imgui_impl_sdl.h 1.4 KB

123456789101112131415161718192021222324
  1. // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
  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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  5. // **Prefer using the code in the sdl_opengl3_example/ folder**
  6. // See imgui_impl_sdl.cpp for details.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  9. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. struct SDL_Window;
  12. typedef union SDL_Event SDL_Event;
  13. IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
  14. IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
  15. IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
  16. IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
  17. // Use if you want to reset your rendering device without losing ImGui state.
  18. IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  19. IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();