Преглед изворни кода

Backends: SDLRenderer3: Amend/finish SDL_Renderer3 patch + add example. (#6286)

ocornut пре 2 година
родитељ
комит
b476184574

+ 34 - 33
backends/imgui_impl_sdlrenderer3.cpp

@@ -1,12 +1,11 @@
-// dear imgui: Renderer Backend for SDL_Renderer
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
 // (Requires: SDL 3.0.0+)
 
-// Important to understand: SDL_Renderer is an _optional_ component of SDL.
+// 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 offers a limited graphic API to the end-user and it might
-// be difficult to step out of those boundaries.
-// However, we understand it is a convenient choice to get an app started easily.
+// 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!
@@ -17,6 +16,7 @@
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 
 // CHANGELOG
+//  2023-05-30: Initial version.
 
 #include "imgui.h"
 #include "imgui_impl_sdlrenderer3.h"
@@ -39,31 +39,31 @@
 #endif
 
 // SDL_Renderer data
-struct ImGui_ImplSDLRenderer_Data
+struct ImGui_ImplSDLRenderer3_Data
 {
     SDL_Renderer*   SDLRenderer;
     SDL_Texture*    FontTexture;
-    ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
+    ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
 };
 
 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
-static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
+static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
 {
-    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
 }
 
 // Functions
-bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
+bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
 {
     ImGuiIO& io = ImGui::GetIO();
     IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
     IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
 
     // Setup backend capabilities flags
-    ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
+    ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
     io.BackendRendererUserData = (void*)bd;
-    io.BackendRendererName = "imgui_impl_sdlrenderer";
+    io.BackendRendererName = "imgui_impl_sdlrenderer3";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 
     bd->SDLRenderer = renderer;
@@ -71,22 +71,23 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
     return true;
 }
 
-void ImGui_ImplSDLRenderer_Shutdown()
+void ImGui_ImplSDLRenderer3_Shutdown()
 {
-    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
-    ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+    ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
 
     io.BackendRendererName = nullptr;
     io.BackendRendererUserData = nullptr;
+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
     IM_DELETE(bd);
 }
 
-static void ImGui_ImplSDLRenderer_SetupRenderState()
+static void ImGui_ImplSDLRenderer3_SetupRenderState()
 {
-	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+	ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
 
 	// Clear out any viewports and cliprect set by the user
     // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
@@ -94,18 +95,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
 	SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
 }
 
-void ImGui_ImplSDLRenderer_NewFrame()
+void ImGui_ImplSDLRenderer3_NewFrame()
 {
-    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
-    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
 
     if (!bd->FontTexture)
-        ImGui_ImplSDLRenderer_CreateDeviceObjects();
+        ImGui_ImplSDLRenderer3_CreateDeviceObjects();
 }
 
-void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
 {
-	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+	ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
 
 	// If there's a scale factor set by the user, use that instead
     // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
@@ -140,7 +141,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
 	ImVec2 clip_scale = render_scale;
 
     // Render command lists
-    ImGui_ImplSDLRenderer_SetupRenderState();
+    ImGui_ImplSDLRenderer3_SetupRenderState();
     for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
         const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -155,7 +156,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
                 // User callback, registered via ImDrawList::AddCallback()
                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
-                    ImGui_ImplSDLRenderer_SetupRenderState();
+                    ImGui_ImplSDLRenderer3_SetupRenderState();
                 else
                     pcmd->UserCallback(cmd_list, pcmd);
             }
@@ -200,10 +201,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
 }
 
 // Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer_CreateFontsTexture()
+bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
 {
     ImGuiIO& io = ImGui::GetIO();
-    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
 
     // Build texture atlas
     unsigned char* pixels;
@@ -228,10 +229,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
     return true;
 }
 
-void ImGui_ImplSDLRenderer_DestroyFontsTexture()
+void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
 {
     ImGuiIO& io = ImGui::GetIO();
-    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
     if (bd->FontTexture)
     {
         io.Fonts->SetTexID(0);
@@ -240,14 +241,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
     }
 }
 
-bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
+bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
 {
-    return ImGui_ImplSDLRenderer_CreateFontsTexture();
+    return ImGui_ImplSDLRenderer3_CreateFontsTexture();
 }
 
-void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
 {
-    ImGui_ImplSDLRenderer_DestroyFontsTexture();
+    ImGui_ImplSDLRenderer3_DestroyFontsTexture();
 }
 
 #if defined(__clang__)

+ 13 - 14
backends/imgui_impl_sdlrenderer3.h

@@ -1,12 +1,11 @@
-// dear imgui: Renderer Backend for SDL_Renderer
-// (Requires: SDL 2.0.17+)
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
 
-// Important to understand: SDL_Renderer is an _optional_ component of SDL.
+// 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 offers a limited graphic API to the end-user and it might
-// be difficult to step out of those boundaries.
-// However, we understand it is a convenient choice to get an app started easily.
+// 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!
@@ -17,13 +16,13 @@
 
 struct SDL_Renderer;
 
-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_Shutdown();
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_NewFrame();
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
 
 // Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateFontsTexture();
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyFontsTexture();
-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateDeviceObjects();
-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateFontsTexture();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyDeviceObjects();

+ 2 - 1
docs/BACKENDS.md

@@ -76,7 +76,8 @@ List of Renderer Backends:
     imgui_impl_metal.mm       ; Metal (with ObjC)
     imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
     imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
-    imgui_impl_sdlrenderer2.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
+    imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
+    imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
     imgui_impl_vulkan.cpp     ; Vulkan
     imgui_impl_wgpu.cpp       ; WebGPU
 

+ 2 - 0
docs/CHANGELOG.txt

@@ -87,11 +87,13 @@ Other changes:
   by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
 - Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
 - Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
+- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
 - Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
   provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
 - Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
 - Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
   as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
+- Examples: Added SDL3+SDL_Renderer example. (#6286)
 - Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
 
 

+ 1 - 1
docs/README.md

@@ -120,7 +120,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
 
 Officially maintained backends/bindings (in repository):
 - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
-- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
+- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
 - Frameworks: Allegro5, Emscripten.
 
 [Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:

+ 1 - 2
examples/example_sdl2_sdlrenderer2/main.cpp

@@ -3,8 +3,7 @@
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 
-// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
-// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness.
+// Important to understand: 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.
 
 #include "imgui.h"

+ 73 - 0
examples/example_sdl3_sdlrenderer3/Makefile

@@ -0,0 +1,73 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlrenderer3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	LIBS += -ldl `sdl3-config --libs`
+
+	CXXFLAGS += `sdl3-config --cflags`
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+	LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+	LIBS += -L/usr/local/lib -L/opt/local/lib
+
+	CXXFLAGS += `sdl3-config --cflags`
+	CXXFLAGS += -I/usr/local/include -I/opt/local/include
+	CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+    ECHO_MESSAGE = "MinGW"
+    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+    CXXFLAGS += `pkg-config --cflags sdl3`
+    CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)

+ 8 - 0
examples/example_sdl3_sdlrenderer3/build_win32.bat

@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_sdlrenderer3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 186 - 0
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj

@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
+    <RootNamespace>example_sdl3_opengl3</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 64 - 0
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters

@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
+    </None>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 174 - 0
examples/example_sdl3_sdlrenderer3/main.cpp

@@ -0,0 +1,174 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// Important to understand: 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.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlrenderer3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL3/SDL_opengles2.h>
+#else
+#include <SDL3/SDL_opengl.h>
+#endif
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Enable native IME.
+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+
+    // Create window with SDL_Renderer graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+    if (renderer == nullptr)
+    {
+        SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
+        return -1;
+}
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_ShowWindow(window);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
+    ImGui_ImplSDLRenderer3_Init(renderer);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+#ifdef __EMSCRIPTEN__
+    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+    io.IniFilename = nullptr;
+    EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+    while (!done)
+#endif
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplSDLRenderer3_NewFrame();
+        ImGui_ImplSDL3_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+        SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+        SDL_RenderClear(renderer);
+        ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
+        SDL_RenderPresent(renderer);
+    }
+
+    // Cleanup
+    ImGui_ImplSDLRenderer3_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}