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23 lines
1.4 KiB
23 lines
1.4 KiB
// ImGui GLFW binding with OpenGL |
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// You can copy and use unmodified imgui_impl_* files in your project. |
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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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// See main.cpp for an example of using this. |
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// https://github.com/ocornut/imgui |
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struct GLFWwindow; |
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IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); |
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IMGUI_API void ImGui_ImplGlfw_Shutdown(); |
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IMGUI_API void ImGui_ImplGlfw_NewFrame(); |
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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_ImplGlfw_InvalidateDeviceObjects(); |
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IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects(); |
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) |
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// Provided here if you want to chain callbacks. |
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// You can also handle inputs yourself and use those as a reference. |
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IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); |
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IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); |
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IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
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IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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