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Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
28 lines
1.4 KiB
C
28 lines
1.4 KiB
C
// ImGui Renderer + Platform Binding for: Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// Missing features:
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// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui, Original code by @birthggd
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#pragma once
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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IMGUI_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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IMGUI_API void ImGui_ImplAllegro5_Shutdown();
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IMGUI_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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