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// ImGui SDL2 binding with OpenGL3
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. 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.
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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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// 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 SDL_Window ;
typedef union SDL_Event SDL_Event ;
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IMGUI_API bool ImGui_ImplSdlGL3_Init ( SDL_Window * window , const char * glsl_version = NULL ) ;
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown ( ) ;
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame ( SDL_Window * window ) ;
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IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData ( ImDrawData * draw_data ) ;
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IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent ( SDL_Event * event ) ;
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects ( ) ;