66 lines
3.5 KiB
C
66 lines
3.5 KiB
C
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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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 SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: IME support.
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#include "../dcimgui.h"
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#ifndef IMGUI_DISABLE
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typedef struct SDL_Window SDL_Window;
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typedef struct SDL_Renderer SDL_Renderer;
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typedef struct SDL_Gamepad SDL_Gamepad;
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typedef union SDL_Event SDL_Event;
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typedef struct ImDrawData_t ImDrawData;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForD3D(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForMetal(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOther(SDL_Window* window);
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CIMGUI_IMPL_API void cImGui_ImplSDL3_Shutdown(void);
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CIMGUI_IMPL_API void cImGui_ImplSDL3_NewFrame(void);
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CIMGUI_IMPL_API bool cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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typedef enum
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{
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ImGui_ImplSDL3_GamepadMode_AutoFirst,
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ImGui_ImplSDL3_GamepadMode_AutoAll,
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ImGui_ImplSDL3_GamepadMode_Manual,
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} ImGui_ImplSDL3_GamepadMode;
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CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1
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CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadModeEx(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array /* = nullptr */, int manual_gamepads_count /* = -1 */);
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#endif// #ifndef IMGUI_DISABLE
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#ifdef __cplusplus
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} // End of extern "C" block
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#endif
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