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Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer.

ocornut hai 7 meses
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8b0af7fddc

+ 2 - 4
backends/imgui_impl_sdl3.cpp

@@ -1,9 +1,7 @@
-// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.

+ 2 - 4
backends/imgui_impl_sdl3.h

@@ -1,9 +1,7 @@
-// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.

+ 7 - 5
backends/imgui_impl_sdlrenderer2.cpp

@@ -1,11 +1,13 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL2
 // (Requires: SDL 2.0.17+)
 
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!

+ 7 - 5
backends/imgui_impl_sdlrenderer2.h

@@ -1,11 +1,13 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL2
 // (Requires: SDL 2.0.17+)
 
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!

+ 9 - 9
backends/imgui_impl_sdlrenderer3.cpp

@@ -1,13 +1,13 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
-// (Requires: SDL 3.0.0+)
-
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
-// Note how SDL_Renderer is an _optional_ component of SDL3.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// (Requires: SDL 3.1.8+)
+
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!

+ 9 - 9
backends/imgui_impl_sdlrenderer3.h

@@ -1,13 +1,13 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
-// (Requires: SDL 3.0.0+)
-
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
-// Note how SDL_Renderer is an _optional_ component of SDL3.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// (Requires: SDL 3.1.8+)
+
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!