diff --git a/examples/allegro5_example/imgui_impl_a5.h b/examples/allegro5_example/imgui_impl_a5.h index 0285381e..a6cda1c0 100644 --- a/examples/allegro5_example/imgui_impl_a5.h +++ b/examples/allegro5_example/imgui_impl_a5.h @@ -7,12 +7,11 @@ struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; -bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); -void ImGui_ImplA5_Shutdown(); -void ImGui_ImplA5_NewFrame(); - -bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); +IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); +IMGUI_API void ImGui_ImplA5_Shutdown(); +IMGUI_API void ImGui_ImplA5_NewFrame(); +IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing ImGui state. -bool Imgui_ImplA5_CreateDeviceObjects(); -void ImGui_ImplA5_InvalidateDeviceObjects(); +IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects(); diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 5c2c6bea..bd0e8adb 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -172,7 +172,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0); } -LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) +IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) { ImGuiIO& io = ImGui::GetIO(); switch (msg) diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/directx11_example/imgui_impl_dx11.h index c920d0b9..a36bfd68 100644 --- a/examples/directx11_example/imgui_impl_dx11.h +++ b/examples/directx11_example/imgui_impl_dx11.h @@ -4,17 +4,17 @@ struct ID3D11Device; struct ID3D11DeviceContext; -bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); -void ImGui_ImplDX11_Shutdown(); -void ImGui_ImplDX11_NewFrame(); +IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_API void ImGui_ImplDX11_Shutdown(); +IMGUI_API void ImGui_ImplDX11_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -void ImGui_ImplDX11_InvalidateDeviceObjects(); -bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. // Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. /* -extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */ diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp index 63c1b044..0ad0b7c5 100644 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ b/examples/directx9_example/imgui_impl_dx9.cpp @@ -133,7 +133,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) } } -LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) +IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) { ImGuiIO& io = ImGui::GetIO(); switch (msg) diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h index 0f53b3d5..99075e53 100644 --- a/examples/directx9_example/imgui_impl_dx9.h +++ b/examples/directx9_example/imgui_impl_dx9.h @@ -3,17 +3,17 @@ struct IDirect3DDevice9; -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -void ImGui_ImplDX9_Shutdown(); -void ImGui_ImplDX9_NewFrame(); +IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); +IMGUI_API void ImGui_ImplDX9_Shutdown(); +IMGUI_API void ImGui_ImplDX9_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -void ImGui_ImplDX9_InvalidateDeviceObjects(); -bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. // Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. /* -extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */ diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h index 81b59528..edec71c3 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.h +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h @@ -3,18 +3,18 @@ struct GLFWwindow; -bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); -void ImGui_ImplGlfwGL3_Shutdown(); -void ImGui_ImplGlfwGL3_NewFrame(); +IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfwGL3_Shutdown(); +IMGUI_API void ImGui_ImplGlfwGL3_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -void ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); -bool ImGui_ImplGlfwGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects(); // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks. // You can also handle inputs yourself and use those as a reference. -void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl_example/imgui_impl_glfw.h b/examples/opengl_example/imgui_impl_glfw.h index 502d837f..35088f0e 100644 --- a/examples/opengl_example/imgui_impl_glfw.h +++ b/examples/opengl_example/imgui_impl_glfw.h @@ -3,18 +3,18 @@ struct GLFWwindow; -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -void ImGui_ImplGlfw_Shutdown(); -void ImGui_ImplGlfw_NewFrame(); +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); // Use if you want to reset your rendering device without losing ImGui state. -void ImGui_ImplGlfw_InvalidateDeviceObjects(); -bool ImGui_ImplGlfw_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects(); // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks. // You can also handle inputs yourself and use those as a reference. -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +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); diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.h b/examples/sdl_opengl_example/imgui_impl_sdl.h index 2b1dfffd..1edd8980 100644 --- a/examples/sdl_opengl_example/imgui_impl_sdl.h +++ b/examples/sdl_opengl_example/imgui_impl_sdl.h @@ -4,11 +4,11 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -bool ImGui_ImplSdl_Init(SDL_Window *window); -void ImGui_ImplSdl_Shutdown(); -void ImGui_ImplSdl_NewFrame(SDL_Window *window); -bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); +IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window); +IMGUI_API void ImGui_ImplSdl_Shutdown(); +IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window); +IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. -void ImGui_ImplSdl_InvalidateDeviceObjects(); -bool ImGui_ImplSdl_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();