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24 lines
1.5 KiB
24 lines
1.5 KiB
// ImGui SDL2 binding with OpenGL3
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();
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