This commit is contained in:
2025-01-12 18:33:36 -05:00
commit 7a66ef5269
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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "impl_sdl2.h"
}
// By-value struct conversions
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
{
return ::ImGui_ImplSDL2_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForVulkan(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForD3D(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForMetal(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDL2_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_InitForOther(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL2_InitForOther(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_Shutdown(void)
{
::ImGui_ImplSDL2_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_NewFrame(void)
{
::ImGui_ImplSDL2_NewFrame();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
return ::ImGui_ImplSDL2_ProcessEvent(event);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_SetGamepadMode(cimgui::ImGui_ImplSDL2_GamepadMode mode)
{
::ImGui_ImplSDL2_SetGamepadMode(static_cast<::ImGui_ImplSDL2_GamepadMode>(mode));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL2_SetGamepadModeEx(cimgui::ImGui_ImplSDL2_GamepadMode mode, cimgui::_SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
::ImGui_ImplSDL2_SetGamepadMode(static_cast<::ImGui_ImplSDL2_GamepadMode>(mode), reinterpret_cast<struct ::_SDL_GameController**>(manual_gamepads_array), manual_gamepads_count);
}
#endif // #ifndef IMGUI_DISABLE

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// 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

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sdl2/impl_sdl2.odin Normal file
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package imgui_sdl2
when ODIN_OS == .Windows {
foreign import imgui_sdl2 "../lib/dcimgui_impl_sdl2.lib"
}
else when ODIN_OS == .Linux {
foreign import imgui_sdl2 "../lib/linux/libdcimgui_impl_sdl2.a"
}
else when ODIN_OS == .Darwin {
foreign import imgui_sdl2 "../lib/darwin/libdcimgui_impl_sdl2_arm64.a"
}
import sdl "vendor:sdl2"
GamepadMode :: enum {
AutoFirst = 0,
AutoAll = 1,
Manual = 2,
}
@(default_calling_convention = "cdecl", link_prefix = "cImGui_ImplSDL2_")
foreign imgui_sdl2 {
InitForOpenGL :: proc(window: ^sdl.Window, sdl_gl_context: rawptr) -> b8 ---
InitForVulkan :: proc(window: ^sdl.Window) -> b8 ---
InitForD3D :: proc(window: ^sdl.Window) -> b8 ---
InitForMetal :: proc(window: ^sdl.Window) -> b8 ---
InitForSDLRenderer :: proc(window: ^sdl.Window, renderer: ^sdl.Renderer) -> b8 ---
InitForOther :: proc(window: ^sdl.Window) -> b8 ---
Shutdown :: proc() ---
NewFrame :: proc() ---
ProcessEvent :: proc(event: ^sdl.Event) -> b8 ---
SetGamepadMode :: proc(mode: GamepadMode) ---
SetGamepadModeEx :: proc(mode: GamepadMode, manual_gamepads_array: ^^sdl.GameController, manual_gamepads_count: i32) ---
}