Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) + Comments in imgui.h
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@ -84,6 +84,7 @@ Other Changes:
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- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
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- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end.
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- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
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- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
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- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
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- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
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- Internals: PushItemFlag() flags are inherited by BeginChild().
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@ -18,12 +18,12 @@
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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IMGUI_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_API void ImGui_ImplAllegro5_Shutdown();
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IMGUI_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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@ -11,11 +11,11 @@
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struct ID3D10Device;
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IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_API void ImGui_ImplDX10_Shutdown();
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IMGUI_API void ImGui_ImplDX10_NewFrame();
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IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX10_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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@ -12,11 +12,11 @@
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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IMGUI_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_API void ImGui_ImplDX11_Shutdown();
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IMGUI_API void ImGui_ImplDX11_NewFrame();
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IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX11_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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@ -19,12 +19,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX12_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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@ -11,11 +11,11 @@
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struct IDirect3DDevice9;
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IMGUI_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_API void ImGui_ImplDX9_Shutdown();
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IMGUI_API void ImGui_ImplDX9_NewFrame();
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IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX9_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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@ -9,19 +9,19 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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IMGUI_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_API void ImGui_ImplFreeGLUT_Shutdown();
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IMGUI_API void ImGui_ImplFreeGLUT_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
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// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
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// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
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//------------------------------------ GLUT name --------------------------------------------- Decent Name --------------
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IMGUI_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
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//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
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@ -18,15 +18,15 @@
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struct GLFWwindow;
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IMGUI_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_API bool ImGui_ImplGlfw_InitForVulkan(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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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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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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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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@ -120,12 +120,12 @@ static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* te
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s3eClipboardSetText(text);
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
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if (pEvent->m_Pressed == 1)
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{
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@ -144,10 +144,10 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
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return 0;
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}
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int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
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if (e->m_Pressed == 1)
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io.KeysDown[e->m_Key] = true;
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if (e->m_Pressed == 0)
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@ -161,10 +161,10 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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return 0;
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}
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int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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if ((e->m_Char > 0 && e->m_Char < 0x10000))
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io.AddInputCharacter((unsigned short)e->m_Char);
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_API void ImGui_Marmalade_Shutdown();
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IMGUI_API void ImGui_Marmalade_NewFrame();
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IMGUI_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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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_Marmalade_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
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// callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
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IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
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IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData);
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IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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IMGUI_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL2_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
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@ -26,16 +26,16 @@ struct ImGui_ImplVulkan_InitInfo
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void (*CheckVkResultFn)(VkResult err);
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};
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IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
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||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Miscellaneous Vulkan Helpers
|
||||
@ -49,12 +49,12 @@ IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
struct ImGui_ImplVulkanH_FrameData;
|
||||
struct ImGui_ImplVulkanH_WindowData;
|
||||
|
||||
IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameData
|
||||
{
|
||||
@ -65,7 +65,7 @@ struct ImGui_ImplVulkanH_FrameData
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
|
||||
IMGUI_API ImGui_ImplVulkanH_FrameData();
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_WindowData
|
||||
@ -86,6 +86,6 @@ struct ImGui_ImplVulkanH_WindowData
|
||||
uint32_t FrameIndex;
|
||||
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||||
|
||||
IMGUI_API ImGui_ImplVulkanH_WindowData();
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||||
};
|
||||
|
||||
|
@ -176,7 +176,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
return 0;
|
||||
|
@ -5,13 +5,13 @@
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
IMGUI_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_API void ImGui_ImplWin32_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||
/*
|
||||
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
||||
|
15
imgui.h
15
imgui.h
@ -26,14 +26,18 @@
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
|
||||
#ifndef IMGUI_API
|
||||
#define IMGUI_API
|
||||
#endif
|
||||
#ifndef IMGUI_IMPL_API
|
||||
#define IMGUI_IMPL_API IMGUI_API
|
||||
#endif
|
||||
|
||||
// Helpers
|
||||
#ifndef IM_ASSERT
|
||||
#include <assert.h>
|
||||
#define IM_ASSERT(_EXPR) assert(_EXPR)
|
||||
#include <assert.h>
|
||||
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
||||
#endif
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
|
||||
@ -77,6 +81,7 @@ typedef void* ImTextureID; // User data to identify a texture (this is
|
||||
#endif
|
||||
|
||||
// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
|
||||
// Use your programming IDE "Go to definition" facility on the names of the right-most columns to find the actual flags/enum lists.
|
||||
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef unsigned short ImWchar; // Character for keyboard input/display
|
||||
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
|
||||
@ -116,7 +121,7 @@ typedef signed long long ImS64; // 64-bit signed integer
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer
|
||||
#endif
|
||||
|
||||
// 2d vector
|
||||
// 2D vector (often used to store positions, sizes, etc.)
|
||||
struct ImVec2
|
||||
{
|
||||
float x, y;
|
||||
@ -128,7 +133,7 @@ struct ImVec2
|
||||
#endif
|
||||
};
|
||||
|
||||
// 4d vector (often used to store floating-point colors)
|
||||
// 4D vector (often used to store floating-point colors)
|
||||
struct ImVec4
|
||||
{
|
||||
float x, y, z, w;
|
||||
@ -156,9 +161,9 @@ namespace ImGui
|
||||
IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
|
||||
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
|
||||
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
|
||||
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
|
||||
IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
|
||||
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
|
||||
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
|
||||
|
||||
// Demo, Debug, Information
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
|
Loading…
Reference in New Issue
Block a user