imgui_impl_glfw.h 1.9 KB

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  1. // ImGui GLFW binding with OpenGL
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
  5. // See imgui_impl_glfw.cpp for details.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  8. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. struct GLFWwindow;
  11. IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
  12. IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
  13. IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
  14. // Use if you want to reset your rendering device without losing ImGui state.
  15. IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
  16. IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
  17. // GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
  18. // Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
  19. IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
  20. IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
  21. IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
  22. IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);