// ImGui Allegro 5 bindings // In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' 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 // by @birthggd #pragma once struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); IMGUI_API void ImGui_ImplA5_Shutdown(); IMGUI_API void ImGui_ImplA5_NewFrame(); IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects(); IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();