mirror of
https://github.com/RetroDECK/Duckstation.git
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9b22f0564f
For anyone trying to start drama, I have copyright over this code and never signed a CLA, therefore can relicense it how I see fit (in this case is no license, i.e. no rights, although the entire DuckStation as is currently distributed is GPLv3).
77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
#pragma once
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#include "common/types.h"
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#include <string>
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struct ImFont;
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union InputBindingKey;
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enum class GenericInputBinding : u8;
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namespace ImGuiManager {
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/// Sets the path to the font to use. Empty string means to use the default.
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void SetFontPath(std::string path);
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/// Sets the glyph range to use when loading fonts.
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void SetFontRange(const u16* range);
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/// Initializes ImGui, creates fonts, etc.
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bool Initialize();
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/// Frees all ImGui resources.
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void Shutdown();
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/// Updates internal state when the window is size.
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void WindowResized();
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/// Updates scaling of the on-screen elements.
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void UpdateScale();
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/// Call at the beginning of the frame to set up ImGui state.
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void NewFrame();
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/// Renders any on-screen display elements.
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void RenderOSD();
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/// Returns the scale of all on-screen elements.
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float GetGlobalScale();
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/// Returns true if fullscreen fonts are present.
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bool HasFullscreenFonts();
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/// Allocates/adds fullscreen fonts if they're not loaded.
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bool AddFullscreenFontsIfMissing();
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/// Returns the standard font for external drawing.
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ImFont* GetStandardFont();
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/// Returns the fixed-width font for external drawing.
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ImFont* GetFixedFont();
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/// Returns the medium font for external drawing, scaled by ImGuiFullscreen.
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/// This font is allocated on demand.
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ImFont* GetMediumFont();
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/// Returns the large font for external drawing, scaled by ImGuiFullscreen.
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/// This font is allocated on demand.
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ImFont* GetLargeFont();
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/// Called on the UI or CPU thread in response to mouse movement.
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void UpdateMousePosition(float x, float y);
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/// Called on the CPU thread in response to a mouse button press.
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/// Returns true if ImGui intercepted the event, and regular handlers should not execute.
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bool ProcessPointerButtonEvent(InputBindingKey key, float value);
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/// Called on the CPU thread in response to a mouse wheel movement.
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/// Returns true if ImGui intercepted the event, and regular handlers should not execute.
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bool ProcessPointerAxisEvent(InputBindingKey key, float value);
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/// Called on the CPU thread in response to a key press.
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/// Returns true if ImGui intercepted the event, and regular handlers should not execute.
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bool ProcessHostKeyEvent(InputBindingKey key, float value);
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/// Called on the CPU thread when any input event fires. Allows imgui to take over controller navigation.
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bool ProcessGenericInputEvent(GenericInputBinding key, float value);
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} // namespace ImGuiManager
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