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- // dear imgui: Renderer Backend for SDL_Renderer
- // (Requires: SDL 2.0.17+)
- // Important to understand: SDL_Renderer is an _optional_ component of SDL.
- // 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.
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
- // Missing features:
- // [ ] Renderer: Multi-viewport support (multiple windows).
- #pragma once
- #include "imgui.h" // IMGUI_IMPL_API
- 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);
- // 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();
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