// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR. // **DO NOT EDIT DIRECTLY** // https://github.com/dearimgui/dear_bindings #include "imgui.h" #include "imgui_impl_sdl3.h" #include // Wrap this in a namespace to keep it separate from the C++ API // This define prevents #defines in the header getting defined again (as they are already in the normal header above), // and thus generating redefinition warnings #define DEAR_BINDINGS_INTERNAL_GLUE_CODE namespace cimgui { #include "dcimgui_impl_sdl3.h" } #undef DEAR_BINDINGS_INTERNAL_GLUE_CODE // By-value struct conversions static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src) { cimgui::ImVec2 dest; dest.x = src.x; dest.y = src.y; return dest; } static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src) { ::ImVec2 dest; dest.x = src.x; dest.y = src.y; return dest; } static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src) { cimgui::ImVec4 dest; dest.x = src.x; dest.y = src.y; dest.z = src.z; dest.w = src.w; return dest; } static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src) { ::ImVec4 dest; dest.x = src.x; dest.y = src.y; dest.z = src.z; dest.w = src.w; return dest; } static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src) { cimgui::ImTextureRef dest; dest._TexData = reinterpret_cast(src._TexData); dest._TexID = src._TexID; return dest; } static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src) { ::ImTextureRef dest; dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData); dest._TexID = src._TexID; return dest; } static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src) { cimgui::ImColor dest; dest.Value.x = src.Value.x; dest.Value.y = src.Value.y; dest.Value.z = src.Value.z; dest.Value.w = src.Value.w; return dest; } static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src) { ::ImColor dest; dest.Value.x = src.Value.x; dest.Value.y = src.Value.y; dest.Value.z = src.Value.z; dest.Value.w = src.Value.w; return dest; } // Function stubs #ifndef IMGUI_DISABLE CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context) { return ::ImGui_ImplSDL3_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForVulkan(cimgui::SDL_Window* window) { return ::ImGui_ImplSDL3_InitForVulkan(reinterpret_cast<::SDL_Window*>(window)); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForD3D(cimgui::SDL_Window* window) { return ::ImGui_ImplSDL3_InitForD3D(reinterpret_cast<::SDL_Window*>(window)); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForMetal(cimgui::SDL_Window* window) { return ::ImGui_ImplSDL3_InitForMetal(reinterpret_cast<::SDL_Window*>(window)); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer) { return ::ImGui_ImplSDL3_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer)); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLGPU(cimgui::SDL_Window* window) { return ::ImGui_ImplSDL3_InitForSDLGPU(reinterpret_cast<::SDL_Window*>(window)); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOther(cimgui::SDL_Window* window) { return ::ImGui_ImplSDL3_InitForOther(reinterpret_cast<::SDL_Window*>(window)); } CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_Shutdown(void) { ::ImGui_ImplSDL3_Shutdown(); } CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_NewFrame(void) { ::ImGui_ImplSDL3_NewFrame(); } CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) { return ::ImGui_ImplSDL3_ProcessEvent(event); } CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadMode(cimgui::ImGui_ImplSDL3_GamepadMode mode) { ::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode)); } CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadModeEx(cimgui::ImGui_ImplSDL3_GamepadMode mode, cimgui::SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) { ::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode), reinterpret_cast<::SDL_Gamepad**>(manual_gamepads_array), manual_gamepads_count); } CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetMouseCaptureMode(cimgui::ImGui_ImplSDL3_MouseCaptureMode mode) { ::ImGui_ImplSDL3_SetMouseCaptureMode(static_cast<::ImGui_ImplSDL3_MouseCaptureMode>(mode)); } #endif // #ifndef IMGUI_DISABLE