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							29 lines
						
					
					
						
							1.7 KiB
						
					
					
				| // 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 | |
| #include "imgui.h"      // IMGUI_IMPL_API | |
|  | |
| 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 bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window); | |
| IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForMetal(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);
 | |
| 
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