44 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // dear imgui: Platform Backend for GLUT/FreeGLUT
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| // This needs to be used along with a Renderer (e.g. OpenGL2)
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| 
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| // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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| // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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| // !!! Nowadays, prefer using GLFW or SDL instead!
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| 
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| // Implemented features:
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| //  [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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| // Issues:
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| //  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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| //  [ ] Platform: Missing horizontal mouse wheel support.
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| //  [ ] Platform: Missing mouse cursor shape/visibility support.
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| //  [ ] Platform: Missing clipboard support (not supported by Glut).
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| //  [ ] Platform: Missing gamepad support.
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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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| #pragma once
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| #ifndef IMGUI_DISABLE
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| #include "imgui.h"      // IMGUI_IMPL_API
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| 
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| IMGUI_IMPL_API bool     ImGui_ImplGLUT_Init();
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_InstallFuncs();
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_NewFrame();
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| 
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| // You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
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| // or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
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| //------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_ReshapeFunc(int w, int h);                           // ~ ResizeFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_MotionFunc(int x, int y);                            // ~ MouseMoveFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y);      // ~ MouseButtonFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y);   // ~ MouseWheelFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y);         // ~ CharPressedFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y);       // ~ CharReleasedFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialFunc(int key, int x, int y);                  // ~ KeyPressedFunc
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| IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y);                // ~ KeyReleasedFunc
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| 
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| #endif // #ifndef IMGUI_DISABLE
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