer];
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int nidx = 0;
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int nidx = 0;
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for (int x = 0; x < width; x++)
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for (int x = 0; x < width; x++)
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{
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for (int y = height - 1; y >= 0; y--)
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{
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{
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for (int y = height - 1; y >= 0; y--)
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int idx = (x + y * width) * channels;
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{
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for (int i = 0; i < channels; i++)
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int idx = (x + y * width) * channels;
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tempBuffer[nidx + i] = image[idx + i];
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for (int i = 0; i < channels; i++)
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tempBuffer[nidx + i] = image[idx + i];
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nidx = nidx + 4;
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nidx = nidx + 4;
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}
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}
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}
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}
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// Copy rotated pixels
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memcpy(image, tempBuffer, sizeBuffer);
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delete[] tempBuffer;
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memcpy(image, tempBuffer, sizeBuffer);
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delete[] tempBuffer;
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}
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}
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static bool init = true;
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const int MAX_ANNOATED_TEXELS = 10000;
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static bool showHelp = false;
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static int mode = 0;
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const int maxAnnotatedTexels = 10000;
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// Main code
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// Main code
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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@ -156,6 +135,8 @@ int main(int argc, char* argv[]) {
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bool TOOLTIP_ENABLED = false;
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bool TOOLTIP_ENABLED = false;
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bool GRID_ENABLED = false;
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bool GRID_ENABLED = false;
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bool AA_ENABLED = true;
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bool AA_ENABLED = true;
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bool SHOW_HELP = false;
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int MODE = 0;
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// Decide GL+GLSL versions
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// Setup Dear ImGui context
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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(void)io;
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@ -218,34 +198,27 @@ int main(int argc, char* argv[]) {
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ImGuiTexInspect::ImplOpenGL3_Init(); // Or DirectX 11 equivalent (check your chosen backend header file)
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ImGuiTexInspect::ImplOpenGL3_Init(); // Or DirectX 11 equivalent (check your chosen backend header file)
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ImGuiTexInspect::Init();
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ImGuiTexInspect::Init();
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ImGuiTexInspect::CreateContext();
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ImGuiTexInspect::CreateContext();
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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ImGuiStyle &style = ImGui::GetStyle();
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ImGuiStyle &style = ImGui::GetStyle();
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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Texture t;
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Texture t;
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auto flags = ImGuiTexInspect::InspectorFlags_FillVertical | ImGuiTexInspect::InspectorFlags_FillHorizontal;
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if (init) {
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try {
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init = false;
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auto args = argparse::parse<Args>(argc, argv, true);
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try {
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t = LoadTexture(args.fpath.c_str());
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auto args = argparse::parse<Args>(argc, argv, true);
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} catch (const std::runtime_error &e) {
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t = LoadTexture(args.fpath.c_str());
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std::cerr << "failed to parse arguments: " << e.what() << std::endl;
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} catch (const std::runtime_error &e) {
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return -1;
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std::cerr << "failed to parse arguments: " << e.what() << std::endl;
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return -1;
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}
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}
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}
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// Main loop
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// Main loop
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bool done = false;
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bool done = false;
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while (!done)
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while (!done)
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{
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{
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auto flags = ImGuiTexInspect::InspectorFlags_FillVertical | ImGuiTexInspect::InspectorFlags_FillHorizontal;
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// Poll and handle events (inputs, window resize, etc.)
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// Poll and handle events (inputs, window resize, etc.)
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SDL_Event event;
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SDL_Event event;
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ImGui::OpenPopup("HelpPopup");
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ImGui::OpenPopup("HelpPopup");
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showHelp = !showHelp;
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showHelp = !showHelp;
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}
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}
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if (ImGui::BeginPopup("HelpPopup")) {
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if (ImGui::BeginPopup("HelpPopup")) {
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ImGui::Text("tview Help");
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ImGui::Text("tview Help");
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ImGui::Separator();
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ImGui::Separator();
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