mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-27 01:56:35 +00:00
0b06c4b2b0
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
46 lines
3.1 KiB
C
46 lines
3.1 KiB
C
// dear imgui: Platform Backend for GLFW
|
|
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
|
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
|
|
|
// Implemented features:
|
|
// [X] Platform: Clipboard support.
|
|
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
|
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
|
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
|
|
|
// Issues:
|
|
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
|
|
// 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!
|
|
|
|
#pragma once
|
|
#include "imgui.h" // IMGUI_IMPL_API
|
|
|
|
struct GLFWwindow;
|
|
struct GLFWmonitor;
|
|
|
|
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
|
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
|
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
|
|
|
// GLFW callbacks
|
|
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
|
|
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|