// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // Implemented features: // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the opengl3_example/ folder** // See imgui_impl_glfw.cpp for details. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui struct GLFWwindow; IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); // GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);