// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings

// dear imgui: Renderer + Platform Backend for Allegro 5
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;  // Default: 16-bit (for maximum compatibility with renderer backends)
#endif // #ifndef ImDrawIdx
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
//  [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]
//  [X] Platform: Clipboard support (from Allegro 5.1.12).
//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
//  [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
//  [ ] Platform: Missing gamepad support.
//  [ ] Renderer: Multi-viewport support (multiple windows).

// 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

#ifdef __cplusplus
extern "C"
{
#endif
#include "dcimgui.h"
#ifndef IMGUI_DISABLE
typedef struct ALLEGRO_DISPLAY_t ALLEGRO_DISPLAY;
typedef union ALLEGRO_EVENT_t ALLEGRO_EVENT;

typedef struct ImDrawData_t ImDrawData;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
CIMGUI_IMPL_API void cImGui_ImplAllegro5_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplAllegro5_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
CIMGUI_IMPL_API bool cImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
CIMGUI_IMPL_API void cImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);

// Use if you want to reset your rendering device without losing Dear ImGui state.
CIMGUI_IMPL_API bool cImGui_ImplAllegro5_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplAllegro5_InvalidateDeviceObjects(void);

// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
CIMGUI_IMPL_API void cImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
