#include "imgui.h"
#include "backends/imgui_impl_sdl3.h"
#ifdef DEAR_IMGUI_SDL3_OPENGL3_RENDERER
#include "backends/imgui_impl_opengl3.h"
#endif
#include <SDL3/SDL.h>
#include <vector>
extern "C" {
bool ImGui_ImplSDL3_InitForOpenGL_Rust(SDL_Window* window, void* sdl_gl_context) {
return ImGui_ImplSDL3_InitForOpenGL(window, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan_Rust(SDL_Window* window) {
return ImGui_ImplSDL3_InitForVulkan(window);
}
bool ImGui_ImplSDL3_InitForD3D_Rust(SDL_Window* window) {
return ImGui_ImplSDL3_InitForD3D(window);
}
bool ImGui_ImplSDL3_InitForMetal_Rust(SDL_Window* window) {
return ImGui_ImplSDL3_InitForMetal(window);
}
bool ImGui_ImplSDL3_InitForSDLRenderer_Rust(SDL_Window* window, SDL_Renderer* renderer) {
return ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
}
bool ImGui_ImplSDL3_InitForSDLGPU_Rust(SDL_Window* window) {
return ImGui_ImplSDL3_InitForSDLGPU(window);
}
bool ImGui_ImplSDL3_InitForOther_Rust(SDL_Window* window) {
return ImGui_ImplSDL3_InitForOther(window);
}
void ImGui_ImplSDL3_Shutdown_Rust() {
ImGui_ImplSDL3_Shutdown();
}
void ImGui_ImplSDL3_NewFrame_Rust() {
ImGui_ImplSDL3_NewFrame();
}
bool ImGui_ImplSDL3_ProcessEvent_Rust(const SDL_Event* event) {
return ImGui_ImplSDL3_ProcessEvent(event);
}
#ifdef DEAR_IMGUI_SDL3_OPENGL3_RENDERER
bool ImGui_ImplOpenGL3_Init_Rust(const char* glsl_version) {
return ImGui_ImplOpenGL3_Init(glsl_version);
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects_Rust() {
return ImGui_ImplOpenGL3_CreateDeviceObjects();
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects_Rust() {
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_Shutdown_Rust() {
ImGui_ImplOpenGL3_Shutdown();
}
void ImGui_ImplOpenGL3_NewFrame_Rust() {
ImGui_ImplOpenGL3_NewFrame();
}
void ImGui_ImplOpenGL3_RenderDrawData_Rust(const ImDrawData* draw_data) {
ImGui_ImplOpenGL3_RenderDrawData(const_cast<ImDrawData*>(draw_data));
}
void ImGui_ImplOpenGL3_UpdateTexture_Rust(ImTextureData* tex) {
ImGui_ImplOpenGL3_UpdateTexture(tex);
}
#endif
void ImGui_ImplSDL3_SetGamepadMode_AutoFirst_Rust() {
ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_AutoFirst, nullptr, 0);
}
void ImGui_ImplSDL3_SetGamepadMode_AutoAll_Rust() {
ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_AutoAll, nullptr, 0);
}
void ImGui_ImplSDL3_SetGamepadMode_Manual_Rust(SDL_Gamepad* const* manual_gamepads_array, int manual_gamepads_count) {
static std::vector<SDL_Gamepad*> manual_gamepads;
manual_gamepads.clear();
if (manual_gamepads_array != nullptr && manual_gamepads_count > 0) {
manual_gamepads.assign(manual_gamepads_array, manual_gamepads_array + manual_gamepads_count);
}
ImGui_ImplSDL3_SetGamepadMode(
ImGui_ImplSDL3_GamepadMode_Manual,
manual_gamepads.empty() ? nullptr : manual_gamepads.data(),
(int)manual_gamepads.size()
);
}
}