dhewm3/neo/sys/sys_imgui.h

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#ifndef NEO_SYS_SYS_IMGUI_H_
#define NEO_SYS_SYS_IMGUI_H_
#include "../libs/imgui/imgui.h"
namespace D3 {
namespace ImGuiHooks {
enum D3ImGuiWindow {
D3_ImGuiWin_None = 0,
D3_ImGuiWin_Settings = 1, // advanced dhewm3 settings menu
D3_ImGuiWin_Demo = 2, // ImGui demo window
// next should be 4, then 8, etc so a bitmask can be used
};
#ifndef IMGUI_DISABLE
extern ImGuiContext* imguiCtx; // this is only here so IsImguiEnabled() can use it inline
inline bool IsImguiEnabled()
{
return imguiCtx != NULL;
}
// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
extern bool Init(void* sdlWindow, void* sdlGlContext);
extern void Shutdown();
extern void OpenWindow( D3ImGuiWindow win );
extern void CloseWindow( D3ImGuiWindow win );
// called with every SDL event by Sys_GetEvent()
// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
extern bool ProcessEvent(const void* sdlEvent);
// NewFrame() is called once per D3 frame, after all events have been gotten
// => ProcessEvent() has already been called (probably multiple times)
extern void NewFrame();
// called at the end of the D3 frame, when all other D3 rendering is done
// renders ImGui menus then
extern void EndFrame();
extern float GetDefaultDPI();
#else // IMGUI_DISABLE - just stub out everything
inline bool IsImguiEnabled()
{
return false;
}
// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
inline bool Init(void* sdlWindow, void* sdlGlContext)
{
return false;
}
inline void Shutdown() {}
inline bool ProcessEvent(const void* sdlEvent) { return false; }
inline void NewFrame() {}
inline void EndFrame() {}
inline void OpenWindow( D3ImGuiWindow win ) {}
inline void CloseWindow( D3ImGuiWindow win ) {}
inline float GetDefaultDPI() { return 96.0f; }
#endif
}} //namespace D3::ImGuiHooks
#endif /* NEO_SYS_SYS_IMGUI_H_ */