mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Examples: imgui_impl* functions declared with IMGUI_API to ease copy & pasting into projects using DLL
This commit is contained in:
parent
b1987d697f
commit
9a0650dbd0
@ -7,12 +7,11 @@
|
|||||||
struct ALLEGRO_DISPLAY;
|
struct ALLEGRO_DISPLAY;
|
||||||
union ALLEGRO_EVENT;
|
union ALLEGRO_EVENT;
|
||||||
|
|
||||||
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
|
IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
|
||||||
void ImGui_ImplA5_Shutdown();
|
IMGUI_API void ImGui_ImplA5_Shutdown();
|
||||||
void ImGui_ImplA5_NewFrame();
|
IMGUI_API void ImGui_ImplA5_NewFrame();
|
||||||
|
IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
|
||||||
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
|
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
bool Imgui_ImplA5_CreateDeviceObjects();
|
IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
|
||||||
void ImGui_ImplA5_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();
|
||||||
|
@ -172,7 +172,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
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();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
switch (msg)
|
switch (msg)
|
||||||
|
@ -4,17 +4,17 @@
|
|||||||
struct ID3D11Device;
|
struct ID3D11Device;
|
||||||
struct ID3D11DeviceContext;
|
struct ID3D11DeviceContext;
|
||||||
|
|
||||||
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
|
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||||
void ImGui_ImplDX11_Shutdown();
|
IMGUI_API void ImGui_ImplDX11_Shutdown();
|
||||||
void ImGui_ImplDX11_NewFrame();
|
IMGUI_API void ImGui_ImplDX11_NewFrame();
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
void ImGui_ImplDX11_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
bool ImGui_ImplDX11_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
|
||||||
// Handler for Win32 messages, update mouse/keyboard data.
|
// 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.
|
// 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 <windows.h> types. You can copy the extern declaration in your code.
|
// Commented out to avoid dragging dependencies on <windows.h> 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);
|
||||||
*/
|
*/
|
||||||
|
@ -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();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
switch (msg)
|
switch (msg)
|
||||||
|
@ -3,17 +3,17 @@
|
|||||||
|
|
||||||
struct IDirect3DDevice9;
|
struct IDirect3DDevice9;
|
||||||
|
|
||||||
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
|
IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
|
||||||
void ImGui_ImplDX9_Shutdown();
|
IMGUI_API void ImGui_ImplDX9_Shutdown();
|
||||||
void ImGui_ImplDX9_NewFrame();
|
IMGUI_API void ImGui_ImplDX9_NewFrame();
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
void ImGui_ImplDX9_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||||
bool ImGui_ImplDX9_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||||
|
|
||||||
// Handler for Win32 messages, update mouse/keyboard data.
|
// 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.
|
// 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 <windows.h> types. You can copy the extern declaration in your code.
|
// Commented out to avoid dragging dependencies on <windows.h> 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);
|
||||||
*/
|
*/
|
||||||
|
@ -3,18 +3,18 @@
|
|||||||
|
|
||||||
struct GLFWwindow;
|
struct GLFWwindow;
|
||||||
|
|
||||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
|
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
|
||||||
void ImGui_ImplGlfwGL3_Shutdown();
|
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
|
||||||
void ImGui_ImplGlfwGL3_NewFrame();
|
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
||||||
bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
||||||
|
|
||||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||||
// Provided here if you want to chain callbacks.
|
// Provided here if you want to chain callbacks.
|
||||||
// You can also handle inputs yourself and use those as a reference.
|
// You can also handle inputs yourself and use those as a reference.
|
||||||
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||||
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
IMGUI_API 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_CharCallback(GLFWwindow* window, unsigned int c);
|
||||||
|
@ -3,18 +3,18 @@
|
|||||||
|
|
||||||
struct GLFWwindow;
|
struct GLFWwindow;
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
|
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
|
||||||
void ImGui_ImplGlfw_Shutdown();
|
IMGUI_API void ImGui_ImplGlfw_Shutdown();
|
||||||
void ImGui_ImplGlfw_NewFrame();
|
IMGUI_API void ImGui_ImplGlfw_NewFrame();
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
void ImGui_ImplGlfw_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
|
||||||
bool ImGui_ImplGlfw_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
|
||||||
|
|
||||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||||
// Provided here if you want to chain callbacks.
|
// Provided here if you want to chain callbacks.
|
||||||
// You can also handle inputs yourself and use those as a reference.
|
// You can also handle inputs yourself and use those as a reference.
|
||||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
IMGUI_API 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_CharCallback(GLFWwindow* window, unsigned int c);
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
struct SDL_Window;
|
struct SDL_Window;
|
||||||
typedef union SDL_Event SDL_Event;
|
typedef union SDL_Event SDL_Event;
|
||||||
|
|
||||||
bool ImGui_ImplSdl_Init(SDL_Window *window);
|
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
|
||||||
void ImGui_ImplSdl_Shutdown();
|
IMGUI_API void ImGui_ImplSdl_Shutdown();
|
||||||
void ImGui_ImplSdl_NewFrame(SDL_Window *window);
|
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
|
||||||
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
|
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
void ImGui_ImplSdl_InvalidateDeviceObjects();
|
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
|
||||||
bool ImGui_ImplSdl_CreateDeviceObjects();
|
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
|
||||||
|
Loading…
Reference in New Issue
Block a user