2017-11-24 08:27:45 +00:00
// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
2017-10-28 17:28:22 +00:00
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
2016-03-24 10:00:47 +00:00
2018-02-05 19:34:11 +00:00
// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
2017-11-24 08:27:45 +00:00
// **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.
2015-11-29 11:25:15 +00:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-10-13 15:53:43 +00:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-11-29 11:25:15 +00:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-07-08 16:27:25 +00:00
// https://github.com/ocornut/imgui
2015-07-08 16:10:54 +00:00
struct SDL_Window ;
typedef union SDL_Event SDL_Event ;
2015-05-25 07:40:58 +00:00
2017-09-01 14:45:31 +00:00
IMGUI_API bool ImGui_ImplSdlGL2_Init ( SDL_Window * window ) ;
IMGUI_API void ImGui_ImplSdlGL2_Shutdown ( ) ;
IMGUI_API void ImGui_ImplSdlGL2_NewFrame ( SDL_Window * window ) ;
2018-02-16 18:18:16 +00:00
IMGUI_API void ImGui_ImplSdlGL2_RenderDrawData ( ImDrawData * draw_data ) ;
2017-09-01 14:45:31 +00:00
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent ( SDL_Event * event ) ;
2015-05-25 07:40:58 +00:00
2015-07-08 16:27:25 +00:00
// Use if you want to reset your rendering device without losing ImGui state.
2017-09-01 14:45:31 +00:00
IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects ( ) ;