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https://github.com/Drezil/imgui.git
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Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) + Comments in imgui.h
This commit is contained in:
@ -18,12 +18,12 @@
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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IMGUI_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_API void ImGui_ImplAllegro5_Shutdown();
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IMGUI_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_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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IMGUI_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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@ -11,11 +11,11 @@
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struct ID3D10Device;
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IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_API void ImGui_ImplDX10_Shutdown();
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IMGUI_API void ImGui_ImplDX10_NewFrame();
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IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX10_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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@ -12,11 +12,11 @@
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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IMGUI_API bool ImGui_ImplDX11_Init(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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IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX11_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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@ -19,12 +19,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX12_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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@ -11,11 +11,11 @@
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struct IDirect3DDevice9;
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IMGUI_API bool ImGui_ImplDX9_Init(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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IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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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_ImplDX9_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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@ -9,19 +9,19 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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IMGUI_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_API void ImGui_ImplFreeGLUT_Shutdown();
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IMGUI_API void ImGui_ImplFreeGLUT_NewFrame();
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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_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
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// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
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// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
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//------------------------------------ GLUT name --------------------------------------------- Decent Name --------------
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IMGUI_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
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//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
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@ -18,15 +18,15 @@
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struct GLFWwindow;
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IMGUI_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_API bool ImGui_ImplGlfw_InitForVulkan(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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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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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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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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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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@ -120,12 +120,12 @@ static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* te
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s3eClipboardSetText(text);
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
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if (pEvent->m_Pressed == 1)
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{
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@ -144,10 +144,10 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
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return 0;
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}
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int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
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if (e->m_Pressed == 1)
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io.KeysDown[e->m_Key] = true;
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if (e->m_Pressed == 0)
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@ -161,10 +161,10 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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return 0;
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}
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int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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if ((e->m_Char > 0 && e->m_Char < 0x10000))
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io.AddInputCharacter((unsigned short)e->m_Char);
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@ -11,17 +11,17 @@
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_API void ImGui_Marmalade_Shutdown();
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IMGUI_API void ImGui_Marmalade_NewFrame();
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IMGUI_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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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_NewFrame();
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IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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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_Marmalade_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
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// callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
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IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
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IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData);
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IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
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@ -12,13 +12,13 @@
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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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IMGUI_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL2_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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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_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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@ -9,13 +9,13 @@
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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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IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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@ -16,8 +16,8 @@
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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_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
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@ -26,16 +26,16 @@ struct ImGui_ImplVulkan_InitInfo
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void (*CheckVkResultFn)(VkResult err);
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};
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IMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
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IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(VkCommandBuffer command_buffer, ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
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IMGUI_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Miscellaneous Vulkan Helpers
|
||||
@ -49,12 +49,12 @@ IMGUI_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
struct ImGui_ImplVulkanH_FrameData;
|
||||
struct ImGui_ImplVulkanH_WindowData;
|
||||
|
||||
IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameData
|
||||
{
|
||||
@ -65,7 +65,7 @@ struct ImGui_ImplVulkanH_FrameData
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
|
||||
IMGUI_API ImGui_ImplVulkanH_FrameData();
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_WindowData
|
||||
@ -86,6 +86,6 @@ struct ImGui_ImplVulkanH_WindowData
|
||||
uint32_t FrameIndex;
|
||||
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||||
|
||||
IMGUI_API ImGui_ImplVulkanH_WindowData();
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||||
};
|
||||
|
||||
|
@ -176,7 +176,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
return 0;
|
||||
|
@ -5,13 +5,13 @@
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
IMGUI_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_API void ImGui_ImplWin32_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// 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.
|
||||
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||
/*
|
||||
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
||||
|
Reference in New Issue
Block a user