leistungsnachweis-dingo
imgui_impl_sdl_gl3.h
1 // ImGui SDL2 binding with OpenGL3
2 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ
3 // about ImTextureID in imgui.cpp. (SDL is a cross-platform general purpose library for handling
4 // windows, inputs, OpenGL/Vulkan graphics context creation, etc.) (GL3W is a helper library to
5 // access OpenGL functions since there is no standard header to access modern OpenGL functions
6 // easily. Alternatives are GLEW, Glad, etc.)
7 
8 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example
9 // of using this. If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(),
10 // ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). If you are new to
11 // ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
12 // https://github.com/ocornut/imgui
13 
14 #include <imgui.h>
15 struct SDL_Window;
16 typedef union SDL_Event SDL_Event;
17 
18 IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
19 IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
20 IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
21 IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
22 
23 // Use if you want to reset your rendering device without losing ImGui state.
24 IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
25 IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();