| // dear imgui: Platform Binding for SDL2 |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) |
| |
| // Implemented features: |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| // [X] Platform: Clipboard support. |
| // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // Missing features: |
| // [ ] 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. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| #pragma once |
| |
| struct SDL_Window; |
| typedef union SDL_Event SDL_Event; |
| |
| IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); |
| IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); |
| IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); |
| IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); |
| IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); |