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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h')
-rw-r--r--imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h53
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diff --git a/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h b/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h
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--- a/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h
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-// dear imgui: Renderer Backend for SDL_Renderer for SDL2
-// (Requires: SDL 2.0.17+)
-
-// 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 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 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
-#ifndef IMGUI_DISABLE
-#include "imgui.h" // IMGUI_IMPL_API
-
-struct SDL_Renderer;
-
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
-
-// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_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_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
-
-// [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
-// (Please open an issue if you feel you need access to more data)
-struct ImGui_ImplSDLRenderer2_RenderState
-{
- SDL_Renderer* Renderer;
-};
-
-#endif // #ifndef IMGUI_DISABLE