const zgui = @import("gui.zig"); const SDL_GL_Context = *anyopaque; pub fn init(window: *anyopaque, context: SDL_GL_Context, glsl_version: []const u8) void { if (!ImGui_ImplSDL2_InitForOpenGL(window, context)) unreachable; if (!ImGui_ImplOpenGL3_Init(glsl_version.ptr)) unreachable; } pub fn deinit() void { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL2_Shutdown(); } pub fn newFrame(width: f32, height: f32) void { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL2_NewFrame(); zgui.io.setDisplaySize(width, height); zgui.io.setDisplayFramebufferScale(1.0, 1.0); zgui.newFrame(); } pub fn draw() void { zgui.render(); ImGui_ImplOpenGL3_RenderDrawData(zgui.getDrawData()); } pub fn processEvent(event: *anyopaque) bool { return ImGui_ImplSDL2_ProcessEvent(event); } extern fn ImGui_ImplSDL2_InitForOpenGL(window: *anyopaque, sdl_gl_context: SDL_GL_Context) bool; extern fn ImGui_ImplSDL2_Shutdown() void; extern fn ImGui_ImplSDL2_NewFrame() void; extern fn ImGui_ImplSDL2_ProcessEvent(event: *anyopaque) bool; extern fn ImGui_ImplOpenGL3_Init(glsl_version: [*]const u8) bool; extern fn ImGui_ImplOpenGL3_Shutdown() void; extern fn ImGui_ImplOpenGL3_NewFrame() void; extern fn ImGui_ImplOpenGL3_RenderDrawData(draw_data: *anyopaque) void;