/* * Created by Brett Terpstra 6920201 on 25/10/22. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. * * I HAVE MODIFIED THIS FILE SIGNIFICANTLY! * I AM NOT USING GLFW * BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11 */ #ifndef STEP_3_IMGUI_IMPL_GLFW_H #define STEP_3_IMGUI_IMPL_GLFW_H // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (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: 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] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // 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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "graphics/imgui/imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(double time, int display_w, int display_h, int w, int h); IMGUI_IMPL_API bool ImGui_ImplGlfw_Init(); // GLFW callbacks (installer) // - 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. // - 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. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(); // GLFW callbacks (individual callbacks to call if you didn't install callbacks) IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(int entered, bool cursorVisible); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(double x, double y, bool cursorVisible); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(unsigned int button, bool pressed, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(unsigned int key, int scancode, bool pressed, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(int event); IMGUI_IMPL_API void ImGui_ImplGlfw_UpdateMouseData(bool cursorVisible, bool focused); #endif //STEP_3_IMGUI_IMPL_GLFW_H