imgui_impl_glfw.h 3.7 KB

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  1. // dear imgui: Platform Backend for GLFW
  2. // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
  3. // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
  5. // Implemented features:
  6. // [X] Platform: Clipboard support.
  7. // [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  8. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  9. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
  10. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  11. // Issues:
  12. // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
  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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  16. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  17. // About GLSL version:
  18. // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
  19. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
  20. #pragma once
  21. #include "imgui.h" // IMGUI_IMPL_API
  22. struct GLFWwindow;
  23. struct GLFWmonitor;
  24. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
  25. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
  26. IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
  27. IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
  28. IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
  29. // GLFW callbacks (installer)
  30. // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
  31. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
  32. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
  33. IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
  34. // GLFW callbacks (individual callbacks to call if you didn't install callbacks)
  35. IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
  36. IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
  37. IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
  38. IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
  39. IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
  40. IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
  41. IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
  42. IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);