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29 lines
1.7 KiB
C
29 lines
1.7 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 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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Missing features:
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// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
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#pragma once
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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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// DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK)
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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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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
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/*
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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