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- // dear imgui: Platform Backend for SDL2
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
- // Implemented features:
- // [X] Platform: Clipboard support.
- // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
- // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #ifndef IMGUI_DISABLE
- struct SDL_Window;
- struct SDL_Renderer;
- struct _SDL_GameController;
- typedef union SDL_Event SDL_Event;
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
- IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
- IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
- IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
- IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
- // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
- // When using manual mode, caller is responsible for opening/closing gamepad.
- enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
- IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
- #endif // #ifndef IMGUI_DISABLE
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