KarmaEngine
Game Engine for practical learning and research purposes
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imgui_impl_glfw.h
Go to the documentation of this file.
1
10
11// dear imgui: Platform Backend for GLFW
12// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
13// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
14// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
15
16// Implemented features:
17// [X] Platform: Clipboard support.
18// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass KarmaGuiKey values to all key functions e.g. KarmaGui::IsKeyPressed(KarmaGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
19// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= KarmaGuiConfigFlags_NavEnableGamepad'.
20// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= KarmaGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
21// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= KarmaGuiConfigFlags_ViewportsEnable'.
22
23// Issues:
24// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
25
26// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
27// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
28// If you are new to Dear KarmaGui, read documentation from the docs/ folder + read the top of imgui.cpp.
29// Read online: https://github.com/ocornut/imgui/tree/master/docs
30
31#pragma once
32#include "KarmaGui.h"
33
34struct GLFWwindow;
35struct GLFWmonitor;
36
37namespace Karma
38{
39 bool KarmaGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
40 bool KarmaGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
41 bool KarmaGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
42 void KarmaGui_ImplGlfw_Shutdown();
43 void KarmaGui_ImplGlfw_NewFrame();
44
45 // GLFW callbacks (installer)
46 // - When calling Init with 'install_callbacks=true': KarmaGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
47 // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
48 void KarmaGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
49 void KarmaGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
50
51 // GLFW callbacks (individual callbacks to call if you didn't install callbacks)
52 void KarmaGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
53 void KarmaGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
54 void KarmaGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
55 void KarmaGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
56 void KarmaGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
57 void KarmaGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
58 void KarmaGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
59 void KarmaGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
60}
This file constains KarmaGui class. The chief class for our UI needs..