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imgui_impl_sdl.h 1.2 KB

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  1. // ImGui SDL2 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. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  5. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  6. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. struct SDL_Window;
  9. typedef union SDL_Event SDL_Event;
  10. IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
  11. IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
  12. IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
  13. IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
  14. // Use if you want to reset your rendering device without losing ImGui state.
  15. IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  16. IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();