Examples: Add missing include guards (#2166)

This commit is contained in:
Michał Janiszewski 2018-11-01 20:56:36 +01:00 committed by omar
parent ed0f7004d0
commit 2e6e1bec58
12 changed files with 24 additions and 0 deletions

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
struct ID3D10Device; struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
enum DXGI_FORMAT; enum DXGI_FORMAT;
struct ID3D12Device; struct ID3D12Device;
struct ID3D12GraphicsCommandList; struct ID3D12GraphicsCommandList;

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
struct IDirect3DDevice9; struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init(); IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown(); IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();

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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once
struct GLFWwindow; struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();

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// confuse your GPU driver. // confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
// Set default OpenGL loader to be gl3w // Set default OpenGL loader to be gl3w
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \

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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;

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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
#pragma once
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#define IMGUI_VK_QUEUED_FRAMES 2 #define IMGUI_VK_QUEUED_FRAMES 2

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// Missing features: // Missing features:
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). // [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
#pragma once
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();