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https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Examples: GL2: rename functions to include GL2 in name
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@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
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SDL_SetClipboardText(text);
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}
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bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
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bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
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return false;
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}
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bool ImGui_ImplSdl_CreateDeviceObjects()
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bool ImGui_ImplSdlGL2_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
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return true;
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}
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void ImGui_ImplSdl_InvalidateDeviceObjects()
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void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
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{
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if (g_FontTexture)
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{
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@ -194,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
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}
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}
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bool ImGui_ImplSdl_Init(SDL_Window* window)
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bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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@ -234,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
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return true;
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}
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void ImGui_ImplSdl_Shutdown()
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void ImGui_ImplSdlGL2_Shutdown()
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{
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ImGui_ImplSdl_InvalidateDeviceObjects();
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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ImGui::Shutdown();
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}
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void ImGui_ImplSdl_NewFrame(SDL_Window *window)
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void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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{
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if (!g_FontTexture)
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ImGui_ImplSdl_CreateDeviceObjects();
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ImGui_ImplSdlGL2_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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@ -9,11 +9,11 @@
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdl_Shutdown();
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IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
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IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
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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_ImplSdl_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();
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@ -28,7 +28,7 @@ int main(int, char**)
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SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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// Setup ImGui binding
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ImGui_ImplSdl_Init(window);
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ImGui_ImplSdlGL2_Init(window);
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// Load Fonts
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// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
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@ -51,11 +51,11 @@ int main(int, char**)
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSdl_ProcessEvent(&event);
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ImGui_ImplSdlGL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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}
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ImGui_ImplSdl_NewFrame(window);
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ImGui_ImplSdlGL2_NewFrame(window);
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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@ -95,7 +95,7 @@ int main(int, char**)
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}
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// Cleanup
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ImGui_ImplSdl_Shutdown();
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ImGui_ImplSdlGL2_Shutdown();
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SDL_GL_DeleteContext(glcontext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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