#pragma once #include "common/types.h" #include struct ImFont; union InputBindingKey; enum class GenericInputBinding : u8; namespace ImGuiManager { /// Sets the path to the font to use. Empty string means to use the default. void SetFontPath(std::string path); /// Sets the glyph range to use when loading fonts. void SetFontRange(const u16* range); /// Initializes ImGui, creates fonts, etc. bool Initialize(); /// Frees all ImGui resources. void Shutdown(); /// Updates internal state when the window is size. void WindowResized(); /// Updates scaling of the on-screen elements. void UpdateScale(); /// Call at the beginning of the frame to set up ImGui state. void NewFrame(); /// Renders any on-screen display elements. void RenderOSD(); /// Returns the scale of all on-screen elements. float GetGlobalScale(); /// Returns true if fullscreen fonts are present. bool HasFullscreenFonts(); /// Allocates/adds fullscreen fonts if they're not loaded. bool AddFullscreenFontsIfMissing(); /// Returns the standard font for external drawing. ImFont* GetStandardFont(); /// Returns the fixed-width font for external drawing. ImFont* GetFixedFont(); /// Returns the medium font for external drawing, scaled by ImGuiFullscreen. /// This font is allocated on demand. ImFont* GetMediumFont(); /// Returns the large font for external drawing, scaled by ImGuiFullscreen. /// This font is allocated on demand. ImFont* GetLargeFont(); /// Returns true if imgui wants to intercept text input. bool WantsTextInput(); /// Called on the UI or CPU thread in response to a key press. String is UTF-8. void AddTextInput(std::string str); /// Called on the UI or CPU thread in response to mouse movement. void UpdateMousePosition(float x, float y); /// Called on the CPU thread in response to a mouse button press. /// Returns true if ImGui intercepted the event, and regular handlers should not execute. bool ProcessPointerButtonEvent(InputBindingKey key, float value); /// Called on the CPU thread in response to a mouse wheel movement. /// Returns true if ImGui intercepted the event, and regular handlers should not execute. bool ProcessPointerAxisEvent(InputBindingKey key, float value); /// Called on the CPU thread in response to a key press. /// Returns true if ImGui intercepted the event, and regular handlers should not execute. bool ProcessHostKeyEvent(InputBindingKey key, float value); /// Called on the CPU thread when any input event fires. Allows imgui to take over controller navigation. bool ProcessGenericInputEvent(GenericInputBinding key, float value); } // namespace ImGuiManager