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// dear imgui: Platform Backend for GLUT/FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// Missing features:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: Horizontal mouse wheel support.
// [ ] Platform: Mouse cursor shape/visibility support.
// [ ] Platform: Clipboard support (not supported by Glut).
// [ ] Platform: Gamepad support.
// [ ] Renderer: Multi-viewport support (multiple windows).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# pragma once
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# ifndef IMGUI_DISABLE
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# include "imgui.h" // IMGUI_IMPL_API
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplGLUT_Init ( ) ;
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs ( ) ;
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame ( ) ;
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// 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_IMPL_API void ImGui_ImplGLUT_ReshapeFunc ( int w , int h ) ; // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc ( int x , int y ) ; // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc ( int button , int state , int x , int y ) ; // ~ MouseButtonFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc ( int button , int dir , int x , int y ) ; // ~ MouseWheelFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc ( unsigned char c , int x , int y ) ; // ~ CharPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc ( unsigned char c , int x , int y ) ; // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc ( int key , int x , int y ) ; // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc ( int key , int x , int y ) ; // ~ KeyReleasedFunc
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# endif // #ifndef IMGUI_DISABLE