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00927105ba
Currently, the implementation headers don't include the imgui.h header. Which means that the compilation will fail if the implementation header was included before the imgui.h header in the compilation unit. For instance, a compilation unit with the following will work: #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" But a compilation unit with the following will fail because IMGUI_IMPL_API and possibly other symbols will not be defined: #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "imgui.h" This patch includes imgui.h in the implementation headers to make inclusions order-invariant, which is a recommended practice.
38 lines
2.2 KiB
C
38 lines
2.2 KiB
C
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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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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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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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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// Win32 message handler your application need to call.
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
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// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
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#if 0
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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// DPI-related helpers (optional)
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// - Use to enable DPI awareness without having to create an application manifest.
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// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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