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// ImGui GLFW binding with OpenGL
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// 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.
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// https://github.com/ocornut/imgui
struct GLFWwindow ;
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IMGUI_API bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks ) ;
IMGUI_API void ImGui_ImplGlfw_Shutdown ( ) ;
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 ( ) ;
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.
// 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 ) ;
IMGUI_API void ImGui_ImplGlfw_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset ) ;
IMGUI_API void ImGui_ImplGlFw_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods ) ;
IMGUI_API void ImGui_ImplGlfw_CharCallback ( GLFWwindow * window , unsigned int c ) ;