| // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| |
| // Implemented features: |
| // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
| // Missing features: |
| // [ ] 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. |
| |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| // **Prefer using the code in the sdl_opengl3_example/ folder** |
| // See imgui_impl_sdl.cpp for details. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| struct SDL_Window; |
| typedef union SDL_Event SDL_Event; |
| |
| IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); |
| IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); |
| IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); |
| IMGUI_API void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data); |
| IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); |
| |
| // Use if you want to reset your rendering device without losing ImGui state. |
| IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects(); |
| IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects(); |