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Diffstat (limited to '3rdparty/imgui/examples/imgui_impl_win32.h')
-rw-r--r-- | 3rdparty/imgui/examples/imgui_impl_win32.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/imgui_impl_win32.h b/3rdparty/imgui/examples/imgui_impl_win32.h new file mode 100644 index 00000000..ed4f419b --- /dev/null +++ b/3rdparty/imgui/examples/imgui_impl_win32.h @@ -0,0 +1,20 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// Missing features: +// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code. +/* +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ |