From 383544a05db3a7d83a2104ad6b51a2e398d7b88b Mon Sep 17 00:00:00 2001 From: BDKPlayer Date: Tue, 25 Feb 2020 21:34:34 +0100 Subject: first commit --- imgui/imgui_impl_win32.h | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 imgui/imgui_impl_win32.h (limited to 'imgui/imgui_impl_win32.h') diff --git a/imgui/imgui_impl_win32.h b/imgui/imgui_impl_win32.h new file mode 100644 index 0000000..3d07bde --- /dev/null +++ b/imgui/imgui_impl_win32.h @@ -0,0 +1,22 @@ +// 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). + +#pragma once + +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 types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ -- cgit v1.2.3