mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-16 20:07:18 +01:00
6cc380fc41
# Conflicts: # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # imgui.cpp
34 lines
2.2 KiB
C
34 lines
2.2 KiB
C
// dear imgui: Platform Binding for GLFW
|
|
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
|
// (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'.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
// 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!
|
|
|
|
struct GLFWwindow;
|
|
|
|
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 void ImGui_ImplGlfw_Shutdown();
|
|
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
|
|
|
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
|
// Provided here if you want to chain callbacks.
|
|
// You can also handle inputs yourself and use those as a reference.
|
|
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);
|