// ImGui SDL2 binding with OpenGL3 // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) // Implemented features: // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // Missing features: // [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // About GLSL version: // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! struct SDL_Window; typedef union SDL_Event SDL_Event; IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL); IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();