// ImGui SDL2 binding with OpenGL // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #pragma once #ifndef REAL_BUILD # include "externals.hh" #endif IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window); IMGUI_API void ImGui_ImplSdl_Shutdown(); IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window, bool mouseLock,ImVec2 const& mousePos); IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects(); #warning fix this if/when ocornut integrates the patch extern float ImGuiIO_MouseHorizWheel;