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Backends: Comments next to include, misc minor comments/tweaks, fix imgui_impl_osx.h using IMGUI_API instead of IMGUI_IMPL_API. (#3105)
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@ -14,8 +14,7 @@
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// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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@ -26,6 +25,6 @@ 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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@ -10,8 +10,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct ID3D10Device;
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@ -20,6 +19,6 @@ 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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@ -10,8 +10,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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@ -21,6 +20,6 @@ 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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@ -12,8 +12,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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enum DXGI_FORMAT;
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struct ID3D12Device;
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@ -32,6 +31,6 @@ IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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@ -10,8 +10,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct IDirect3DDevice9;
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@ -20,6 +19,6 @@ 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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@ -17,8 +17,7 @@
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct GLFWwindow;
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@ -16,8 +16,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
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IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
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@ -9,15 +9,14 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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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@ -9,7 +9,7 @@
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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@ -17,8 +17,7 @@
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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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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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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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@ -22,8 +22,7 @@
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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@ -8,12 +8,12 @@
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// Issues:
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// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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@class NSEvent;
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@class NSView;
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IMGUI_API bool ImGui_ImplOSX_Init();
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IMGUI_API void ImGui_ImplOSX_Shutdown();
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IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
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IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
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IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
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IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
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IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
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@ -15,8 +15,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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// Read comments in imgui_impl_vulkan.h.
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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#include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#pragma once
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#include "imgui.h"
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// Configuration: Disable gamepad support or linking with xinput.lib
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// Configuration
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// - Disable gamepad support or linking with xinput.lib
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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