summaryrefslogtreecommitdiffstats
path: root/src/imgui/backends/imgui_impl_opengl2.h
diff options
context:
space:
mode:
authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/imgui_impl_opengl2.h
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip
Move into version control
Diffstat (limited to 'src/imgui/backends/imgui_impl_opengl2.h')
-rw-r--r--src/imgui/backends/imgui_impl_opengl2.h38
1 files changed, 38 insertions, 0 deletions
diff --git a/src/imgui/backends/imgui_impl_opengl2.h b/src/imgui/backends/imgui_impl_opengl2.h
new file mode 100644
index 0000000..9c756c7
--- /dev/null
+++ b/src/imgui/backends/imgui_impl_opengl2.h
@@ -0,0 +1,38 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
+
+#endif // #ifndef IMGUI_DISABLE