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- // 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
- struct SDL_Window;
- typedef union SDL_Event SDL_Event;
- IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
- IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
- IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
- IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
- // Use if you want to reset your rendering device without losing ImGui state.
- IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
- IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();
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