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