52 lines
3.3 KiB
C
52 lines
3.3 KiB
C
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/*
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* Created by Brett Terpstra 6920201 on 25/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*
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* I HAVE MODIFIED THIS FILE SIGNIFICANTLY!
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* I AM NOT USING GLFW
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* BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11
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*/
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#ifndef STEP_3_IMGUI_IMPL_GLFW_H
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#define STEP_3_IMGUI_IMPL_GLFW_H
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "graphics/imgui/imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(double time, int display_w, int display_h, int w, int h);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_Init();
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// GLFW callbacks (installer)
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// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks();
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IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks();
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// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(int focused); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(int entered, bool cursorVisible); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(double x, double y, bool cursorVisible); // Since 1.87
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(unsigned int button, bool pressed, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(unsigned int key, int scancode, bool pressed, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(int event);
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IMGUI_IMPL_API void ImGui_ImplGlfw_UpdateMouseData(bool cursorVisible, bool focused);
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#endif //STEP_3_IMGUI_IMPL_GLFW_H
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