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							24 lines
						
					
					
						
							1.4 KiB
						
					
					
				| // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) | |
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | |
|  | |
| // **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 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();
 | |
| 
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