externals: update ImGUI to 1.79

This commit is contained in:
Jakub Czekański 2020-11-02 22:56:47 +01:00
parent bcf4b52ecb
commit 2e951f06a0
5 changed files with 327 additions and 130 deletions

2
externals/imgui vendored

@ -1 +1 @@
Subproject commit 5503c0a12e0c929e84b3f61b2cb4bb9177ea3da1
Subproject commit e5cb04b132cba94f902beb6186cb58b864777012

View file

@ -1,11 +1,11 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in
// imgui.cpp. [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -13,30 +13,39 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina
// display. 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). 2018-11-30: Misc: Setting up
// io.BackendRendererName so it can be displayed in the About Window. 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
// / GL_CLIP_ORIGIN. 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can
// be used. 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". 2018-07-30: OpenGL:
// Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. 2018-07-10: OpenGL: Support for more GLSL versions (based on the
// GLSL version string). Added error output when shaders fail to compile/link. 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away
// from the old combined GLFW/SDL+OpenGL3 examples. 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup
// projection matrix and clipping rectangle. 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING
// since this is part of the VAO state. 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the
// function is a NULL pointer. 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can
// override the GLSL version e.g. "#version 150". 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be
// used with multiple shared GL context. 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed
// ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. 2018-01-07: OpenGL: Changed GLSL shader version from 330
// to 150. 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. 2017-05-01: OpenGL: Fixed
// save and restore of current blend func state. 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. 2016-09-05:
// OpenGL: Fixed save and restore of current scissor rectangle. 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce
// issues because SDL changes it. (#752)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable
// ImGuiBackendFlags_RendererHasVtxOffset. 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. 2020-01-07: OpenGL: Added
// support for glbinding 3.x OpenGL loader. 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether
// to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. 2019-09-22: OpenGL: Detect default GL loader using
// __has_include compiler facility. 2019-09-16: OpenGL: Tweak initialization code to allow application calling
// ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. 2019-05-29: OpenGL: Desktop GL only: Added support for large
// mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. 2019-04-30: OpenGL: Added support for special
// ImDrawCallback_ResetRenderState callback to reset render state. 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the
// render loop. 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders
// early. 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try
// to read GL_CLIP_ORIGIN even if defined by the headers/loader. 2019-02-11: OpenGL: Projecting clipping rectangles correctly using
// draw_data->FramebufferScale to allow multi-viewports for retina display. 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over
// 410 (e.g. 430, 450). 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. 2018-11-13: OpenGL:
// Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and
// glad, with comments indicative that any loader can be used. 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version
// default to "#version 300 ES". 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. 2018-07-10:
// OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g.
// "#version 150". 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL
// context. 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so
// you can call it yourself. 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. 2017-09-01: OpenGL: Save and restore current
// bound sampler. Save and restore current polygon mode. 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
@ -60,49 +69,137 @@
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include "imgui.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#if defined(USE_OPENGLES)
#define IMGUI_IMPL_OPENGL_ES3
#endif
#include <opengl.h>
#include <renderer/opengl/shader/shader.h>
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h> // Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// OpenGL Data
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init() {
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) {
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
io.BackendFlags
|= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Make a dummy GL call (we don't actually need the result)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL) glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL) glsl_version = "#version 300 es";
#elif defined(__APPLE__)
if (glsl_version == NULL) glsl_version = "#version 150";
#else
if (glsl_version == NULL) glsl_version = "#version 130";
#endif
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = "GLAD2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture;
@ -114,7 +211,7 @@ bool ImGui_ImplOpenGL3_Init() {
void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); }
void ImGui_ImplOpenGL3_NewFrame() {
if (!g_FontTexture) ImGui_ImplOpenGL3_CreateDeviceObjects();
if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) {
@ -125,9 +222,17 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
if (glPolygonMode) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum current_clip_origin = 0;
glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false;
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
@ -137,6 +242,11 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
if (!clip_origin_lower_left) {
float tmp = T;
T = B;
B = tmp;
} // Swap top and bottom if origin is upper left
const float ortho_projection[4][4] = {
{2.0f / (R - L), 0.0f, 0.0f, 0.0f},
{0.0f, 2.0f / (T - B), 0.0f, 0.0f},
@ -147,6 +257,11 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object);
@ -178,15 +293,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
GLenum last_active_texture;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLuint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler;
if (g_GlVersion >= 330) {
glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
} else {
last_sampler = 0;
}
#endif
GLuint last_array_buffer;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
GLuint last_vertex_array_object;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2];
@ -212,12 +335,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum last_clip_origin = 0;
glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@ -238,9 +355,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data,
GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx),
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert),
(const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx),
(const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
@ -263,23 +380,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) {
// Apply scissor/clipping rectangle
if (clip_origin_lower_left)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x),
(int)(clip_rect.w - clip_rect.y));
else
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z,
(int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x),
(int)(clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
#else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
@ -293,6 +407,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330) glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array_object);
@ -316,9 +433,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) {
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
if (glPolygonMode) {
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
@ -330,7 +447,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() {
int width, height;
io.Fonts->GetTexDataAsRGBA32(
&pixels, &width,
&height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be
&height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be
// compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture
// id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
@ -339,8 +456,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() {
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
@ -385,7 +502,8 @@ static bool CheckProgram(GLuint handle, const char* desc) {
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
if (log_length > 1) {
ImVector<char> buf;
buf.resize((int)(log_length + 1));
@ -406,8 +524,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
#endif
// Parse GLSL version string
int glsl_version = 150;
sscanf(Shader::header, "#version %d", &glsl_version);
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120
= "uniform mat4 ProjMtx;\n"
@ -527,13 +645,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = {Shader::header, vertex_shader};
const GLchar* vertex_shader_with_version[2] = {g_GlslVersionString, vertex_shader};
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = {Shader::header, fragment_shader};
const GLchar* fragment_shader_with_version[2] = {g_GlslVersionString, fragment_shader};
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
@ -547,9 +665,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
@ -568,20 +686,32 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects() {
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_VboHandle) {
glDeleteBuffers(1, &g_VboHandle);
g_VboHandle = 0;
}
if (g_ElementsHandle) {
glDeleteBuffers(1, &g_ElementsHandle);
g_ElementsHandle = 0;
}
if (g_ShaderHandle && g_VertHandle) {
glDetachShader(g_ShaderHandle, g_VertHandle);
}
if (g_ShaderHandle && g_FragHandle) {
glDetachShader(g_ShaderHandle, g_FragHandle);
}
if (g_VertHandle) {
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
}
if (g_FragHandle) {
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
}
if (g_ShaderHandle) {
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
}
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

View file

@ -1,18 +1,18 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in
// imgui.cpp. [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
@ -22,14 +22,61 @@
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include <imgui.h>
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init();
#include "imgui.h" // IMGUI_IMPL_API
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Attempt to auto-detect the default Desktop GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<glad/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
#endif
#endif

View file

@ -18,6 +18,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
@ -40,8 +44,8 @@
// Inputs: Added mapping for ImGuiKey_Insert. 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing
// (instead of -1,-1). 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui_impl_sdl.h"
#include "imgui.h"
#include "imgui_impl_sdl.h"
// SDL
#include <SDL.h>
@ -57,8 +61,9 @@
static SDL_Window* g_Window = NULL;
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = {false, false, false};
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {0};
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static char* g_ClipboardTextData = NULL;
static bool g_MouseCanUseGlobalState = true;
static const char* ImGui_ImplSDL2_GetClipboardText(void*) {
if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
@ -102,7 +107,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) {
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
return true;
}
}
@ -134,7 +143,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) {
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
@ -146,6 +155,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) {
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
// Load mouse cursors
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
@ -154,6 +164,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) {
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on Wayland
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
@ -186,6 +200,8 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) {
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { return ImGui_ImplSDL2_Init(window); }
void ImGui_ImplSDL2_Shutdown() {
g_Window = NULL;
@ -220,14 +236,16 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() {
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window) {
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that
// position globally.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
if (g_MouseCanUseGlobalState) {
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that
// position globally. Won't use this workaround when on Wayland, as there is no global mouse position.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}
@ -307,6 +325,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) {
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) w = h = 0;
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

View file

@ -16,7 +16,7 @@
// https://github.com/ocornut/imgui
#pragma once
#include <imgui.h>
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window;
typedef union SDL_Event SDL_Event;
@ -24,6 +24,7 @@ typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);