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imgui_impl_glfw_gl3.h (1652B)


      1 // ImGui GLFW binding with OpenGL3 + shaders
      2 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
      3 
      4 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
      5 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
      6 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
      7 // https://github.com/ocornut/imgui
      8 
      9 struct GLFWwindow;
     10 
     11 IMGUI_API bool        ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
     12 IMGUI_API void        ImGui_ImplGlfwGL3_Shutdown();
     13 IMGUI_API void        ImGui_ImplGlfwGL3_NewFrame();
     14 
     15 // Use if you want to reset your rendering device without losing ImGui state.
     16 IMGUI_API void        ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
     17 IMGUI_API bool        ImGui_ImplGlfwGL3_CreateDeviceObjects();
     18 
     19 // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
     20 // Provided here if you want to chain callbacks.
     21 // You can also handle inputs yourself and use those as a reference.
     22 IMGUI_API void        ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
     23 IMGUI_API void        ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
     24 IMGUI_API void        ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
     25 IMGUI_API void        ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);