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Strip out unused parts of imgui_impl_sdl2
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// 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.) | ||
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// 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] | ||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | ||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. | ||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | ||
// Missing features: | ||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). | ||
// [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. | ||
// 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 | ||
// this was refactored from https://github.com/ocornut/imgui/blob/v1.91.1-docking/backends/imgui_impl_sdl2.h | ||
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#pragma once | ||
#include "imgui.h" // IMGUI_IMPL_API | ||
#ifndef IMGUI_DISABLE | ||
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struct SDL_Window; | ||
struct SDL_Renderer; | ||
struct _SDL_GameController; | ||
typedef union SDL_Event SDL_Event; | ||
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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 bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); | ||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); | ||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); | ||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); | ||
IMGUI_IMPL_API bool ImGui_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. | ||
// When using manual mode, caller is responsible for opening/closing gamepad. | ||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; | ||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); | ||
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#endif // #ifndef IMGUI_DISABLE | ||
bool ImGui_ImplSDL2_Init(SDL_Window*); | ||
void ImGui_ImplSDL2_Shutdown(); | ||
void ImGui_ImplSDL2_NewFrame(); | ||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); |
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