2018-02-21 22:05:17 +00:00
// ImGui Platform Binding for: GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW 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] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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.
2015-03-09 11:59:23 +00:00
// https://github.com/ocornut/imgui
struct GLFWwindow ;
2018-02-16 20:38:38 +00:00
IMGUI_API bool ImGui_ImplGlfw_Init ( GLFWwindow * window , bool install_callbacks ) ;
IMGUI_API void ImGui_ImplGlfw_Shutdown ( ) ;
IMGUI_API void ImGui_ImplGlfw_NewFrame ( ) ;
2015-03-09 15:02:22 +00:00
2015-03-09 11:59:23 +00:00
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
2015-03-09 13:05:18 +00:00
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
2018-02-16 20:38:38 +00:00
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 ) ;