// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR. // **DO NOT EDIT DIRECTLY** // https://github.com/dearimgui/dear_bindings // 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 are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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 #ifdef __cplusplus extern "C" { #endif #include "../dcimgui.h" #ifndef IMGUI_DISABLE typedef struct SDL_Window SDL_Window; typedef struct SDL_Renderer SDL_Renderer; typedef struct _SDL_GameController _SDL_GameController; typedef union SDL_Event SDL_Event; typedef struct ImDrawData_t ImDrawData; // Follow "Getting Started" link and check examples/ folder to learn about using backends! CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForVulkan(SDL_Window* window); CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForD3D(SDL_Window* window); CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForMetal(SDL_Window* window); CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForOther(SDL_Window* window); CIMGUI_IMPL_API void cImGui_ImplSDL2_Shutdown(void); CIMGUI_IMPL_API void cImGui_ImplSDL2_NewFrame(void); CIMGUI_IMPL_API bool cImGui_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. typedef enum { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual, } ImGui_ImplSDL2_GamepadMode; CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1 CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadModeEx(ImGui_ImplSDL2_GamepadMode mode, _SDL_GameController** manual_gamepads_array /* = nullptr */, int manual_gamepads_count /* = -1 */); #endif// #ifndef IMGUI_DISABLE #ifdef __cplusplus } // End of extern "C" block #endif