2015-11-17 05:05:22 +08:00
// ImGui SDL2 binding with OpenGL3
2016-03-24 18:00:47 +08:00
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
2015-11-29 19:25:15 +08:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-11-17 05:12:18 +08:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-11-29 19:25:15 +08:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-11-17 05:05:22 +08:00
// https://github.com/ocornut/imgui
struct SDL_Window ;
typedef union SDL_Event SDL_Event ;
2016-03-26 05:27:43 +08:00
IMGUI_API bool ImGui_ImplSdlGL3_Init ( SDL_Window * window ) ;
2015-11-17 05:05:22 +08:00
IMGUI_API void ImGui_ImplSdlGL3_Shutdown ( ) ;
2016-03-26 05:27:43 +08:00
IMGUI_API void ImGui_ImplSdlGL3_NewFrame ( SDL_Window * window ) ;
2015-11-17 05:05:22 +08:00
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent ( SDL_Event * event ) ;
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects ( ) ;