#pragma once #include "GameOverlay.h" #include "Lib/ImGui/imgui.h" #include "SohConsole.h" struct GameAsset { uint32_t textureId; int width; int height; }; namespace SohImGui { enum class Backend { DX11, SDL }; enum class Dialogues { dConsole, dMenubar, dLoadSettings, }; typedef struct { Backend backend; union { struct { void* window; void* device_context; void* device; } dx11; struct { void* window; void* context; } sdl; }; } WindowImpl; typedef union { struct { void* handle; int msg; int wparam; int lparam; } win32; struct { void* event; } sdl; } EventImpl; extern WindowImpl impl; using WindowDrawFunc = void(*)(bool& enabled); typedef struct { bool enabled; WindowDrawFunc drawFunc; } CustomWindow; extern Console* console; extern Ship::GameOverlay* overlay; extern bool needs_save; void Init(WindowImpl window_impl); void Update(EventImpl event); void Tooltip(const char* text); void EnhancementRadioButton(const char* text, const char* cvarName, int id); void EnhancementCheckbox(const char* text, const char* cvarName); void EnhancementButton(const char* text, const char* cvarName); void EnhancementSliderInt(const char* text, const char* id, const char* cvarName, int min, int max, const char* format); void EnhancementSliderFloat(const char* text, const char* id, const char* cvarName, float min, float max, const char* format, float defaultValue, bool isPercentage); void EnhancementCombobox(const char* name, const char* ComboArray[], uint8_t FirstTimeValue); void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow = true, bool has_alpha=false, bool TitleSameLine=false); void DrawMainMenuAndCalculateGameSize(void); void DrawFramebufferAndGameInput(void); void Render(void); void CancelFrame(void); void ShowCursor(bool hide, Dialogues w); void BindCmd(const std::string& cmd, CommandEntry entry); void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc); void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint = ImVec4(1, 1, 1, 1)); void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha=false); void RandomizeColor(const char* cvarName, ImVec4* colors); void RainbowColor(const char* cvarName, ImVec4* colors); void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha); ImTextureID GetTextureByID(int id); ImTextureID GetTextureByName(const std::string& name); }