summaryrefslogtreecommitdiff
path: root/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h
diff options
context:
space:
mode:
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h')
-rw-r--r--imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h53
1 files changed, 53 insertions, 0 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h b/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h
new file mode 100644
index 0000000..618cc24
--- /dev/null
+++ b/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.h
@@ -0,0 +1,53 @@
+// 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