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								#include <GLFW/glfw3.h>
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								#include <imgui.h>
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								#include <input/key_codes.hpp>
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								#include <ui/gl/backend.hpp>
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								#include <ui/gl/ui.hpp>
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								#include <ui/glfw/glfw.h>
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								namespace lt {
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								void glUserInterface::platform_implementation(
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								    GLFWwindow *windowHandle,
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								    Ref<SharedContext> /* shared_context */
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								)
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								{
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									m_window_handle = windowHandle;
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									ImGui_ImplGlfw_InitForOpenGL(windowHandle, false);
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									ImGui_ImplOpenGL3_Init();
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								}
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								glUserInterface::~glUserInterface()
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								{
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									// #todo: handle this in a better way
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									auto &io = ImGui::GetIO();
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									if (io.IniFilename == "default_gui_layout.ini")
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									{
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										io.IniFilename = "user_gui_layout.ini";
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									}
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									ImGui_ImplOpenGL3_Shutdown();
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									ImGui_ImplGlfw_Shutdown();
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									ImGui::DestroyContext();
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								}
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								void glUserInterface::begin()
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								{
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									ImGui_ImplOpenGL3_NewFrame();
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									ImGui_ImplGlfw_NewFrame();
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									ImGui::NewFrame();
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								}
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								void glUserInterface::end()
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								{
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									ImGui::Render();
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									ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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									ImGui::UpdatePlatformWindows();
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									ImGui::RenderPlatformWindowsDefault();
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									glfwMakeContextCurrent(m_window_handle);
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								}
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								void glUserInterface::log_debug_data()
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								{
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									// #todo: improve
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									log_inf("________________________________________");
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									log_inf("UserInterface::");
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									log_inf("       API    : ImGui");
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									log_inf("       Version: {}", ImGui::GetVersion());
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									log_inf("  GraphicsAPI : OpenGL");
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									log_inf("________________________________________");
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								}
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								} // namespace lt
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