21 lines
1.1 KiB
C
21 lines
1.1 KiB
C
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// ImGui SDL2 binding with OpenGL
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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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_ImplSdl_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdl_Shutdown();
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IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window,
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bool mouseLock,ImVec2 const& mousePos);
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IMGUI_API bool ImGui_ImplSdl_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_ImplSdl_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
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