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30 lines
1.7 KiB
C
30 lines
1.7 KiB
C
// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// Missing features:
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// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the sdl_opengl3_example/ folder**
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// See imgui_impl_sdl.cpp for details.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();
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