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| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-03 19:22:36 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-03 19:22:36 +0200 |
| commit | 853bbb3752a5fa2f58ef456ffb6e3a552e13cb11 (patch) | |
| tree | ce49a533f82a42a65fa6a4771a7b8fbfe33798cf /imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h | |
initial commit
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, 53 insertions, 0 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h b/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h new file mode 100644 index 0000000..a62e609 --- /dev/null +++ b/imgui-1.92.1/backends/imgui_impl_sdlrenderer2.h @@ -0,0 +1,53 @@ +// 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 |
