Engine
Frameworkcreatedbymeusableforthecreationofsimplegames.CurrentlysupportsOpenGL(Verysimple)andVulkan.
imgui_impl_glfw_gl3.h
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1 // ImGui GLFW binding with OpenGL3 + shaders
2 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
3 
4 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
5 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
6 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
7 // https://github.com/ocornut/imgui
8 #pragma once
9 
11 #ifdef USING_OPENGL
12 
13 struct GLFWwindow;
14 
15 IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window);
16 IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
17 IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
18 
19 // Use if you want to reset your rendering device without losing ImGui state.
20 IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
21 IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
22 #endif
#define IMGUI_API
Definition: imgui.h:24