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1// dear imgui: Renderer Backend for SDL_Renderer for SDL3
2// (Requires: SDL 3.1.8+)
3
4// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
5// For a multi-platform app consider using other technologies:
6// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
7// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
8// If your application wants to render any non trivial amount of graphics other than UI,
9// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
10// and it might be difficult to step out of those boundaries.
11
12// Implemented features:
13// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
14// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
15// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
16// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
17// Missing features:
18// [ ] Renderer: Multi-viewport support (multiple windows).
19
20// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
21// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
22// Learn about Dear ImGui:
23// - FAQ https://dearimgui.com/faq
24// - Getting Started https://dearimgui.com/getting-started
25// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
26// - Introduction, links and more at the top of imgui.cpp
27
28#pragma once
29#include "imgui.h" // IMGUI_IMPL_API
30#ifndef IMGUI_DISABLE
31
32struct SDL_Renderer;
33
34// Follow "Getting Started" link and check examples/ folder to learn about using backends!
35IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
36IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
37IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
38IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
39
40// Called by Init/NewFrame/Shutdown
41IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
42IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
43
44// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
45IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
46
47// [BETA] Selected render state data shared with callbacks.
48// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
49// (Please open an issue if you feel you need access to more data)
50struct ImGui_ImplSDLRenderer3_RenderState
51{
52 SDL_Renderer* Renderer;
53};
54
55#endif // #ifndef IMGUI_DISABLE