// dear imgui: Platform Backend for wxWidgets // This needs to be used along with a Renderer (OpenGL for wxWidgets through wxGLCanvas) // Implemented features: // [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Missing features: // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp #pragma once #ifndef IMGUI_DISABLE #include "imgui.h" #include "wx/window.h" // Optionally pass a callback to refresh a window on UI interaction (always update 2 frames minimum, even for mouse move!) IMGUI_IMPL_API bool ImGui_ImplWX_Init(void (*RefreshCallback)(void)); IMGUI_IMPL_API void ImGui_ImplWX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWX_NewFrame(wxWindow *canvas); void ImGui_ImplWX_OnKeyDown(wxKeyEvent &event); void ImGui_ImplWX_OnKeyUp(wxKeyEvent &event); void ImGui_ImplWX_OnChar(wxKeyEvent &event); void ImGui_ImplWX_OnMouseMoveEvent(wxMouseEvent &event); void ImGui_ImplWX_OnMouseWheelEvent(wxMouseEvent &event); void ImGui_ImplWX_OnMouseLeftEvent(wxMouseEvent &event); void ImGui_ImplWX_OnMouseRightEvent(wxMouseEvent &event); void ImGui_ImplWX_OnMouseMiddleEvent(wxMouseEvent &event); #endif // #ifndef IMGUI_DISABLE