diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (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.h | 53 |
1 files changed, 0 insertions, 53 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h b/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h deleted file mode 100644 index a62e609..0000000 --- a/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h +++ /dev/null @@ -1,53 +0,0 @@ -// 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 |
