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-rw-r--r--deps/imgui/include/imgui_impl_glfw.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/deps/imgui/include/imgui_impl_glfw.h b/deps/imgui/include/imgui_impl_glfw.h
index e203b55..80e2b55 100644
--- a/deps/imgui/include/imgui_impl_glfw.h
+++ b/deps/imgui/include/imgui_impl_glfw.h
@@ -8,6 +8,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
@@ -62,5 +63,8 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
+
#endif // #ifndef IMGUI_DISABLE