52 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // dear imgui: Platform Backend for GLFW
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| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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| // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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| 
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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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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| //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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| //  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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| //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| 
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| // Issues:
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| //  [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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| 
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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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| 
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| // About GLSL version:
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| // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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| // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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| 
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| #pragma once
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| #include "imgui.h"      // IMGUI_IMPL_API
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| 
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| struct GLFWwindow;
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| struct GLFWmonitor;
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| 
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| IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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| IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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| IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();
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| 
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| // GLFW callbacks (installer)
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| // - 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.
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| // - 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.
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
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| 
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| // GLFW callbacks (individual callbacks to call if you didn't install callbacks)
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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| IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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