// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the sdl_opengl3_example/ folder** // See imgui_impl_sdl.cpp for details. // 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 struct SDL_Window; typedef union SDL_Event SDL_Event; IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();