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					using Microsoft.Xna.Framework; | 
				
			
			
		
	
		
		
			
				
					
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					using Microsoft.Xna.Framework.Graphics; | 
				
			
			
		
	
		
		
			
				
					
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					using Microsoft.Xna.Framework.Input; | 
				
			
			
		
	
		
		
			
				
					
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					using System; | 
				
			
			
		
	
		
		
			
				
					
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					using System.Collections.Generic; | 
				
			
			
		
	
		
		
			
				
					
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					using System.Runtime.InteropServices; | 
				
			
			
		
	
		
		
			
				
					
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					namespace ImGuiNET.SampleProgram.XNA | 
				
			
			
		
	
		
		
			
				
					
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					{ | 
				
			
			
		
	
		
		
			
				
					
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					    /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					    /// ImGui renderer for use with XNA-likes (FNA & MonoGame) | 
				
			
			
		
	
		
		
			
				
					
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					    /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					    public class ImGuiRenderer | 
				
			
			
		
	
		
		
			
				
					
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					        private Game _game; | 
				
			
			
		
	
		
		
			
				
					
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					        // Graphics | 
				
			
			
		
	
		
		
			
				
					
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					        private GraphicsDevice _graphicsDevice; | 
				
			
			
		
	
		
		
			
				
					
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					        private BasicEffect _effect; | 
				
			
			
		
	
		
		
			
				
					
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					        private RasterizerState _rasterizerState; | 
				
			
			
		
	
		
		
			
				
					
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					        private byte[] _vertexData; | 
				
			
			
		
	
		
		
			
				
					
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					        private VertexBuffer _vertexBuffer; | 
				
			
			
		
	
		
		
			
				
					
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					        private int _vertexBufferSize; | 
				
			
			
		
	
		
		
			
				
					
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					        private byte[] _indexData; | 
				
			
			
		
	
		
		
			
				
					
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					        private IndexBuffer _indexBuffer; | 
				
			
			
		
	
		
		
			
				
					
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					        private int _indexBufferSize; | 
				
			
			
		
	
		
		
			
				
					
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					        // Textures | 
				
			
			
		
	
		
		
			
				
					
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					        private Dictionary<IntPtr, Texture2D> _loadedTextures; | 
				
			
			
		
	
		
		
			
				
					
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					        private int _textureId; | 
				
			
			
		
	
		
		
			
				
					
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					        private IntPtr? _fontTextureId; | 
				
			
			
		
	
		
		
			
				
					
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					        // Input | 
				
			
			
		
	
		
		
			
				
					
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					        private int _scrollWheelValue; | 
				
			
			
		
	
		
		
			
				
					
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					        private List<int> _keys = new List<int>(); | 
				
			
			
		
	
		
		
			
				
					
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					        public ImGuiRenderer(Game game) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            _game = game ?? throw new ArgumentNullException(nameof(game)); | 
				
			
			
		
	
		
		
			
				
					
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					            _graphicsDevice = game.GraphicsDevice; | 
				
			
			
		
	
		
		
			
				
					
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					            _loadedTextures = new Dictionary<IntPtr, Texture2D>(); | 
				
			
			
		
	
		
		
			
				
					
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					            _rasterizerState = new RasterizerState() | 
				
			
			
		
	
		
		
			
				
					
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					            { | 
				
			
			
		
	
		
		
			
				
					
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					                CullMode = CullMode.None, | 
				
			
			
		
	
		
		
			
				
					
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					                DepthBias = 0, | 
				
			
			
		
	
		
		
			
				
					
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					                FillMode = FillMode.Solid, | 
				
			
			
		
	
		
		
			
				
					
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					                MultiSampleAntiAlias = false, | 
				
			
			
		
	
		
		
			
				
					
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					                ScissorTestEnable = true, | 
				
			
			
		
	
		
		
			
				
					
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					                SlopeScaleDepthBias = 0 | 
				
			
			
		
	
		
		
			
				
					
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					            }; | 
				
			
			
		
	
		
		
			
				
					
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					            SetupInput(); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        #region ImGuiRenderer | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        public virtual void RebuildFontAtlas() | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            // Get font texture from ImGui | 
				
			
			
		
	
		
		
			
				
					
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					            var io = ImGui.GetIO(); | 
				
			
			
		
	
		
		
			
				
					
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					            var texData = io.FontAtlas.GetTexDataAsRGBA32(); | 
				
			
			
		
	
		
		
			
				
					
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					            // Copy the data to a managed array | 
				
			
			
		
	
		
		
			
				
					
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					            var pixels = new byte[texData.Width * texData.Height * texData.BytesPerPixel]; | 
				
			
			
		
	
		
		
			
				
					
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					            unsafe { Marshal.Copy(new IntPtr(texData.Pixels), pixels, 0, pixels.Length); } | 
				
			
			
		
	
		
		
			
				
					
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					            // Create and register the texture as an XNA texture | 
				
			
			
		
	
		
		
			
				
					
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					            var tex2d = new Texture2D(_graphicsDevice, texData.Width, texData.Height, false, SurfaceFormat.Color); | 
				
			
			
		
	
		
		
			
				
					
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					            tex2d.SetData(pixels); | 
				
			
			
		
	
		
		
			
				
					
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					            // Should a texture already have been build previously, unbind it first so it can be deallocated | 
				
			
			
		
	
		
		
			
				
					
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					            if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value); | 
				
			
			
		
	
		
		
			
				
					
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					            // Bind the new texture to an ImGui-friendly id | 
				
			
			
		
	
		
		
			
				
					
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					            _fontTextureId = BindTexture(tex2d); | 
				
			
			
		
	
		
		
			
				
					
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					            // Let ImGui know where to find the texture | 
				
			
			
		
	
		
		
			
				
					
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					            io.FontAtlas.SetTexID(_fontTextureId.Value); | 
				
			
			
		
	
		
		
			
				
					
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					            io.FontAtlas.ClearTexData(); // Clears CPU side texture data | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        public virtual IntPtr BindTexture(Texture2D texture) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            var id = new IntPtr(_textureId++); | 
				
			
			
		
	
		
		
			
				
					
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					            _loadedTextures.Add(id, texture); | 
				
			
			
		
	
		
		
			
				
					
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					            return id; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        public virtual void UnbindTexture(IntPtr textureId) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            _loadedTextures.Remove(textureId); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Sets up ImGui for a new frame, should be called at frame start | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        public virtual void BeforeLayout(GameTime gameTime) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            ImGui.GetIO().DeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; | 
				
			
			
		
	
		
		
			
				
					
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					            UpdateInput(); | 
				
			
			
		
	
		
		
			
				
					
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					            ImGui.NewFrame(); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        public virtual void AfterLayout() | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            ImGui.Render(); | 
				
			
			
		
	
		
		
			
				
					
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					            unsafe { RenderDrawData(ImGui.GetDrawData()); } | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        #endregion ImGuiRenderer | 
				
			
			
		
	
		
		
			
				
					
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					        #region Setup & Update | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					        protected virtual void SetupInput() | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            var io = ImGui.GetIO(); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Tab] = (int)Keys.Tab); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.LeftArrow] = (int)Keys.Left); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.RightArrow] = (int)Keys.Right); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.UpArrow] = (int)Keys.Up); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.DownArrow] = (int)Keys.Down); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.PageUp] = (int)Keys.PageUp); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.PageDown] = (int)Keys.PageDown); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Home] = (int)Keys.Home); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.End] = (int)Keys.End); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Delete] = (int)Keys.Delete); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Backspace] = (int)Keys.Back); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Enter] = (int)Keys.Enter); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.Escape] = (int)Keys.Escape); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.A] = (int)Keys.A); | 
				
			
			
		
	
		
		
			
				
					
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					            _keys.Add(io.KeyMap[GuiKey.C] = (int)Keys.C); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _keys.Add(io.KeyMap[GuiKey.V] = (int)Keys.V); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _keys.Add(io.KeyMap[GuiKey.X] = (int)Keys.X); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            _keys.Add(io.KeyMap[GuiKey.Y] = (int)Keys.Y); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _keys.Add(io.KeyMap[GuiKey.Z] = (int)Keys.Z); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            // MonoGame-specific ////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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					            _game.Window.TextInput += (s, a) => | 
				
			
			
		
	
		
		
			
				
					
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					            { | 
				
			
			
		
	
		
		
			
				
					
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					                if (a.Character == '\t') return; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					                ImGui.AddInputCharacter(a.Character); | 
				
			
			
		
	
		
		
			
				
					
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					            }; | 
				
			
			
		
	
		
		
			
				
					
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					            /////////////////////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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					            // FNA-specific /////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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					            //TextInputEXT.TextInput += c => | 
				
			
			
		
	
		
		
			
				
					
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					            //{ | 
				
			
			
		
	
		
		
			
				
					
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					            //    if (c == '\t') return; | 
				
			
			
		
	
		
		
			
				
					
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					            //    ImGui.AddInputCharacter(c); | 
				
			
			
		
	
		
		
			
				
					
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					            //}; | 
				
			
			
		
	
		
		
			
				
					
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					            /////////////////////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            ImGui.GetIO().FontAtlas.AddDefaultFont(); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					        /// Updates the <see cref="Effect" /> to the current matrices and texture | 
				
			
			
		
	
		
		
			
				
					
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					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        protected virtual Effect UpdateEffect(Texture2D texture) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            _effect = _effect ?? new BasicEffect(_graphicsDevice); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            var io = ImGui.GetIO(); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            // MonoGame-specific ////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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					            var offset = .5f; | 
				
			
			
		
	
		
		
			
				
					
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					            /////////////////////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            // FNA-specific /////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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					            //var offset = 0f; | 
				
			
			
		
	
		
		
			
				
					
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					            /////////////////////////////////////////// | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            _effect.World = Matrix.Identity; | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _effect.View = Matrix.Identity; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            _effect.Projection = Matrix.CreateOrthographicOffCenter(offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            _effect.TextureEnabled = true; | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _effect.Texture = texture; | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            _effect.VertexColorEnabled = true; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            return _effect; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        /// Sends XNA input state to ImGui | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        protected virtual void UpdateInput() | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					        { | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					            var io = ImGui.GetIO(); | 
				
			
			
		
	
		
		
			
				
					
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					            var mouse = Mouse.GetState(); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            var keyboard = Keyboard.GetState(); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            for (int i = 0; i < _keys.Count; i++) | 
				
			
			
		
	
		
		
			
				
					
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					            { | 
				
			
			
		
	
		
		
			
				
					
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					                io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[i]); | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					            io.ShiftPressed = keyboard.IsKeyDown(Keys.LeftShift) || keyboard.IsKeyDown(Keys.RightShift); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            io.CtrlPressed = keyboard.IsKeyDown(Keys.LeftControl) || keyboard.IsKeyDown(Keys.RightControl); | 
				
			
			
		
	
		
		
			
				
					
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					            io.AltPressed = keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					            io.SuperPressed = keyboard.IsKeyDown(Keys.LeftWindows) || keyboard.IsKeyDown(Keys.RightWindows); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            io.DisplaySize = new System.Numerics.Vector2(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            io.MousePosition = new System.Numerics.Vector2(mouse.X, mouse.Y); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            io.MouseDown[2] = mouse.MiddleButton == ButtonState.Pressed; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            var scrollDelta = mouse.ScrollWheelValue - _scrollWheelValue; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            io.MouseWheel = scrollDelta > 0 ? 1 : scrollDelta < 0 ? -1 : 0; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					            _scrollWheelValue = mouse.ScrollWheelValue; | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        #endregion Setup & Update | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        #region Internals | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        /// <summary> | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					        /// Gets the geometry as set up by ImGui and sends it to the graphics device | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					        /// </summary> | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					        private unsafe void RenderDrawData(DrawData* drawData) | 
				
			
			
		
	
		
		
			
				
					
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					 | 
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					 | 
					        { | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					            var lastViewport = _graphicsDevice.Viewport; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					            var lastScissorBox = _graphicsDevice.ScissorRectangle; | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					            _graphicsDevice.BlendFactor = Color.White; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					            _graphicsDevice.BlendState = BlendState.NonPremultiplied; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					            _graphicsDevice.RasterizerState = _rasterizerState; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					            _graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					            ImGui.ScaleClipRects(drawData, ImGui.GetIO().DisplayFramebufferScale); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					            // Setup projection | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					            _graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
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					            UpdateBuffers(drawData); | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					            RenderCommandLists(drawData); | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					            // Restore modified state | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					            _graphicsDevice.Viewport = lastViewport; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					            _graphicsDevice.ScissorRectangle = lastScissorBox; | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					        } | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					        private unsafe void UpdateBuffers(DrawData* drawData) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            // Expand buffers if we need more room | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (drawData->TotalVtxCount > _vertexBufferSize) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _vertexBuffer?.Dispose(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					                _vertexBufferSize = (int)(drawData->TotalVtxCount * 1.5f); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            if (drawData->TotalIdxCount > _indexBufferSize) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _indexBuffer?.Dispose(); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _indexBufferSize = (int)(drawData->TotalIdxCount * 1.5f); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                _indexData = new byte[_indexBufferSize * sizeof(ushort)]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            } | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            // Copy ImGui's vertices and indices to a set of managed byte arrays | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            int vtxOffset = 0; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            int idxOffset = 0; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            for (int n = 0; n < drawData->CmdListsCount; n++) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					            { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                var cmdList = drawData->CmdLists[n]; | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size]) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)]) | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                { | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    Buffer.MemoryCopy(cmdList->VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList->VtxBuffer.Size * DrawVertDeclaration.Size); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					                    Buffer.MemoryCopy(cmdList->IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList->IdxBuffer.Size * sizeof(ushort)); | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
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					                vtxOffset += cmdList->VtxBuffer.Size; | 
				
			
			
		
	
		
		
			
				
					
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					                idxOffset += cmdList->IdxBuffer.Size; | 
				
			
			
		
	
		
		
			
				
					
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					            // Copy the managed byte arrays to the gpu vertex- and index buffers | 
				
			
			
		
	
		
		
			
				
					
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					            _vertexBuffer.SetData(_vertexData, 0, drawData->TotalVtxCount * DrawVertDeclaration.Size); | 
				
			
			
		
	
		
		
			
				
					
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					            _indexBuffer.SetData(_indexData, 0, drawData->TotalIdxCount * sizeof(ushort)); | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        private unsafe void RenderCommandLists(DrawData* drawData) | 
				
			
			
		
	
		
		
			
				
					
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					        { | 
				
			
			
		
	
		
		
			
				
					
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					            _graphicsDevice.SetVertexBuffer(_vertexBuffer); | 
				
			
			
		
	
		
		
			
				
					
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					            _graphicsDevice.Indices = _indexBuffer; | 
				
			
			
		
	
		
		
			
				
					
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					            int vtxOffset = 0; | 
				
			
			
		
	
		
		
			
				
					
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					            int idxOffset = 0; | 
				
			
			
		
	
		
		
			
				
					
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					            for (int n = 0; n < drawData->CmdListsCount; n++) | 
				
			
			
		
	
		
		
			
				
					
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					            { | 
				
			
			
		
	
		
		
			
				
					
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					                var cmdList = drawData->CmdLists[n]; | 
				
			
			
		
	
		
		
			
				
					
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					                for (int cmdi = 0; cmdi < cmdList->CmdBuffer.Size; cmdi++) | 
				
			
			
		
	
		
		
			
				
					
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					                { | 
				
			
			
		
	
		
		
			
				
					
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					                    var drawCmd = &(((DrawCmd*)cmdList->CmdBuffer.Data)[cmdi]); | 
				
			
			
		
	
		
		
			
				
					
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					                    if (!_loadedTextures.ContainsKey(drawCmd->TextureId)) throw new InvalidOperationException($"Could not find a texture with id '{drawCmd->TextureId}', please check your bindings"); | 
				
			
			
		
	
		
		
			
				
					
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					                    _graphicsDevice.ScissorRectangle = new Rectangle( | 
				
			
			
		
	
		
		
			
				
					
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					                        (int)drawCmd->ClipRect.X, | 
				
			
			
		
	
		
		
			
				
					
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					                        (int)drawCmd->ClipRect.Y, | 
				
			
			
		
	
		
		
			
				
					
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					                        (int)(drawCmd->ClipRect.Z - drawCmd->ClipRect.X), | 
				
			
			
		
	
		
		
			
				
					
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					                        (int)(drawCmd->ClipRect.W - drawCmd->ClipRect.Y) | 
				
			
			
		
	
		
		
			
				
					
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					                    ); | 
				
			
			
		
	
		
		
			
				
					
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					                    var effect = UpdateEffect(_loadedTextures[drawCmd->TextureId]); | 
				
			
			
		
	
		
		
			
				
					
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					                    foreach (var pass in effect.CurrentTechnique.Passes) | 
				
			
			
		
	
		
		
			
				
					
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					                    { | 
				
			
			
		
	
		
		
			
				
					
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					                        pass.Apply(); | 
				
			
			
		
	
		
		
			
				
					
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					#pragma warning disable CS0618 // // FNA does not expose an alternative method. | 
				
			
			
		
	
		
		
			
				
					
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					                        _graphicsDevice.DrawIndexedPrimitives( | 
				
			
			
		
	
		
		
			
				
					
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					                            primitiveType: PrimitiveType.TriangleList, | 
				
			
			
		
	
		
		
			
				
					
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					                            baseVertex: vtxOffset, | 
				
			
			
		
	
		
		
			
				
					
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					                            minVertexIndex: 0, | 
				
			
			
		
	
		
		
			
				
					
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					                            numVertices: cmdList->VtxBuffer.Size, | 
				
			
			
		
	
		
		
			
				
					
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					                            startIndex: idxOffset, | 
				
			
			
		
	
		
		
			
				
					
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					                            primitiveCount: (int)drawCmd->ElemCount / 3 | 
				
			
			
		
	
		
		
			
				
					
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					                        ); | 
				
			
			
		
	
		
		
			
				
					
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					#pragma warning restore CS0618 | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
				
			
			
		
	
		
		
			
				
					
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					                    idxOffset += (int)drawCmd->ElemCount; | 
				
			
			
		
	
		
		
			
				
					
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					                } | 
				
			
			
		
	
		
		
			
				
					
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					                vtxOffset += cmdList->VtxBuffer.Size; | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
				
			
			
		
	
		
		
			
				
					
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					        } | 
				
			
			
		
	
		
		
			
				
					
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					        #endregion Internals | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					} |