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Examples: Add missing include guards (#2166)
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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struct ID3D10Device;
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struct ID3D10Device;
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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struct ID3D11Device;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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enum DXGI_FORMAT;
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enum DXGI_FORMAT;
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struct ID3D12Device;
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struct ID3D12Device;
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struct ID3D12GraphicsCommandList;
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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struct IDirect3DDevice9;
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struct IDirect3DDevice9;
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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#pragma once
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struct GLFWwindow;
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struct GLFWwindow;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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// confuse your GPU driver.
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
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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"
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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"
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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// Set default OpenGL loader to be gl3w
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// Set default OpenGL loader to be gl3w
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !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.
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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.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#pragma once
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struct SDL_Window;
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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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.
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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#pragma once
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#include <vulkan/vulkan.h>
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#include <vulkan/vulkan.h>
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#define IMGUI_VK_QUEUED_FRAMES 2
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#define IMGUI_VK_QUEUED_FRAMES 2
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// Missing features:
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// Missing features:
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// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
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// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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