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- // dear imgui: Renderer Backend for SDL_Renderer for SDL3
- // (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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
- // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- #ifndef IMGUI_DISABLE
- struct SDL_Renderer;
- // Follow "Getting Started" link and check examples/ folder to learn about using backends!
- 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, SDL_Renderer* renderer);
- // Called by Init/NewFrame/Shutdown
- IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
- IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
- // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
- IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
- // [BETA] Selected render state data shared with callbacks.
- // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
- // (Please open an issue if you feel you need access to more data)
- struct ImGui_ImplSDLRenderer3_RenderState
- {
- SDL_Renderer* Renderer;
- };
- #endif // #ifndef IMGUI_DISABLE
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