summaryrefslogtreecommitdiffstats
path: root/lib/imgui-1.90.7/backends/imgui_impl_sdl2.h
diff options
context:
space:
mode:
Diffstat (limited to 'lib/imgui-1.90.7/backends/imgui_impl_sdl2.h')
-rw-r--r--lib/imgui-1.90.7/backends/imgui_impl_sdl2.h45
1 files changed, 45 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/backends/imgui_impl_sdl2.h b/lib/imgui-1.90.7/backends/imgui_impl_sdl2.h
new file mode 100644
index 0000000..7020a29
--- /dev/null
+++ b/lib/imgui-1.90.7/backends/imgui_impl_sdl2.h
@@ -0,0 +1,45 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+// [X] Platform: 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 SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// 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
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct SDL_Window;
+struct SDL_Renderer;
+struct _SDL_GameController;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
+IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
+IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+
+// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
+// When using manual mode, caller is responsible for opening/closing gamepad.
+enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
+IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+
+#endif // #ifndef IMGUI_DISABLE