dungeon/src/imgui/imgui_impl_sdl_gl3.h
Adrian Hedqvist bb40711f84 Too big of a commit again
* Add and started using a proper state machine class
  * Uses a "StateResult" struct to handle state switches
* Add timers
* Move imgui to its own folder
* Add logger (not used yet)
2018-04-02 22:24:54 +02:00

20 lines
1.1 KiB
C

// ImGui SDL2 binding with OpenGL3
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();