imgui_impl_sdl_gl3.h 1.4 KB

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  1. // ImGui SDL2 binding with OpenGL3
  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. // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  7. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. struct SDL_Window;
  10. typedef union SDL_Event SDL_Event;
  11. IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
  12. IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
  13. IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
  14. IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
  15. // Use if you want to reset your rendering device without losing ImGui state.
  16. IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  17. IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();