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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