diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 5d5725a4..5c6c087b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -79,6 +79,7 @@ Other Changes: - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000] - Examples: Win32: Fixed handling of mouse wheel messages to support finer position messages (typically sent by track-pads). (#1874) [zx64] - Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. + - Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. - Internals: PushItemFlag() flags are inherited by BeginChild(). diff --git a/examples/README.txt b/examples/README.txt index 407cceb9..2a6a22fd 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -106,23 +106,24 @@ Most the example bindings are split in 2 parts: improvements and fixes related to viewports and platform windows without extra work on your side. See 'ImGuiPlatformIO' for details. -List of officially maintained Platforms Bindings: +List of Platforms Bindings in this repository: - imgui_impl_glfw.cpp - imgui_impl_sdl.cpp - imgui_impl_win32.cpp + imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ + imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_win32.cpp ; Windows native API (Windows) + imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's) -List of officially maintained Renderer Bindings: +List of Renderer Bindings in this repository: - imgui_impl_dx9.cpp - imgui_impl_dx10.cpp - imgui_impl_dx11.cpp - imgui_impl_dx12.cpp - imgui_impl_opengl2.cpp - imgui_impl_opengl3.cpp - imgui_impl_vulkan.cpp + imgui_impl_dx9.cpp ; DirectX9 + imgui_impl_dx10.cpp ; DirectX10 + imgui_impl_dx11.cpp ; DirectX11 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline) + imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) + imgui_impl_vulkan.cpp ; Vulkan -List of officially maintained high-level Frameworks Bindings (combine Platform + Renderer) +List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer) imgui_impl_allegro5.cpp imgui_impl_marmalade.cpp @@ -132,7 +133,7 @@ Third-party framework, graphics API and languages bindings: https://github.com/ocornut/imgui/wiki/Links Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift... - Frameworks: FreeGlut, Cinder, Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre, + Frameworks: Cinder, Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4... Miscellaneous: Software Renderer, RemoteImgui, etc. diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj new file mode 100644 index 00000000..0c60ba36 --- /dev/null +++ b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj @@ -0,0 +1,174 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {F90D0333-5FB1-440D-918D-DD39A1B5187E} + example_freeglut_opengl2 + + + + Application + true + MultiByte + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + $(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories) + + + true + $(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + $(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories) + + + true + $(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + $(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + $(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + $(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + $(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories) + opengl32.lib;freeglut.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters new file mode 100644 index 00000000..b4591945 --- /dev/null +++ b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters @@ -0,0 +1,55 @@ + + + + + {c336cfe3-f0c4-464c-9ef0-a9e17a7ff222} + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp new file mode 100644 index 00000000..b5f2b998 --- /dev/null +++ b/examples/example_freeglut_opengl2/main.cpp @@ -0,0 +1,133 @@ +// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's) + +#include "imgui.h" +#include "../imgui_impl_freeglut.h" +#include "../imgui_impl_opengl2.h" +#include + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed +#endif + +static bool show_demo_window = true; +static bool show_another_window = false; +static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + +void my_display_code() +{ + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". + { + static float f = 0.0f; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); + } +} + +void glut_display_func() +{ + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplFreeGLUT_NewFrame(); + + my_display_code(); + + ImGui::Render(); + + ImGuiIO& io = ImGui::GetIO(); + glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + glutSwapBuffers(); + glutPostRedisplay(); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + +int main(int argc, char** argv) +{ + // Create GLUT window + glutInit(&argc, argv); + glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); + glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); + glutInitWindowSize(1280, 720); + glutCreateWindow("ImGui FreeGLUT+OpenGL2 Example"); + + // Setup GLUT display function + // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us, + // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves. + glutDisplayFunc(glut_display_func); + + // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + + ImGui_ImplFreeGLUT_Init(); + ImGui_ImplFreeGLUT_InstallFuncs(); + ImGui_ImplOpenGL2_Init(); + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + glutMainLoop(); + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplFreeGLUT_Shutdown(); + ImGui::DestroyContext(); + + return 0; +} diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp new file mode 100644 index 00000000..57fc9da2 --- /dev/null +++ b/examples/imgui_impl_freeglut.cpp @@ -0,0 +1,187 @@ +// ImGui Platform Binding for: FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-22: Added FreeGLUT Platform binding. + +#include "imgui.h" +#include "imgui_impl_freeglut.h" +#include + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +bool ImGui_ImplFreeGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + g_Time = 0; + + // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. + io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I + io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP; + io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN; + io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME; + io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END; + io.KeyMap[ImGuiKey_Delete] = 127; + io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H + io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M + io.KeyMap[ImGuiKey_Escape] = 27; + io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + return true; +} + +void ImGui_ImplFreeGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); + glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); + glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc); +} + +void ImGui_ImplFreeGLUT_Shutdown() +{ +} + +void ImGui_ImplFreeGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + io.DeltaTime = (current_time - g_Time) / 1000.0f; + g_Time = current_time; + + // Start the frame + ImGui::NewFrame(); +} + +static void ImGui_ImplFreeGLUT_UpdateKeyboardMods() +{ + ImGuiIO& io = ImGui::GetIO(); + int mods = glutGetModifiers(); + io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0; + io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0; + io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0; +} + +void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter(c); + + // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26. + // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here. + if (c >= 1 && c <= 26) + io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true; + else if (c >= 'a' && c <= 'z') + io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true; + else if (c >= 'A' && c <= 'Z') + io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true; + else + io.KeysDown[c] = true; + ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 1 && c <= 26) + io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false; + else if (c >= 'a' && c <= 'z') + io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false; + else if (c >= 'A' && c <= 'Z') + io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false; + else + io.KeysDown[c] = false; + ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiIO& io = ImGui::GetIO(); + if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) + io.KeysDown[key + 256] = true; + ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiIO& io = ImGui::GetIO(); + if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) + io.KeysDown[key + 256] = false; + ImGui_ImplFreeGLUT_UpdateKeyboardMods(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MousePos = ImVec2((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && state == GLUT_DOWN) + io.MouseDown[button] = true; + if (button != -1 && state == GLUT_UP) + io.MouseDown[button] = false; +} + +void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MousePos = ImVec2((float)x, (float)y); + if (dir > 0) + io.MouseWheel += 1.0; + else if (dir < 0) + io.MouseWheel -= 1.0; + (void)button; // Unused +} + +void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplFreeGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MousePos = ImVec2((float)x, (float)y); +} diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h new file mode 100644 index 00000000..d79cd024 --- /dev/null +++ b/examples/imgui_impl_freeglut.h @@ -0,0 +1,27 @@ +// ImGui Platform Binding for: FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +IMGUI_API bool ImGui_ImplFreeGLUT_Init(); +IMGUI_API void ImGui_ImplFreeGLUT_InstallFuncs(); +IMGUI_API void ImGui_ImplFreeGLUT_Shutdown(); +IMGUI_API void ImGui_ImplFreeGLUT_NewFrame(); + +// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//------------------------------------ GLUT name --------------------------------------------- Decent Name -------------- +IMGUI_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc