2
0
Эх сурвалжийг харах

Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

ocornut 10 жил өмнө
parent
commit
60dd221737

+ 4 - 2
examples/README.txt

@@ -4,11 +4,10 @@ I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
 Please let me know if they don't work with your setup!
 You can probably just import the .cpp files into your own system and figure out the linkage from there.
 
-
 opengl_example/
     OpenGL example, using GLFW + fixed pipeline.
     This is simple and should work for all OpenGL enabled applications.
-    Prefer following this example since it is the shortest one!
+    Prefer following this example to learn how ImGui works, because it is the simplest shortest one!
 
 opengl3_example/
     OpenGL example, using GLFW/GL3W + programmable pipeline.
@@ -28,3 +27,6 @@ ios_example/
 
 sdl_opengl_example/
 	SDL2 + OpenGL example.
+
+allegro5_example/
+	Allegro 5 example.

+ 18 - 0
examples/allegro5_example/README.md

@@ -0,0 +1,18 @@
+
+# How to Build
+
+- On Ubuntu 14.04+
+
+```bash
+g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui.cpp -lallegro -lallegro_primitives
+```
+
+- On Windows with Visual Studio's CLI
+
+\<a5path\> is your allegro5 folder.
+
+```
+cl /MD /I <a5path\include> /I ..\imgui main.cpp imgui_impl_a5.cpp ..\imgui\imgui.cpp /link /LIBPATH:<a5path\lib> allegro-5.0.10-monolith-md.lib user32.lib
+```
+
+public domain

+ 284 - 0
examples/allegro5_example/imgui_impl_a5.cpp

@@ -0,0 +1,284 @@
+// ImGui Allegro 5 bindings
+// https://github.com/ocornut/imgui
+// by @birthggd, public domain
+
+#include <stdint.h>     // uint64_t
+#include <cstring>      // memcpy
+#include <imgui.h>
+#include "imgui_impl_a5.h"
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+
+#ifdef _WIN32
+#include <allegro5/allegro_windows.h>
+#endif
+
+// Data
+static ALLEGRO_DISPLAY*         g_Display = NULL;
+static ALLEGRO_BITMAP*          g_Texture = NULL;
+static double                   g_Time = 0.0;
+static ALLEGRO_MOUSE_CURSOR*    g_MouseCursorInvisible = NULL;
+static ALLEGRO_VERTEX_DECL*     g_VertexDecl = NULL;
+
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+struct ImDrawVertAllegro
+{
+    ImVec2 pos;
+    ImVec2 uv;
+    ALLEGRO_COLOR col;
+};
+
+static void ImGui_ImplA5_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    int op, src, dst;
+    al_get_blender(&op, &src, &dst);
+    al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
+
+    for (int n = 0; n < cmd_lists_count; n++) 
+    {
+        const ImDrawList* cmd_list = cmd_lists[n];
+
+        // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
+        static ImVector<ImDrawVertAllegro> vertices;
+        vertices.resize(cmd_list->vtx_buffer.size());
+        for (int i = 0; i < cmd_list->vtx_buffer.size(); ++i) 
+        {
+            const ImDrawVert &dv = cmd_list->vtx_buffer[i];
+            ImDrawVertAllegro v;
+            v.pos = dv.pos;
+            v.uv = dv.uv;
+            unsigned char *c = (unsigned char*)&dv.col;
+            v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
+            vertices[i] = v;
+        }
+
+        int vtx_offset = 0;
+        for (int cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) 
+        {
+            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+            if (pcmd->user_callback) 
+            {
+                pcmd->user_callback(cmd_list, pcmd);
+            }
+            else 
+            {
+                ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->texture_id;
+                al_set_clipping_rectangle(pcmd->clip_rect.x, pcmd->clip_rect.y, pcmd->clip_rect.z-pcmd->clip_rect.x, pcmd->clip_rect.w-pcmd->clip_rect.y);
+                al_draw_prim(&vertices[0], g_VertexDecl, texture, vtx_offset, vtx_offset+pcmd->vtx_count, ALLEGRO_PRIM_TRIANGLE_LIST);
+            }
+            vtx_offset += pcmd->vtx_count;
+        }
+    }
+
+    // Restore modified state
+    al_set_blender(op, src, dst);
+    al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
+}
+
+bool Imgui_ImplA5_CreateDeviceObjects()
+{
+    ImGuiIO &io = ImGui::GetIO();
+
+    // Build texture
+    unsigned char *pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create texture
+    int flags = al_get_new_bitmap_flags();
+    int fmt = al_get_new_bitmap_format();
+    al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
+    al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+    ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
+    al_set_new_bitmap_flags(flags);
+    al_set_new_bitmap_format(fmt);
+    if (!img) 
+        return false;
+
+    ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
+    if (!locked_img) 
+    {
+        al_destroy_bitmap(img);
+        return false;
+    }
+    memcpy(locked_img->data, pixels, sizeof(int)*width*height);
+    al_unlock_bitmap(img);
+
+    // Convert software texture to hardware texture.
+    ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
+    al_destroy_bitmap(img);
+    if (!cloned_img) 
+        return false;
+
+    // Store our identifier
+    io.Fonts->TexID = (void*)cloned_img;
+    g_Texture = cloned_img;
+
+    // Cleanup (don't clear the input data if you want to append new fonts later)
+    io.Fonts->ClearInputData();
+    io.Fonts->ClearTexData();
+
+    // Create an invisible mouse cursor
+    // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
+    ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
+    g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+    al_destroy_bitmap(mouse_cursor);
+
+    return true;
+}
+
+void ImGui_ImplA5_InvalidateDeviceObjects()
+{
+    if (g_Texture) 
+    {
+        al_destroy_bitmap(g_Texture);
+        ImGui::GetIO().Fonts->TexID = NULL;
+        g_Texture = NULL;
+    }
+    if (g_MouseCursorInvisible)
+    {
+        al_destroy_mouse_cursor(g_MouseCursorInvisible);
+        g_MouseCursorInvisible = NULL;
+    }
+}
+
+bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
+{
+    g_Display = display;
+   
+    // Create custom vertex declaration. 
+    // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
+    // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
+    ALLEGRO_VERTEX_ELEMENT elems[] = 
+    {
+        { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
+        { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
+        { ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) },
+        { 0, 0, 0 }
+    };
+    g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
+    io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
+    io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
+    io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
+    io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
+    io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
+    io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
+
+    io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists;
+#ifdef _WIN32
+    io.ImeWindowHandle = al_get_win_window_handle(g_Display);
+#endif
+
+    return true;
+}
+
+void ImGui_ImplA5_Shutdown()
+{
+    ImGui_ImplA5_InvalidateDeviceObjects();
+    ImGui::Shutdown();
+}
+
+bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
+{
+    ImGuiIO &io = ImGui::GetIO();
+
+    switch (ev->type) 
+    {
+    case ALLEGRO_EVENT_MOUSE_AXES:
+        io.MouseWheel += ev->mouse.dz;
+        return true;
+    case ALLEGRO_EVENT_KEY_CHAR:
+        if (ev->keyboard.display == g_Display) 
+            if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
+                io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
+        return true;
+    case ALLEGRO_EVENT_KEY_DOWN:
+    case ALLEGRO_EVENT_KEY_UP:
+        if (ev->keyboard.display == g_Display)
+            io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
+        return true;
+    }
+    return false;
+}
+
+
+void ImGui_ImplA5_NewFrame()
+{
+    if (!g_Texture) 
+        Imgui_ImplA5_CreateDeviceObjects();
+
+    ImGuiIO &io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    w = al_get_display_width(g_Display);
+    h = al_get_display_height(g_Display);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+
+    // Setup time step
+    double current_time = al_get_time();
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    // Setup inputs
+    ALLEGRO_KEYBOARD_STATE keys;
+    al_get_keyboard_state(&keys);
+    io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
+    io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
+    io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
+
+    ALLEGRO_MOUSE_STATE mouse;
+    if (keys.display == g_Display) 
+    {
+        al_get_mouse_state(&mouse);
+        io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
+    }
+    else 
+    {
+        io.MousePos = ImVec2(-1, -1);
+    }
+
+    al_get_mouse_state(&mouse);
+    io.MouseDown[0] = mouse.buttons & (1 << 0);
+    io.MouseDown[1] = mouse.buttons & (1 << 1);
+    io.MouseDown[2] = mouse.buttons & (1 << 2);
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    if (io.MouseDrawCursor)
+    {
+        al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
+    }
+    else
+    {
+        ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+        switch (ImGui::GetMouseCursor())
+        {
+        case ImGuiMouseCursor_TextInput:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+        case ImGuiMouseCursor_Move:         cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+        case ImGuiMouseCursor_ResizeNS:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+        case ImGuiMouseCursor_ResizeEW:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+        case ImGuiMouseCursor_ResizeNESW:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+        case ImGuiMouseCursor_ResizeNWSE:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+        }
+        al_set_system_mouse_cursor(g_Display, cursor_id);
+    }
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 18 - 0
examples/allegro5_example/imgui_impl_a5.h

@@ -0,0 +1,18 @@
+// ImGui Allegro 5 bindings
+// https://github.com/ocornut/imgui
+// by @birthggd, public domain
+
+#pragma once
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+bool    ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
+void    ImGui_ImplA5_Shutdown();
+void    ImGui_ImplA5_NewFrame();
+
+bool    ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+bool    Imgui_ImplA5_CreateDeviceObjects();
+void    ImGui_ImplA5_InvalidateDeviceObjects();

+ 97 - 0
examples/allegro5_example/main.cpp

@@ -0,0 +1,97 @@
+// ImGui - standalone example application for Allegro 5
+// public domain
+
+#include <stdint.h>
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#include <imgui.h>
+#include "imgui_impl_a5.h"
+
+int main(int, char**)
+{
+    // Setup Allegro 
+    al_init();
+    al_install_keyboard();
+    al_install_mouse();
+    al_init_primitives_addon();
+    al_set_new_display_flags(ALLEGRO_RESIZABLE);
+    ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
+    al_set_window_title(display, "ImGui Allegro 5 example");
+    ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
+    al_register_event_source(queue, al_get_display_event_source(display));
+    al_register_event_source(queue, al_get_keyboard_event_source());
+    al_register_event_source(queue, al_get_mouse_event_source());
+
+    // Setup ImGui binding
+    ImGui_ImplA5_Init(display);
+    //ImGuiIO& io = ImGui::GetIO();
+    //ImFont* my_font0 = io.Fonts->AddFontDefault();
+    //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
+    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
+    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
+    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
+
+    bool show_test_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImColor(114, 144, 154);
+
+    // Main loop
+    bool running = true;
+    while (running) 
+    {
+        ALLEGRO_EVENT ev;
+        while (al_get_next_event(queue, &ev))
+        {
+            ImGui_ImplA5_ProcessEvent(&ev);
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false;
+            if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+            {
+                ImGui_ImplA5_InvalidateDeviceObjects();
+                al_acknowledge_resize(display);
+                Imgui_ImplA5_CreateDeviceObjects();
+            }
+        }
+        ImGui_ImplA5_NewFrame();
+
+        // 1. Show a simple window
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+        {
+            static float f;
+            ImGui::Text("Hello, world!");
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+            ImGui::ColorEdit3("clear color", (float*)&clear_color);
+            if (ImGui::Button("Test Window")) show_test_window ^= 1;
+            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window, this time using an explicit Begin/End pair
+        if (show_another_window) 
+        {
+            ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello");
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+        if (show_test_window) 
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
+            ImGui::ShowTestWindow(&show_test_window);
+        }
+
+        // Rendering
+        al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
+        ImGui::Render();
+        al_flip_display();
+    }
+
+    // Cleanup
+    ImGui_ImplA5_Shutdown();
+    al_destroy_event_queue(queue);
+    al_destroy_display(display);
+
+    return 0;
+}

+ 10 - 0
examples/sdl_opengl_example/README.md

@@ -0,0 +1,10 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+\<sdl2path\> is your SDL2 folder.
+
+```
+cl /MD /I <sdl2path\include> /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui.cpp /link /LIBPATH:<sdl2path\lib> SDL2.lib SDL2main.lib
+```

+ 11 - 11
examples/sdl_opengl_example/imgui_impl_sdl.cpp

@@ -95,39 +95,39 @@ static void ImGui_ImplSdl_SetClipboardText(const char* text)
     SDL_SetClipboardText(text);
 }
 
-bool ImGui_ImplSdl_EventCallback(const SDL_Event& event)
+bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
 {
     ImGuiIO& io = ImGui::GetIO();
-    switch (event.type)
+    switch (event->type)
     {
     case SDL_MOUSEWHEEL:
         {
-            if (event.wheel.y > 0)
+            if (event->wheel.y > 0)
                 g_MouseWheel = 1;
-            if (event.wheel.y < 0)
+            if (event->wheel.y < 0)
                 g_MouseWheel = -1;
             return true;
         }
     case SDL_MOUSEBUTTONDOWN:
         {
-            if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
-            if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
-            if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+            if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+            if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+            if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
             return true;
         }
     case SDL_TEXTINPUT:
         {
             ImGuiIO& io = ImGui::GetIO();
-            unsigned int c = event.text.text[0];
+            unsigned int c = event->text.text[0];
             if (c > 0 && c < 0x10000)
-                io.AddInputCharacter((unsigned short)event.text.text[0]);
+                io.AddInputCharacter((unsigned short)c);
             return true;
         }
     case SDL_KEYDOWN:
     case SDL_KEYUP:
         {
-            int key = event.key.keysym.sym & ~SDLK_SCANCODE_MASK;
-            io.KeysDown[key] = (event.type == SDL_KEYDOWN);
+            int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
+            io.KeysDown[key] = (event->type == SDL_KEYDOWN);
             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);

+ 1 - 1
examples/sdl_opengl_example/imgui_impl_sdl.h

@@ -7,7 +7,7 @@ typedef union SDL_Event SDL_Event;
 bool        ImGui_ImplSdl_Init(SDL_Window *window);
 void        ImGui_ImplSdl_Shutdown();
 void        ImGui_ImplSdl_NewFrame(SDL_Window *window);
-bool        ImGui_ImplSdl_EventCallback(const SDL_Event& event);
+bool        ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
 
 // Use if you want to reset your rendering device without losing ImGui state.
 void        ImGui_ImplSdl_InvalidateDeviceObjects();

+ 1 - 1
examples/sdl_opengl_example/main.cpp

@@ -44,7 +44,7 @@ int SDL_main(int, char**)
         SDL_Event event;
         while (SDL_PollEvent(&event))
         {
-            ImGui_ImplSdl_EventCallback(event);
+            ImGui_ImplSdl_ProcessEvent(&event);
             if (event.type == SDL_QUIT)
                 done = true;
         }