39 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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//  [X] Platform: Clipboard support.
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//  [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features:
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//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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//  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once
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#include "imgui.h"      // IMGUI_IMPL_API
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struct SDL_Window;
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struct SDL_Renderer;
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typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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#endif
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