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- // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // Implemented features:
- // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
- // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- #pragma once
- IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
- IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
- // DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK)
- IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
- IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
- IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
- // Handler for Win32 messages, update mouse/keyboard data.
- // You may or not need this for your implementation, but it can serve as reference for handling inputs.
- // Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
- /*
- IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- */
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