tibia_alpha/thirdparty/dear_bindings/dcimgui_impl_sdl3.cpp

155 lines
4.2 KiB
C++

// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include <stdio.h>
// Wrap this in a namespace to keep it separate from the C++ API
namespace cimgui
{
#include "dcimgui_impl_sdl3.h"
}
// By-value struct conversions
static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
{
cimgui::ImVec2 dest;
dest.x = src.x;
dest.y = src.y;
return dest;
}
static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
{
::ImVec2 dest;
dest.x = src.x;
dest.y = src.y;
return dest;
}
static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
{
cimgui::ImVec4 dest;
dest.x = src.x;
dest.y = src.y;
dest.z = src.z;
dest.w = src.w;
return dest;
}
static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
{
::ImVec4 dest;
dest.x = src.x;
dest.y = src.y;
dest.z = src.z;
dest.w = src.w;
return dest;
}
static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
{
cimgui::ImTextureRef dest;
dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
dest._TexID = src._TexID;
return dest;
}
static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
{
::ImTextureRef dest;
dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
dest._TexID = src._TexID;
return dest;
}
static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
{
cimgui::ImColor dest;
dest.Value.x = src.Value.x;
dest.Value.y = src.Value.y;
dest.Value.z = src.Value.z;
dest.Value.w = src.Value.w;
return dest;
}
static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
{
::ImColor dest;
dest.Value.x = src.Value.x;
dest.Value.y = src.Value.y;
dest.Value.z = src.Value.z;
dest.Value.w = src.Value.w;
return dest;
}
// Function stubs
#ifndef IMGUI_DISABLE
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
{
return ::ImGui_ImplSDL3_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForVulkan(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForD3D(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForMetal(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
{
return ::ImGui_ImplSDL3_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLGPU(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForSDLGPU(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOther(cimgui::SDL_Window* window)
{
return ::ImGui_ImplSDL3_InitForOther(reinterpret_cast<::SDL_Window*>(window));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_Shutdown(void)
{
::ImGui_ImplSDL3_Shutdown();
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_NewFrame(void)
{
::ImGui_ImplSDL3_NewFrame();
}
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
return ::ImGui_ImplSDL3_ProcessEvent(event);
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadMode(cimgui::ImGui_ImplSDL3_GamepadMode mode)
{
::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode));
}
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadModeEx(cimgui::ImGui_ImplSDL3_GamepadMode mode, cimgui::SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode), reinterpret_cast<::SDL_Gamepad**>(manual_gamepads_array), manual_gamepads_count);
}
#endif // #ifndef IMGUI_DISABLE