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Copy pathimgui_impl_vitagl.h
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imgui_impl_vitagl.h
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// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
#include <vitasdk.h>
IMGUI_API bool ImGui_ImplVitaGL_Init();
IMGUI_API bool ImGui_ImplVitaGL_Init_Extended();
IMGUI_API void ImGui_ImplVitaGL_Shutdown();
IMGUI_API void ImGui_ImplVitaGL_NewFrame();
IMGUI_API void ImGui_ImplVitaGL_RenderDrawData(ImDrawData* draw_data);
IMGUI_API bool ImGui_ImplVitaGL_ProcessEvent(SceCtrlData* pad);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplVitaGL_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplVitaGL_CreateDeviceObjects();
void ImGui_ImplVitaGL_TouchUsage(bool val);
// indirect front touch enabled: drag pointer with finger
// indirect front touch disabled: pointer jumps to finger
void ImGui_ImplVitaGL_UseIndirectFrontTouch(bool val);
void ImGui_ImplVitaGL_UseRearTouch(bool val); // turn rear panel touch on or off
void ImGui_ImplVitaGL_MouseStickUsage(bool val); // Left mouse stick and trigger buttons control mouse pointer
// GamepadUsage uses the Vita buttons to navigate and interact with UI elements
void ImGui_ImplVitaGL_GamepadUsage(bool val);
void ImGui_ImplVitaGL_UseCustomShader(bool val);