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- // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
- // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
- // Implemented features:
- // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in the sdl_opengl3_example/ folder**
- // See imgui_impl_sdl.cpp for details.
- // 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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