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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_sdl2.h
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_sdl2.h')
-rw-r--r--imgui-1.92.1/backends/imgui_impl_sdl2.h50
1 files changed, 0 insertions, 50 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdl2.h b/imgui-1.92.1/backends/imgui_impl_sdl2.h
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index 3c0a4a7..0000000
--- a/imgui-1.92.1/backends/imgui_impl_sdl2.h
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@@ -1,50 +0,0 @@
-// 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.
-// [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
-#include "imgui.h" // IMGUI_IMPL_API
-#ifndef IMGUI_DISABLE
-
-struct SDL_Window;
-struct SDL_Renderer;
-struct _SDL_GameController;
-typedef union SDL_Event SDL_Event;
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-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);
-
-// DPI-related helpers (optional)
-IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
-IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
-
-// 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 = nullptr, int manual_gamepads_count = -1);
-
-#endif // #ifndef IMGUI_DISABLE