imgui_impl_allegro5.h 2.7 KB

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  1. // dear imgui: Renderer + Platform Backend for Allegro 5
  2. // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  5. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  6. // [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 ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
  7. // [X] Platform: Clipboard support (from Allegro 5.1.12).
  8. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // Missing features or Issues:
  10. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
  11. // [ ] Platform: Missing gamepad support.
  12. // [ ] Renderer: Multi-viewport support (multiple windows).
  13. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // Learn about Dear ImGui:
  16. // - FAQ https://dearimgui.com/faq
  17. // - Getting Started https://dearimgui.com/getting-started
  18. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  19. // - Introduction, links and more at the top of imgui.cpp
  20. #pragma once
  21. #include "imgui.h" // IMGUI_IMPL_API
  22. #ifndef IMGUI_DISABLE
  23. struct ALLEGRO_DISPLAY;
  24. union ALLEGRO_EVENT;
  25. // Follow "Getting Started" link and check examples/ folder to learn about using backends!
  26. IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
  27. IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
  28. IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
  29. IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
  30. IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
  31. // Use if you want to reset your rendering device without losing Dear ImGui state.
  32. IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
  33. IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
  34. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
  35. IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
  36. #endif // #ifndef IMGUI_DISABLE