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Examples: imgui_impl* functions declared with IMGUI_API to ease copy & pasting into projects using DLL
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@ -7,12 +7,11 @@
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
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void ImGui_ImplA5_Shutdown();
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void ImGui_ImplA5_NewFrame();
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bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
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IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_API void ImGui_ImplA5_Shutdown();
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IMGUI_API void ImGui_ImplA5_NewFrame();
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IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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bool Imgui_ImplA5_CreateDeviceObjects();
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void ImGui_ImplA5_InvalidateDeviceObjects();
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IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();
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@ -172,7 +172,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
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}
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LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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@ -4,17 +4,17 @@
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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void ImGui_ImplDX11_Shutdown();
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void ImGui_ImplDX11_NewFrame();
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IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_API void ImGui_ImplDX11_Shutdown();
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IMGUI_API void ImGui_ImplDX11_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX11_InvalidateDeviceObjects();
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bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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@ -133,7 +133,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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}
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}
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LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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@ -3,17 +3,17 @@
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struct IDirect3DDevice9;
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
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void ImGui_ImplDX9_Shutdown();
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void ImGui_ImplDX9_NewFrame();
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IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
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IMGUI_API void ImGui_ImplDX9_Shutdown();
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IMGUI_API void ImGui_ImplDX9_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX9_InvalidateDeviceObjects();
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bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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@ -3,18 +3,18 @@
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struct GLFWwindow;
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bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
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void ImGui_ImplGlfwGL3_Shutdown();
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void ImGui_ImplGlfwGL3_NewFrame();
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IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
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IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
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IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
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@ -3,18 +3,18 @@
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struct GLFWwindow;
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
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void ImGui_ImplGlfw_Shutdown();
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void ImGui_ImplGlfw_NewFrame();
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IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
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IMGUI_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_API void ImGui_ImplGlfw_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplGlfw_InvalidateDeviceObjects();
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bool ImGui_ImplGlfw_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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@ -4,11 +4,11 @@
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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bool ImGui_ImplSdl_Init(SDL_Window *window);
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void ImGui_ImplSdl_Shutdown();
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void ImGui_ImplSdl_NewFrame(SDL_Window *window);
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bool ImGui_ImplSdl_ProcessEvent(SDL_Event* 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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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplSdl_InvalidateDeviceObjects();
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bool ImGui_ImplSdl_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
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