Init
This commit is contained in:
77
sdl2/impl_sdl2.cpp
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77
sdl2/impl_sdl2.cpp
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// 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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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include <stdio.h>
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// Wrap this in a namespace to keep it separate from the C++ API
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namespace cimgui
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{
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#include "impl_sdl2.h"
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}
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// By-value struct conversions
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// Function stubs
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#ifndef IMGUI_DISABLE
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
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{
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return ::ImGui_ImplSDL2_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForVulkan(cimgui::SDL_Window* window)
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{
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return ::ImGui_ImplSDL2_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForD3D(cimgui::SDL_Window* window)
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{
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return ::ImGui_ImplSDL2_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForMetal(cimgui::SDL_Window* window)
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{
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return ::ImGui_ImplSDL2_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
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{
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return ::ImGui_ImplSDL2_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOther(cimgui::SDL_Window* window)
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{
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return ::ImGui_ImplSDL2_InitForOther(reinterpret_cast<::SDL_Window*>(window));
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_Shutdown(void)
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{
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::ImGui_ImplSDL2_Shutdown();
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_NewFrame(void)
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{
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::ImGui_ImplSDL2_NewFrame();
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}
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CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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return ::ImGui_ImplSDL2_ProcessEvent(event);
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_SetGamepadMode(cimgui::ImGui_ImplSDL2_GamepadMode mode)
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{
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::ImGui_ImplSDL2_SetGamepadMode(static_cast<::ImGui_ImplSDL2_GamepadMode>(mode));
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}
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CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_SetGamepadModeEx(cimgui::ImGui_ImplSDL2_GamepadMode mode, cimgui::_SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
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{
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::ImGui_ImplSDL2_SetGamepadMode(static_cast<::ImGui_ImplSDL2_GamepadMode>(mode), reinterpret_cast<struct ::_SDL_GameController**>(manual_gamepads_array), manual_gamepads_count);
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}
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#endif // #ifndef IMGUI_DISABLE
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63
sdl2/impl_sdl2.h
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63
sdl2/impl_sdl2.h
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// 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 SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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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_GameController _SDL_GameController;
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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_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_InitForOther(SDL_Window* window);
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CIMGUI_IMPL_API void cImGui_ImplSDL2_Shutdown(void);
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CIMGUI_IMPL_API void cImGui_ImplSDL2_NewFrame(void);
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CIMGUI_IMPL_API bool cImGui_ImplSDL2_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_ImplSDL2_GamepadMode_AutoFirst,
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ImGui_ImplSDL2_GamepadMode_AutoAll,
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ImGui_ImplSDL2_GamepadMode_Manual,
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} ImGui_ImplSDL2_GamepadMode;
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CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1
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CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadModeEx(ImGui_ImplSDL2_GamepadMode mode, _SDL_GameController** 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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34
sdl2/impl_sdl2.odin
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34
sdl2/impl_sdl2.odin
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package imgui_sdl2
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when ODIN_OS == .Windows {
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foreign import imgui_sdl2 "../lib/dcimgui_impl_sdl2.lib"
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}
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else when ODIN_OS == .Linux {
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foreign import imgui_sdl2 "../lib/linux/libdcimgui_impl_sdl2.a"
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}
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else when ODIN_OS == .Darwin {
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foreign import imgui_sdl2 "../lib/darwin/libdcimgui_impl_sdl2_arm64.a"
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}
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import sdl "vendor:sdl2"
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GamepadMode :: enum {
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AutoFirst = 0,
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AutoAll = 1,
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Manual = 2,
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}
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@(default_calling_convention = "cdecl", link_prefix = "cImGui_ImplSDL2_")
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foreign imgui_sdl2 {
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InitForOpenGL :: proc(window: ^sdl.Window, sdl_gl_context: rawptr) -> b8 ---
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InitForVulkan :: proc(window: ^sdl.Window) -> b8 ---
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InitForD3D :: proc(window: ^sdl.Window) -> b8 ---
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InitForMetal :: proc(window: ^sdl.Window) -> b8 ---
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InitForSDLRenderer :: proc(window: ^sdl.Window, renderer: ^sdl.Renderer) -> b8 ---
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InitForOther :: proc(window: ^sdl.Window) -> b8 ---
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Shutdown :: proc() ---
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NewFrame :: proc() ---
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ProcessEvent :: proc(event: ^sdl.Event) -> b8 ---
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SetGamepadMode :: proc(mode: GamepadMode) ---
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SetGamepadModeEx :: proc(mode: GamepadMode, manual_gamepads_array: ^^sdl.GameController, manual_gamepads_count: i32) ---
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}
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