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			45 lines
		
	
	
		
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			C
		
	
			
		
		
	
	
			45 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C
		
	
| // dear imgui: Renderer + Platform Backend for Allegro 5
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| // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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| //  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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| //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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| //  [X] Platform: Clipboard support (from Allegro 5.1.12).
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| //  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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| // Missing features or Issues:
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| //  [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
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| //  [ ] Platform: Missing gamepad support.
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| #pragma once
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| #include "imgui.h"      // IMGUI_IMPL_API
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| #ifndef IMGUI_DISABLE
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| 
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| struct ALLEGRO_DISPLAY;
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| union ALLEGRO_EVENT;
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| 
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| // Follow "Getting Started" link and check examples/ folder to learn about using backends!
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| IMGUI_IMPL_API bool     ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_NewFrame();
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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| IMGUI_IMPL_API bool     ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
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| 
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| // Use if you want to reset your rendering device without losing Dear ImGui state.
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| IMGUI_IMPL_API bool     ImGui_ImplAllegro5_CreateDeviceObjects();
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_InvalidateDeviceObjects();
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| 
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| // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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| IMGUI_IMPL_API void     ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
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| 
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| #endif // #ifndef IMGUI_DISABLE
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